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Projects > Augmented Media | ||||||||||||||||||
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Passing the Bubble |
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Keywords: Augmented Video, Collaboration, Decision Making, Annotation, Situational Awareness | ||||||||||||||||||
We study augmented video as
a mechanism for improving collaboration and decision making. Our special
focus is decision making that depends on decision-makers and information
analysts sharing their understanding. The interaction between these two
groups involves commanders passing their intent to their information analysts,
then refining their plans and decisions on the basis of information gathered
by their analysts, often using AUV’s. We examine how different ways
of augmenting video differ in how cognitively efficient they are in creating
shared understanding. Most people who have seen augmented video assume it
to be a powerful mechanism for communicating complicated objectives and
facts about situations. But little or no work has been done on: 1. determining which of the many ways of augmenting video are most effective, and 2. developing a cognitive theory that explains why these different methods differ in their potency and cognitive efficiency. Video, if properly annotated, promises to enrich and reshape collaborative exchanges. Our goal is to understand how to maximize the impact such videos will have on collaboration. |
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Objectives Our specific research aim is to determine how and when to use a collection of annotation techniques to effectively share situational awareness and understanding, among geographically distributed team members. The situational awareness we are trying to pass is strategic, tactical, descriptive of environmental conditions and future plans. The users of this knowledge in real world contexts are decision makers (commanders), analysts, and task teams who are coming on duty, particularly when they cannot be face to face with each other. It is widely assumed that as video comes online, whether from cameras mounted in helmets or cameras in AUV’s, information analysts and the decision makers they support will find it useful to add annotations. Yet little if anything is known about how to do this well. When are decision-makers best advised to use static annotations, when should they use dynamic annotations? Which form of annotation is cognitively most effective? Presumably the representation that is best depends on the job it is to perform. Our goal in these studies is to simulate realistic planning contexts in order to determine how planners and analysts should annotate stills and videos to make better decisions. |
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Approach To create a realistic but tractable experimental paradigm to study transfer of situational understanding we designed an experiment in which one decision maker ‘passes the bubble of awareness’ to another decision maker in the context of a virtual world style computer game: Starcraft. This is a complex strategy game with high quality graphics that requires substantial planning, expertise, and understanding of strategy. The world in which players live is generated by an extremely powerful graphics engine that retains perspective, and 3-dimensionality, not unlike the type of data feeds a UAV might produce.
A final control we have begun to use, and which is proving
extremely informative, is to compare the performance of bubble receivers
when the bubble presentation is made live by the person whose game they
are taking over. In this case, the presentation now contains interactivity
and dialogue between receiver and transmitter is present, which means
that presentations are being adapted to the needs of each bubble receiver.
Nonetheless, we see these live presentations as the ultimate target for
our canned presentations. By analyzing the information represented in
these live stimuli we get another measure of what bubble receivers want
to know. |
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Project Team | ||||||||||||||||||
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