Towards a Smart and Socialised Augmented Reality

This paper introduces a nascent project aimed at exploring new avenues to support creativity, socialisation and community through smart interfaces for augment reality. Augmented reality has been so far largely conceptualised from a point of view of 'power users' seeking to support very specific applications, e.g. in training and simulation. With the availability of devices to mass market, new applications become possible, and new research problems open up. We offer a preliminary framework consisting of 2 orthogonal continua (virtual-real and human-thing) and 2 critical perspective (postphenomenology/posthumanism and cultural interface). With this poster we hope to stimulate valuable discussion and seek input from the CHI community about the challenges, opportunities, and theoretical perspectives underpinning a smart, socialised AR.

[1]  Mark Dredze,et al.  Pokémon GO-A New Distraction for Drivers and Pedestrians. , 2016, JAMA internal medicine.

[2]  Lucy Suchman,et al.  Human-Machine Reconfigurations: Plans and Situated Actions , 2006 .

[3]  Didier Stricker,et al.  Archeoguide: first results of an augmented reality, mobile computing system in cultural heritage sites , 2001, VAST '01.

[4]  Ivan E. Sutherland,et al.  A head-mounted three dimensional display , 1968, AFIPS Fall Joint Computing Conference.

[5]  Paul Dourish,et al.  Postcolonial computing: a lens on design and development , 2010, CHI.

[6]  Mark Billinghurst,et al.  Exploring enhancements for remote mixed reality collaboration , 2017, SIGGRAPH ASIA Mobile Graphics and Interactive Applications.

[7]  K. K. Cetina Sociality with Objects , 1997 .

[8]  Iulian Radu,et al.  Augmented reality in education: a meta-review and cross-media analysis , 2014, Personal and Ubiquitous Computing.

[9]  Larry Shapiro The Embodied Cognition Research Programme , 2007 .

[10]  Alessandro Soro,et al.  Designing the Past , 2019, CHI Extended Abstracts.

[11]  Monika Richter,et al.  Cognition In The Wild , 2016 .

[12]  Brian L. Due,et al.  The social construction of a Glasshole: Google Glass and multiactivity in social interaction , 2015, PsychNology J..

[13]  Shaowen Bardzell,et al.  Feminist HCI: taking stock and outlining an agenda for design , 2010, CHI.

[14]  David Kirsh,et al.  Embodied cognition and the magical future of interaction design , 2013, TCHI.

[15]  Diane P. Michelfelder,et al.  Postphenomenological Investigations: Essays on Human–Technology Relations , 2015 .

[16]  Antonio Iera,et al.  The Social Internet of Things , 2015, 2015 IEEE International Conference on Cloud Engineering.

[17]  P. Milgram,et al.  A Taxonomy of Mixed Reality Visual Displays , 1994 .

[18]  Helena De Preester Postphenomenology and technoscience: the Peking University Lectures , 2010 .

[19]  Arindam Dey,et al.  The Effects of Sharing Awareness Cues in Collaborative Mixed Reality , 2019, Front. Robot. AI.

[20]  Kangsoo Kim,et al.  Revisiting Trends in Augmented Reality Research: A Review of the 2nd Decade of ISMAR (2008–2017) , 2018, IEEE Transactions on Visualization and Computer Graphics.

[21]  John M. Carroll,et al.  The Internet of Places , 2018, Social Internet of Things.

[22]  Alessandro Soro,et al.  From Preserving to Performing Culture in the Digital Era , 2018, Digitisation of Culture.

[23]  Peter Tolmie,et al.  From the Internet of Things to an Internet of Practices , 2017, ECSCW Exploratory Papers.

[24]  Andreas Wittel Toward a Network Sociality , 2001 .

[25]  Ronald T. Azuma,et al.  The Most Important Challenge Facing Augmented Reality , 2016, PRESENCE: Teleoperators and Virtual Environments.

[26]  N. Nakata,et al.  Indigenous knowledge and the cultural interface , 2004 .

[27]  Ronald Azuma,et al.  A Survey of Augmented Reality , 1997, Presence: Teleoperators & Virtual Environments.