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JackIn: integrating first-person view with out-of-body vision generation for human-human augmentation

Published: 07 March 2014 Publication History

Abstract

JackIn is a new human-human communication framework for connecting two or more people. With first-person view video streaming from a person (called Body) wearing a transparent head-mounted display and a head-mounted camera, the other person (called Ghost) participates in the shared first-person view. With JackIn, people's activities can be shared and assistance or guidance can be given through other peoples expertise. This can be applied to daily activities such as cooking lessons, shopping navigation, education in craft-work or electrical work, and sharing experiences of sporting and live events. For a better viewing experience with frist-person view, we developed the out-of-body view in which first-person images are integrated to construct a scene around a Body, and a Ghost can virtually control the viewpoint to look around the space surrounding the Body. We also developed a tele-pointing gesture interface. We conducted an experiment to evaluate how effective this framework is and found that Ghosts can understand the spatial situation of the Body.

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Published In

cover image ACM Other conferences
AH '14: Proceedings of the 5th Augmented Human International Conference
March 2014
249 pages
ISBN:9781450327619
DOI:10.1145/2582051
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 07 March 2014

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Author Tags

  1. augmented human
  2. augmented reality
  3. first person view streaming
  4. out-of-body

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AH '14
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  • MEET IN KOBE 21st Century

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Overall Acceptance Rate 121 of 306 submissions, 40%

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Cited By

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  • (2024)Train Me: Exploring Mobile Sports Capture and Replay for Immersive Sports CoachingAdjunct Proceedings of the 26th International Conference on Mobile Human-Computer Interaction10.1145/3640471.3680239(1-7)Online publication date: 21-Sep-2024
  • (2024)Using Co-Design with Streamers and Viewers to Identify Values and Resolve Tensions in the Design of Interpersonal Wearable Telepresence SystemsProceedings of the ACM on Human-Computer Interaction10.1145/36374258:CSCW1(1-21)Online publication date: 26-Apr-2024
  • (2024)Visual Highlighting for Situated Brushing and LinkingComputer Graphics Forum10.1111/cgf.1510543:3Online publication date: 10-Jun-2024
  • (2024)AdaPIP: Adaptive picture-in-picture guidance for 360° film watchingComputational Visual Media10.1007/s41095-023-0347-310:3(487-503)Online publication date: 2-May-2024
  • (2024)Evaluating Augmented Reality Remote Guidance SystemsComputer‐Supported Collaboration10.1002/9781119719830.ch6(143-171)Online publication date: 24-May-2024
  • (2023)“Oh, could you also grab that?”: A case study on enabling elderly person to remotely explore a supermarket using a wearable telepresence systemProceedings of the 22nd International Conference on Mobile and Ubiquitous Multimedia10.1145/3626705.3627799(340-352)Online publication date: 3-Dec-2023
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  • (2023)Vicarious: Context-aware Viewpoints Selection for Mixed Reality CollaborationProceedings of the 29th ACM Symposium on Virtual Reality Software and Technology10.1145/3611659.3615709(1-11)Online publication date: 9-Oct-2023
  • (2023)RealityReplayProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/36108887:3(1-25)Online publication date: 27-Sep-2023
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