Mixed Reality Workrooms

Connecting digital workrooms across distance

The physical workroom (left) is replicated in digital form (right), and allows remote collaborators to connect into the shared workspace.
The physical workroom (left) is replicated in digital form (right), and allows remote collaborators to connect into the shared workspace.

People that need to work together are not always collocated, and this presents challenges in how they can communicate, function, and collaborate with one another. In this work, we have been exploring mixed-reality workrooms, where a team has mixed presence – some people are connected via a digital link, while others are physically copresent [Tang, A., Boyle, M., and Greenberg, S. (2005). Understanding and mitigating display and presence disparity in mixed presence groupware. In Journal of research and practice in information technology, 193--210.] [Reilly, D., Tang, A., Wu, A., Mathiasen, N., Echenique, A., Massey, J., Rouzati, H., and Chamoli, S. (2011). Toward a framework for prototyping physical interfaces in multiplayer gaming: twinspace experiences. In ICEC'11: Proceedings of the 10th international conference on Entertainment Computing, 428--431.] [reilly2010] [twinspace] . In these explorations, we have studied how flexible reconfigurations of the space impact communication patterns [Reilly, D., Echenique, A., Wu, A., Tang, A., and Edwards, K. (2015). Mapping out Work in a Mixed Reality Project Room. In CHI 2015: Proceedings of the 2015 SIGCHI Conference on Human Factors in Computing Systems, 887-896.] [Reilly, D., Tang, A., Wu, A., Echenique, A., Massey, J., Mathiasen, N., Mazalek, A., and Edwards, W. (2011). Organic UIs in Cross-Reality Spaces. In Second International Workshop on Organic User Interfaces at TEI 2011.] , and how we can enable navigation strategies for virtual spaces [Wu, A., Reilly, D., Tang, A., and Mazalek, A. (2011). Tangible navigation and object manipulation in virtual environments. In TEI '11: Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction, 37--44.] .

Publications

Tang, A., Boyle, M., and Greenberg, S. (2005). Understanding and mitigating display and presence disparity in mixed presence groupware. In Journal of research and practice in information technology, 193--210.
Invited article
Reilly, D., Tang, A., Wu, A., Mathiasen, N., Echenique, A., Massey, J., Rouzati, H., and Chamoli, S. (2011). Toward a framework for prototyping physical interfaces in multiplayer gaming: twinspace experiences. In ICEC'11: Proceedings of the 10th international conference on Entertainment Computing, 428--431.
Reilly, D., Echenique, A., Wu, A., Tang, A., and Edwards, K. (2015). Mapping out Work in a Mixed Reality Project Room. In CHI 2015: Proceedings of the 2015 SIGCHI Conference on Human Factors in Computing Systems, 887-896.
Reilly, D., Tang, A., Wu, A., Echenique, A., Massey, J., Mathiasen, N., Mazalek, A., and Edwards, W. (2011). Organic UIs in Cross-Reality Spaces. In Second International Workshop on Organic User Interfaces at TEI 2011.
Wu, A., Reilly, D., Tang, A., and Mazalek, A. (2011). Tangible navigation and object manipulation in virtual environments. In TEI '11: Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction, 37--44.
Acceptance: 32% - 65/203.