Monday, February 28, 2011

Paper Reading #12 - TwinSpace: An Infrastructure for Cross-Reality Team Spaces

Comments:


Reference:
TwinSpace: An Infrastructure for Cross-Reality Team Spaces
Derek F. Reilly, Hafez Rouzati, Andy Wu, Jee Yeon Hwang, Jeremy Brudvik, W. Keith Edwards
UIST '10

Summary:
TwinSpace is an application that connects interactive workspaces with virtual worlds, the main purpose of which is to provide a "...flexible infrastructure for exploring and implementing collaborative cross-reality (CoXR) envrionments."  This expands from the current assumption that people interacting in virtual worlds are physically individually isolated from each other.  TwinSpace assumes individual collaborative groups sharing a virtual space.


Some of the problems encountered were how to make events in the physical world correspont to events in the virtual world, and vice-versa.  What kinds of actuators could be mapped between the two worlds?  They tested a layout based on activity mappings, where a team room is composed or assemble/array, aside table, and aside wall regions.  These are used for extended group discussions, comosing and modifying content, and generating whiteboard content, respectively.  Brainstorm mode promotes group collaboration and decision making, and present mode provides facilities for users to give a presentation.

Through recognizing common abstractions in virtual and physical spaces, TwinSpace provides a flexible fromework for promoting group collaboration and interaction in cross-reality environments.

Discussion:
I would like to see some data from test users to see just how intuitive and useful this environment is.  Most of the paper is simply describing how things work with the system, and the only case studies provided consisted of the design team's experiments.  To be fair, it appears that they were still in the prototype stage at the time the paper was written.  This is reflected in some of their own criticisms, where they note the need for better awareness of who's who in the virtual environment and the lack of representation of remote collaborators.  At the time, I must admit that this feels like a gimmick, but given enough time and modifications I think it could lead to practical and efficient cross-reality environments.

2 comments:

  1. In today's work environment many people have to be interacting in a daily basis with people from across the world, so definitively I see this software being able to provide a more interactive and efficient environment than just conference calls.

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  2. I see what you mean, but it seems useful to me. If two teams were developing a game from different parts of the world, this system might be able to allow everyone to view the same virtual world they were creating. This would make it much easier to immediately see design ideas.

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