A Collaborative Game to Study Presence and Situational Awareness in a Physical and an Augmented Reality Environment

While augmented reality research has grown into a mature field over the last years, the aspects of situational awareness and presence of augmented reality (AR) are still quite open research topics. This paper introduces a collaborative game to explore the different perception of situational awareness and presence in a physical and an AR environment. The game is employed as an approximation of collaboratively solving complex problems. The goal of the game is to jointly build a tower with either physical blocks in a physical environment or virtual blocks in an augmented reality environment. A first study with 18 users shows the feasibility of the game and questionnaire design for studying the different perception of situational awareness and presence in a physical and an AR environment. The study further identifies necessary future research with regard to the perception of presence and awareness in AR.

[1]  Dragos Datcu,et al.  On the Usability of Augmented Reality for Information Exchange in Teams from the Security Domain , 2014, 2014 IEEE Joint Intelligence and Security Informatics Conference.

[2]  S. Hart,et al.  Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research , 1988 .

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

[4]  John R. Wilson,et al.  Measurement of presence and its consequences in virtual environments , 2000, Int. J. Hum. Comput. Stud..

[5]  B. Gray,et al.  Toward a Comprehensive Theory of Collaboration , 1991 .

[6]  Mica R. Endsley,et al.  Toward a Theory of Situation Awareness in Dynamic Systems , 1995, Hum. Factors.

[7]  David Benyon,et al.  Presence in blended spaces , 2012, Interact. Comput..

[8]  Blair MacIntyre,et al.  Experiences with an AR evaluation test bed: Presence, performance, and physiological measurement , 2010, 2010 IEEE International Symposium on Mixed and Augmented Reality.

[9]  Giuseppe Riva,et al.  Being there : the experience of presence in mediated environments , 2003 .

[10]  Reiner Wichert Collaborative Gaming in a Mobile Augmented Reality Environment , 2002 .

[11]  Jay F. Nunamaker,et al.  Principles for effective virtual teamwork , 2009, CACM.

[12]  Robert E. Kraut,et al.  The use of visual information in shared visual spaces: informing the development of virtual co-presence , 2002, CSCW '02.

[13]  Traci Sitzmann A META-ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER-BASED SIMULATION GAMES , 2011 .

[14]  Loren G. Terveen,et al.  Overview of human-computer collaboration , 1995, Knowl. Based Syst..

[15]  Ronald Azuma,et al.  Recent Advances in Augmented Reality , 2001, IEEE Computer Graphics and Applications.

[16]  Matthew Lombard,et al.  At the Heart of It All: The Concept of Presence , 2006 .

[17]  Darren Gergle,et al.  See what i'm saying?: using Dyadic Mobile Eye tracking to study collaborative reference , 2011, CSCW.

[18]  Stephan Lukosch,et al.  As if being there: mediated reality for crime scene investigation , 2012, CSCW '12.

[19]  Frances M. T. Brazier,et al.  On the Usability and Effectiveness of Different Interaction Types in Augmented Reality , 2015, Int. J. Hum. Comput. Interact..

[20]  Dragos Datcu,et al.  Providing Information on the Spot: Using Augmented Reality for Situational Awareness in the Security Domain , 2015, Computer Supported Cooperative Work (CSCW).

[21]  Jay David Bolter,et al.  Presence and the Aura of Meaningful Places , 2004 .

[22]  Sarah Nichols,et al.  Are you with us? The role of presence in mixed reality for participatory design , 2002 .

[23]  Dieter Schmalstieg,et al.  Mobile collaborative augmented reality , 2001, Proceedings IEEE and ACM International Symposium on Augmented Reality.

[24]  Frank Biocca,et al.  Comparative effectiveness of augmented reality in object assembly , 2003, CHI '03.

[25]  Till Schümmer,et al.  Patterns for Computer-Mediated Interaction , 2007 .

[26]  Carolyn Penstein Rosé,et al.  Modeling the impact of shared visual information on collaborative reference , 2007, CHI.

[27]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.

[28]  Ann Morrison,et al.  On the Role of Presence in Mixed Reality , 2009, PRESENCE: Teleoperators and Virtual Environments.

[29]  Jan H. G. Klabbers,et al.  The magic circle : principles of gaming & simulation , 2006 .

[30]  Weidong Huang,et al.  Recent Trends of Mobile Collaborative Augmented Reality Systems , 2014 .

[31]  Stefan Werner Knoll,et al.  A Context-Sensitive Intervention Approach for Collaboration in Dynamic Environments , 2013, CONTEXT.

[32]  Maria del Carmen Juan Lizandra,et al.  A comparative study of the sense of presence and anxiety in an invisible marker versus a marker augmented reality system for the treatment of phobia towards small animals , 2011, Int. J. Hum. Comput. Stud..

[33]  Robert E. Kraut,et al.  Action as language in a shared visual space , 2004, CSCW.

[34]  Mark A. Livingston,et al.  Evaluating Human Factors in Augmented Reality Systems , 2005, IEEE Computer Graphics and Applications.

[35]  Dragos Datcu,et al.  Free-hands interaction in augmented reality , 2013, SUI '13.

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