The traditional route to knowledge is to read a book from a library. We’re investigating how we can go beyond this and embed knowledge directly into the perception of the user, right where action happens and performance is required.
Wearables thereby act as gateways, mediating between objective reality and its enhancements with visual, auditive, haptic, etc. overlays. When done well, they help turn sensorimotor perception into experience.
This requires two types of world knowledge, i.e., data about the workplace and data about the activity pursued. While the first is rather stable, the latter is dynamic and much more rapidly. We’re researching both representation and implementation, working on both standards as well as development toolkits and frameworks.
The new expert working group within the IEEE will elaborate a proposal for augmented reality learning experience models (IEEE ARLEM), with an early draft scheduled for the late summer and a first ballot possible as early as 2016.
The proposed Augmented Reality (AR) learning experience model will specify how to represent learning activities and their according workplace reference models in a standardized interchange format in order to lower entry barriers for authoring of learning experience spanning real world interaction using sensors and computer vision, and web applications.
Purpose of the standards working group is to develop an overarching integrated conceptual model and the according data model specifications for representing activities, learning context and environment (aka ‘workplace’), and potentially other data model components needed for AR-enhanced learning activities.
Separation of slow-changing data for, e.g., environment descriptions from fast-changing data as, e.g., required for step by step guidance is intended and isolation in linked, but physically separate interchange formats is intended to facilitate efficient handling and storage.
The new standards committee (NesCom) of the IEEE has appointed KMi’s Fridolin Wild to chair this working group.
“This new standard will help bring down production costs of augmented reality experiences significantly, turning normal web-designers into augmented reality engineers”, so Wild. He denotes further: “I’m very glad that we’re entering this working group with a strong Open University proposal, that we’ve elaborated with partners across the EU in our TELLME research project”.
Augmented Reality is providing a whole new set of possibilities to improve proficiency and safety on the workplace and reduce costs during training, in particular in manufacturing and automotive industries.
Among the applications developed to support workers on the shop floor, telementoring plays a leading role as a demonstrator of the capabilities of AR in industry. We’re currently exploring the user experience of telementoring with GhostHands – the use of a virtual model of a mentor’s real hands, appearing in a workers full AR view of a work task. The mentor can see the workers view ‘through their eyes’ and can place their GhostHands into that view.
Both worker and mentor appear to cope with this ‘ghost assisted’ experience very well, and recognise a sense of joint accomplishment from the cues that the hands embody in completing a task.
Publication: Giuseppe Scavo, Fridolin Wild, Peter Scott (2015): The GhostHands UX: telementoring with hands-on augmented reality instruction, link
On a global scale, the manufacturing sector is currently facing a skills gap, with advances in automation technology and robotics significantly impacting on job profiles at large. Novel ‘learning by doing’ approaches using augmented reality and wearables can help satisfy the growing demand in continuing professional development.
With ARgh!, we help overcome significant ‘teething problems’ for augmented reality. We develop new new models for content conversion, we innovate novel use cases for the application of AR-based learning technology on- and off-the-job, and we evaluate how well such use cases can be implemented in an augmented reality based job performance aid, tested on real life story boards in the furniture, textile, and aviation industry.