This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
Through-Walls Collaboration
July-September 2009 (vol. 8 no. 3)
pp. 42-49
Wayne Piekarski, University of South Australia
Bruce H. Thomas, University of South Australia
Through-walls collaboration lets users in the field work in real time with users indoors. The users in the field have first-hand knowledge and context of the current problem, whereas the indoor users have access to reference materials, a global picture, and more advanced technology. This article presents the overall concept and the following working projects: Hand of God, tabletop collaboration technologies, distributive VR/AR, remote active tangible interactions, mobile AR X-ray vision, and input devices for wearable computers.

1. H. Ishii, "Tangible Bits: Coupling Physicality and Virtuality through Tangible User Interfaces," Mixed Reality: Merging Real and Virtual Worlds, Ohmsha Ltd., 1999, pp. 229–247.
2. A. Stafford, W. Piekarski, and B.H. Thomas, "Implementation of God-Like Interaction Techniques for Supporting Collaboration between Indoor and Outdoor Users," Proc. 5th IEEE and ACM Int'l Symp. Mixed and Augmented Reality (ISMAR 06), IEEE CS Press, 2006, pp. 1–8.
3. W. Piekarski, B. Gunther, and B. Thomas, "Integrating Virtual and Augmented Realities in an Outdoor Application," Proc. 2nd Int'l Workshop on Augmented Reality (IWAR 09), IEEE CS Press, 1999, pp. 45–54.
4. S. Feiner, B. MacIntyre, and T. Hollerer, "A Touring Machine: Prototyping 3D Mobile Augmented Reality Systems for Exploring the Urban Environment," Proc. 1st Int'l Symp. Wearable Computers (ISWC 97), IEEE CS Press, 1997, pp. 74–81.
5. T. Hollerer, S. Feiner, and J. Pavlik, "Situated Documentaries: Embedding Multimedia Presentations in the Real World," Proc. 3rd Int'l Symp. Wearable Computers (ISWC 99), IEEE CS Press, 1999, pp. 79–86.
6. J. Richter et al., "Remote Active Tangible Interactions," Proc. 1st Int'l Conf. Tangible and Embedded Interaction (TEI 07), ACM Press, 2007, pp. 69–73.
7. G.W. Fitzmaurice, H. Ishii, and W. Buxton, "Bricks: Laying the Foundations for Graspable User Interfaces," Proc. Conf. Human Factors in Computing Systems (CHI 95), ACM Press, 1995, pp. 442–449.
8. B. Avery, B.H. Thomas, and W. Piekarski, "User Evaluation of See-Through Vision for Mobile Outdoor Augmented Reality," Proc. 7th IEEE/ACM Int'l Symp. Mixed and Augmented Reality (ISMAR 08), IEEE CS Press, 2008, pp. 69–72.
9. D. Kalkofen, E. Mendez, and D. Schmalstieg, "Interactive Focus and Context Visualization for Augmented Reality," Proc. 6th IEEE/ACM Int'l Symp. Mixed and Augmented Reality (ISMAR 07), IEEE CS Press, 2007, pp. 191–201.
10. C. Coffin and T. Hollerer, "Interactive Perspective Cut-Away Views for General 3D Scenes," Proc. IEEE Symp. 3D User Interfaces (3DUI 06), IEEE CS Press, 2006, pp. 25–28.
11. J.E. Zucco, B.H. Thomas, and K. Grimmer, "Evaluation of Four Wearable Computer Pointing Devices for Drag and Drop Tasks when Stationary and Walking," Proc. 10th Int'l Symp. Wearable Computers (ISWC 06), IEEE CS Press, 2006, pp. 29–36.
12. B.H. Thomas, "Evaluation of Three Input Techniques for Selection and Annotation of Physical Objects through an Augmented Reality View," Proc. 5th IEEE/ACM Int'l Symp. Mixed and Augmented Reality (ISMAR 06), IEEE CS Press, 2006, pp. 71–75.

Index Terms:
pervasive computing, cross-reality, computer-supported cooperative work, augmented reality, ubiquitous computing
Citation:
Wayne Piekarski, Bruce H. Thomas, "Through-Walls Collaboration," IEEE Pervasive Computing, vol. 8, no. 3, pp. 42-49, July-Sept. 2009, doi:10.1109/MPRV.2009.59
Usage of this product signifies your acceptance of the Terms of Use.