skip to main content
10.1145/3519391.3519398acmotherconferencesArticle/Chapter ViewAbstractPublication PagesahsConference Proceedingsconference-collections
research-article

ARcall: Real-Time AR Communication using Smartphones and Smartglasses

Authors Info & Claims
Published:18 April 2022Publication History

ABSTRACT

Augmented Reality (AR) smartglasses are increasingly regarded as the next generation personal computing platform. However, there is a lack of understanding about how to design communication systems using them. We present ARcall, a novel Augmented Reality-based real-time communication system that enables an immersive, delightful, and privacy-preserving experience between a smartphone user and a smartglasses wearer. ARcall allows a remote friend (Friend) to send and project AR content to a smartglasses wearer (Wearer). The ARcall system was designed with the practical limits of existing AR glasses in mind, including shorter battery life and a reduced field of view. We conduct a qualitative evaluation of the three main components of ARcall: Drop-In, ARaction, and Micro-Chat. Our results provide novel insights for building future AR-based communication methods, including, the importance of context priming, user control over AR content placement, and the feeling of co-presence while conversing.

Skip Supplemental Material Section

Supplemental Material

ARcall_Prerecorded_Presentation.mp4

mp4

195.8 MB

ARcall.mp4

mp4

17.7 MB

References

  1. Mark S Ackerman. 2000. The intellectual challenge of CSCW: The gap between social requirements and technical feasibility. Human–Computer Interaction 15, 2-3 (2000), 179–203.Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Mark S Ackerman and Scott D Mainwaring. 2005. Privacy issues and human-computer interaction. Computer 27, 5 (2005), 19–26.Google ScholarGoogle Scholar
  3. Alpha Exploration Co.2020. Clubhouse. https://www.joinclubhouse.com.Google ScholarGoogle Scholar
  4. Morgan G Ames, Janet Go, Joseph’Jofish’ Kaye, and Mirjana Spasojevic. 2010. Making love in the network closet: the benefits and work of family videochat. In Proceedings of the 2010 ACM conference on Computer supported cooperative work. 145–154.Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Pengcheng An, Ziqi Zhou, Qing Liu, Yifei Yin, Linghao Du, Da-Yuan Huang, and Jian Zhao. 2021. VibEmoji: Exploring User-authoring Multi-modal Emoticons in Social Communication. arXiv preprint arXiv:2112.13555(2021).Google ScholarGoogle Scholar
  6. Apple Inc.2019. SceneKit | Apple Developer Documentation. https://developer.apple.com/documentation/scenekit/.Google ScholarGoogle Scholar
  7. Apple Inc.2020. ARKit - Augmented Reality - Apple Developer. https://developer.apple.com/augmented-reality/arkit/.Google ScholarGoogle Scholar
  8. Apple Inc.2020. SpriteKit - Apple Developer. https://developer.apple.com/spritekit/.Google ScholarGoogle Scholar
  9. Uddipana Baishya and Carman Neustaedter. 2017. In Your Eyes: Anytime, Anywhere Video and Audio Streaming for Couples. In Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing. 84–97.Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Mark Billinghurst, Alaeddin Nassani, and Carolin Reichherzer. 2014. Social panoramas: using wearable computers to share experiences. In SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications. 1–1.Google ScholarGoogle Scholar
  11. Taryn Bipat, Maarten Willem Bos, Rajan Vaish, and Andrés Monroy-Hernández. 2019. Analyzing the use of camera glasses in the wild. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1–8.Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Blade 2020. Vuzix Blade. https://www.vuzix.com/products/blade-smart-glasses.Google ScholarGoogle Scholar
  13. Ashley Carman. 2019. Snapchat launches another aging AR lens to lure people back to the app. https://www.theverge.com/2019/11/21/20974367/snapchat-time-machine-baby-aging-lens-ar-launch.Google ScholarGoogle Scholar
  14. Henriette Cramer, Mattias Rost, and Lars Erik Holmquist. 2011. Performing a check-in: emerging practices, norms and’conflicts’ in location-sharing using foursquare. In Proceedings of the 13th international conference on human computer interaction with mobile devices and services. 57–66.Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Edward B Cutrell, Mary Czerwinski, and Eric Horvitz. 2000. Effects of instant messaging interruptions on computing tasks. In CHI’00 extended abstracts on Human factors in computing systems. 99–100.Google ScholarGoogle Scholar
  16. Fabien Danieau, Antoine Guillo, and Renaud Doré. 2017. Attention guidance for immersive video content in head-mounted displays. In 2017 IEEE Virtual Reality (VR). IEEE, 205–206.Google ScholarGoogle Scholar
  17. Tamara Denning, Zakariya Dehlawi, and Tadayoshi Kohno. 2014. In situ with bystanders of augmented reality glasses: Perspectives on recording and privacy-mediating technologies. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 2377–2386.Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Nicholas Epley and Juliana Schroeder. 2014. Mistakenly seeking solitude.Journal of Experimental Psychology: General 143, 5 (2014), 1980.Google ScholarGoogle Scholar
  19. Facebook, Inc.2020. Instagram. https://instagram.com/.Google ScholarGoogle Scholar
  20. FBRooms 2020. Facebook Rooms. https://about.fb.com/news/2020/04/introducing-messenger-rooms/.Google ScholarGoogle Scholar
  21. Henry Fuchs, Gary Bishop, Kevin Arthur, Leonard McMillan, Ruzena Bajcsy, Sang Lee, Hany Farid, and Takeo Kanade. 1994. Virtual space teleconferencing using a sea of cameras. In Proc. First International Conference on Medical Robotics and Computer Assisted Surgery, Vol. 26.Google ScholarGoogle Scholar
  22. Steffen Gauglitz, Benjamin Nuernberger, Matthew Turk, and Tobias Höllerer. 2014. In Touch with the Remote World: Remote Collaboration with Augmented Reality Drawings and Virtual Navigation. In Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology - VRST ’14. ACM Press, Edinburgh, Scotland, 197–205. https://doi.org/10.1145/2671015.2671016Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Steffen Gauglitz, Benjamin Nuernberger, Matthew Turk, and Tobias Höllerer. 2014. In touch with the remote world: Remote collaboration with augmented reality drawings and virtual navigation. In Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology. 197–205.Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Google Glass 2019. Glass. https://developers.google.com/glass/develop/gdk/touch.Google ScholarGoogle Scholar
  25. Google Inc.2020. Firebase. https://firebase.google.com/.Google ScholarGoogle Scholar
  26. Graffity 2020. Graffity App. https://www.youtube.com/watch?v=DVy8SHpTxsA.Google ScholarGoogle Scholar
  27. Saul Greenberg and Carman Neustaedter. 2013. Shared living, experiences, and intimacy over video chat in long distance relationships. In Connecting families. Springer, 37–53.Google ScholarGoogle Scholar
  28. Daniel A Hashimoto, Roy Phitayakorn, Carlos Fernandez-del Castillo, and Ozanan Meireles. 2016. A blinded assessment of video quality in wearable technology for telementoring in open surgery: the Google Glass experience. Surgical endoscopy 30, 1 (2016), 372–378.Google ScholarGoogle Scholar
  29. Zhenyi He, Ruofei Du, and Ken Perlin. 2020. CollaboVR: A Reconfigurable Framework for Creative Collaboration in Virtual Reality. In 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 542–554.Google ScholarGoogle Scholar
  30. Steven J Henderson and Steven K Feiner. 2011. Augmented reality in the psychomotor phase of a procedural task. In 2011 10th IEEE International Symposium on Mixed and Augmented Reality. IEEE, 191–200.Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. Tobias Höllerer, Steven Feiner, Tachio Terauchi, Gus Rashid, and Drexel Hallaway. 1999. Exploring MARS: developing indoor and outdoor user interfaces to a mobile augmented reality system. Computers & Graphics 23, 6 (1999), 779–785.Google ScholarGoogle ScholarCross RefCross Ref
  32. Houseparty 2020. Houseparty. https://houseparty.com/.Google ScholarGoogle Scholar
  33. North Inc.2019. Focals by North. https://support.bynorth.com/.Google ScholarGoogle Scholar
  34. Snap Inc.2021. Next Generation Spectacles. https://www.spectacles.com/ca-en/new-spectacles/.Google ScholarGoogle Scholar
  35. Hyungeun Jo and Sungjae Hwang. 2013. Chili: Viewpoint Control and on-Video Drawing for Mobile Video Calls. In CHI ’13 Extended Abstracts on Human Factors in Computing Systems on - CHI EA ’13. ACM Press, Paris, France, 1425. https://doi.org/10.1145/2468356.2468610Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. Hyungeun Jo and Sungjae Hwang. 2013. Chili: viewpoint control and on-video drawing for mobile video calls. In CHI’13 Extended Abstracts on Human Factors in Computing Systems. 1425–1430.Google ScholarGoogle Scholar
  37. Simon Jones and Eamonn O’Neill. 2011. Contextual dynamics of group-based sharing decisions. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 1777–1786.Google ScholarGoogle ScholarDigital LibraryDigital Library
  38. Tejinder K Judge and Carman Neustaedter. 2010. Sharing conversation and sharing life: video conferencing in the home. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 655–658.Google ScholarGoogle ScholarDigital LibraryDigital Library
  39. Joseph’Jofish’ Kaye. 2006. I just clicked to say I love you: rich evaluations of minimal communication. In CHI’06 extended abstracts on human factors in computing systems. 363–368.Google ScholarGoogle Scholar
  40. Ryan Kelly and Leon Watts. 2015. Characterising the inventive appropriation of emoji as relationally meaningful in mediated close personal relationships. Experiences of technology appropriation: Unanticipated users, usage, circumstances, and design 2(2015).Google ScholarGoogle Scholar
  41. Sujay Khandekar, Joseph Higg, Yuanzhe Bian, Chae Won Ryu, Jerry O. Talton Iii, and Ranjitha Kumar. 2019. Opico: a study of emoji-first communication in a mobile social app. In Companion Proceedings of The 2019 World Wide Web Conference. 450–458.Google ScholarGoogle ScholarDigital LibraryDigital Library
  42. Kibum Kim, John Bolton, Audrey Girouard, Jeremy Cooperstock, and Roel Vertegaal. 2012. Telehuman: effects of 3d perspective on gaze and pose estimation with a life-size cylindrical telepresence pod. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 2531–2540.Google ScholarGoogle ScholarDigital LibraryDigital Library
  43. Seungwon Kim, Gun Lee, Weidong Huang, Hayun Kim, Woontack Woo, and Mark Billinghurst. 2019. Evaluating the Combination of Visual Communication Cues for HMD-Based Mixed Reality Remote Collaboration. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems - CHI ’19. ACM Press, Glasgow, Scotland Uk, 1–13. https://doi.org/10.1145/3290605.3300403Google ScholarGoogle ScholarDigital LibraryDigital Library
  44. Seungwon Kim, Gun Lee, Weidong Huang, Hayun Kim, Woontack Woo, and Mark Billinghurst. 2019. Evaluating the combination of visual communication cues for HMD-based mixed reality remote collaboration. In Proceedings of the 2019 CHI conference on human factors in computing systems. 1–13.Google ScholarGoogle ScholarDigital LibraryDigital Library
  45. Grzegorz Krawczyk, Karol Myszkowski, and Hans-Peter Seidel. 2005. Perceptual effects in real-time tone mapping. In Proceedings of the 21st spring conference on Computer graphics. 195–202.Google ScholarGoogle ScholarDigital LibraryDigital Library
  46. Andrew L Kun, Hidde van der Meulen, and Christian P Janssen. 2019. Calling while driving using augmented reality: Blessing or curse?PRESENCE: Virtual and Augmented Reality 27, 1 (2019), 1–14.Google ScholarGoogle ScholarDigital LibraryDigital Library
  47. Hideaki Kuzuoka, Toshio Kosuge, and Masatomo Tanaka. 1994. GestureCam: A video communication system for sympathetic remote collaboration. In Proceedings of the 1994 ACM conference on Computer supported cooperative work. 35–43.Google ScholarGoogle ScholarDigital LibraryDigital Library
  48. Mikko Kytö, Ilyena Hirskyj-Douglas, and David McGookin. 2021. From Strangers to Friends: Augmenting Face-to-face Interactions with Faceted Digital Self-Presentations. In Augmented Humans Conference 2021. 192–203.Google ScholarGoogle ScholarDigital LibraryDigital Library
  49. Scott Lederer, Anind K Dey, and Jennifer Mankoff. 2002. A conceptual model and a metaphor of everyday privacy in ubiquitous computing environments. Computer Science Division, University of California.Google ScholarGoogle Scholar
  50. Ryan Louie, Kapil Garg, Jennie Werner, Allison Sun, Darren Gergle, and Haoqi Zhang. 2021. Opportunistic Collective Experiences: Identifying Shared Situations and Structuring Shared Activities at Distance. Proceedings of the ACM on Human-Computer Interaction 4, CSCW3(2021), 1–32.Google ScholarGoogle ScholarDigital LibraryDigital Library
  51. Kodai Matsuhashi, Toshiki Kanamoto, and Atsushi Kurokawa. 2020. Thermal model and countermeasures for future smart glasses. Sensors 20, 5 (2020), 1446.Google ScholarGoogle ScholarCross RefCross Ref
  52. Jörg Müller, Tobias Langlotz, and Holger Regenbrecht. 2016. PanoVC: Pervasive telepresence using mobile phones. In 2016 IEEE International Conference on Pervasive Computing and Communications (PerCom). IEEE, 1–10.Google ScholarGoogle ScholarCross RefCross Ref
  53. Bonnie A Nardi, Steve Whittaker, and Erin Bradner. 2000. Interaction and outeraction: instant messaging in action. In Proceedings of the 2000 ACM conference on Computer supported cooperative work. 79–88.Google ScholarGoogle ScholarDigital LibraryDigital Library
  54. Alaeddin Nassani, Hyungon Kim, Gun Lee, Mark Billinghurst, Tobias Langlotz, and Robert W. Lindeman. 2016. Augmented Reality Annotation for Social Video Sharing. In SIGGRAPH ASIA 2016 Mobile Graphics and Interactive Applications on - SA ’16. ACM Press, Macau, 1–5. https://doi.org/10.1145/2999508.2999529Google ScholarGoogle ScholarDigital LibraryDigital Library
  55. Alaeddin Nassani, Hyungon Kim, Gun Lee, Mark Billinghurst, Tobias Langlotz, and Robert W Lindeman. 2016. Augmented reality annotation for social video sharing. In SIGGRAPH ASIA 2016 Mobile Graphics and Interactive Applications. 1–5.Google ScholarGoogle ScholarDigital LibraryDigital Library
  56. Carman Neustaedter, Erick Oduor, Gina Venolia, and Tejinder K Judge. 2012. Moving beyond talking heads to shared experiences: the future of personal video communication. In Proceedings of the 17th ACM international conference on Supporting group work. 327–330.Google ScholarGoogle ScholarDigital LibraryDigital Library
  57. Carman Neustaedter, Carolyn Pang, Azadeh Forghani, Erick Oduor, Serena Hillman, Tejinder K Judge, Michael Massimi, and Saul Greenberg. 2015. Sharing domestic life through long-term video connections. ACM Transactions on Computer-Human Interaction (TOCHI) 22, 1(2015), 1–29.Google ScholarGoogle ScholarDigital LibraryDigital Library
  58. Carman Neustaedter, Jason Procyk, Anezka Chua, Azadeh Forghani, and Carolyn Pang. 2020. Mobile video conferencing for sharing outdoor leisure activities over distance. Human–Computer Interaction 35, 2 (2020), 103–142.Google ScholarGoogle Scholar
  59. Casey Newton. 2018. You can now build your own face filter for Snapchat. https://www.theverge.com/2018/4/17/17245008/snapchat-face-filter-creation-lens-studio-giphy-discover.Google ScholarGoogle Scholar
  60. Next-Gen Spectacles 2021. Snap Spectacles. https://www.spectacles.com/ca-en/new-spectacles.Google ScholarGoogle Scholar
  61. Nreal 2020. NREAL AI. https://www.nreal.ai/.Google ScholarGoogle Scholar
  62. Ohan Oda, Carmine Elvezio, Mengu Sukan, Steven Feiner, and Barbara Tversky. 2015. Virtual replicas for remote assistance in virtual and augmented reality. In Proceedings of the 28th Annual ACM Symposium on User Interface Software & Technology. 405–415.Google ScholarGoogle ScholarDigital LibraryDigital Library
  63. Kenton O’Hara, Alison Black, and Matthew Lipson. 2006. Everyday practices with mobile video telephony. In Proceedings of the SIGCHI conference on Human Factors in computing systems. 871–880.Google ScholarGoogle ScholarDigital LibraryDigital Library
  64. Sergio Orts-Escolano, Christoph Rhemann, Sean Fanello, Wayne Chang, Adarsh Kowdle, Yury Degtyarev, David Kim, Philip L Davidson, Sameh Khamis, Mingsong Dou, 2016. Holoportation: Virtual 3d teleportation in real-time. In Proceedings of the 29th annual symposium on user interface software and technology. 741–754.Google ScholarGoogle ScholarDigital LibraryDigital Library
  65. Antti Oulasvirta, Sakari Tamminen, Virpi Roto, and Jaana Kuorelahti. 2005. Interaction in 4-second bursts: the fragmented nature of attentional resources in mobile HCI. In Proceedings of the SIGCHI conference on Human factors in computing systems. 919–928.Google ScholarGoogle ScholarDigital LibraryDigital Library
  66. Kevin P Pfeil, Neeraj Chatlani, Joseph J LaViola Jr, and Pamela Wisniewski. 2021. Bridging the Socio-Technical Gaps in Body-worn Interpersonal Live-Streaming Telepresence through a Critical Review of the Literature. Proceedings of the ACM on Human-Computer Interaction 5, CSCW1(2021), 1–39.Google ScholarGoogle ScholarDigital LibraryDigital Library
  67. Bastian Pfleging, Stefan Schneegass, and Albrecht Schmidt. 2013. Exploring user expectations for context and road video sharing while calling and driving. In Proceedings of the 5th International Conference on Automotive User Interfaces and Interactive Vehicular Applications. 132–139.Google ScholarGoogle ScholarDigital LibraryDigital Library
  68. Thammathip Piumsomboon, Gun A Lee, Jonathon D Hart, Barrett Ens, Robert W Lindeman, Bruce H Thomas, and Mark Billinghurst. 2018. Mini-me: An adaptive avatar for mixed reality remote collaboration. In Proceedings of the 2018 CHI conference on human factors in computing systems. 1–13.Google ScholarGoogle ScholarDigital LibraryDigital Library
  69. Thammathip Piumsomboon, Youngho Lee, Gun A. Lee, Arindam Dey, and Mark Billinghurst. 2017. Empathic Mixed Reality: Sharing What You Feel and Interacting with What You See. In 2017 International Symposium on Ubiquitous Virtual Reality (ISUVR). IEEE, Nara, Japan, 38–41. https://doi.org/10.1109/ISUVR.2017.20Google ScholarGoogle Scholar
  70. Jason Procyk, Carman Neustaedter, Carolyn Pang, Anthony Tang, and Tejinder K Judge. 2014. Exploring video streaming in public settings: shared geocaching over distance using mobile video chat. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 2163–2172.Google ScholarGoogle ScholarDigital LibraryDigital Library
  71. Xukan Ran, Carter Slocum, Maria Gorlatova, and Jiasi Chen. 2019. ShareAR: Communication-efficient multi-user mobile augmented reality. In Proceedings of the 18th ACM Workshop on Hot Topics in Networks. 109–116.Google ScholarGoogle ScholarDigital LibraryDigital Library
  72. Jan Ole Rixen, Teresa Hirzle, Mark Colley, Yannick Etzel, Enrico Rukzio, and Jan Gugenheimer. 2021. Exploring Augmented Visual Alterations in Interpersonal Communication. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. 1–11.Google ScholarGoogle ScholarDigital LibraryDigital Library
  73. Rokid Inc. 2019. Rokid Glass. https://glass.rokid.com/en/.Google ScholarGoogle Scholar
  74. Bektur Ryskeldiev, Michael Cohen, and Jens Herder. 2018. Streamspace: Pervasive mixed reality telepresence for remote collaboration on mobile devices. Journal of Information Processing 26 (2018), 177–185.Google ScholarGoogle ScholarCross RefCross Ref
  75. Emily Schildt, Martin Leinfors, and Louise Barkhuus. 2016. Communication, coordination and awareness around continuous location sharing. In Proceedings of the 19th International Conference on Supporting Group Work. 257–265.Google ScholarGoogle ScholarDigital LibraryDigital Library
  76. Sinch. 2020. Video Calling - Get face to face with our simple APIs and SDKs. https://www.sinch.com/products/apis/calling/video/.Google ScholarGoogle Scholar
  77. Smoodji 2018. Smoodji Augmented Reality Application. https://www.octosense.com/project/smoodji-augmented-reality-messaging/.Google ScholarGoogle Scholar
  78. Spectacles 2019. Snap Focals. https://www.spectacles.com/ca-en/learn/.Google ScholarGoogle Scholar
  79. Balasaravanan Thoravi Kumaravel, Fraser Anderson, George Fitzmaurice, Bjoern Hartmann, and Tovi Grossman. 2019. Loki: Facilitating remote instruction of physical tasks using bi-directional mixed-reality telepresence. In Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology. 161–174.Google ScholarGoogle ScholarDigital LibraryDigital Library
  80. Qianli Xu, Michal Mukawa, Liyuan Li, Joo Hwee Lim, Cheston Tan, Shue Ching Chia, Tian Gan, and Bappaditya Mandal. 2015. Exploring users’ attitudes towards social interaction assistance on Google Glass. In Proceedings of the 6th Augmented Human international conference. 9–12.Google ScholarGoogle ScholarDigital LibraryDigital Library

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in
  • Published in

    cover image ACM Other conferences
    AHs '22: Proceedings of the Augmented Humans International Conference 2022
    March 2022
    350 pages
    ISBN:9781450396325
    DOI:10.1145/3519391

    Copyright © 2022 ACM

    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]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 18 April 2022

    Permissions

    Request permissions about this article.

    Request Permissions

    Check for updates

    Qualifiers

    • research-article
    • Research
    • Refereed limited

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format .

View HTML Format