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1 REDUCED INSTRUCTION SET CALLIGRAPHIC INTERFACES: SKETCHING COMPLEX 3D OBJECTS WITH (FEWER) GESTURES João P. Pereira Joaquim A. Jorge Vasco Branco F. Nunes Ferreira Dep. of Informatics Engineering Computer Science Department Communication & Arts Department Dep. of Electrical and Computer Engineering ISEP/INESC IST/UTL Univ. of Aveiro FEUP R. S. Tomé, Porto Av. Rovisco Pais, Lisboa Aveiro R. dos Bragas, Porto PORTUGAL PORTUGAL PORTUGAL PORTUGAL [email protected] [email protected] [email protected] [email protected] ABSTRACT GIDeS (Gesture-based Intuitive Design System) is a gesture-based modeling system that addresses the known ergonomic shortcomings of present-day CAD systems for conceptual shape design. GIDeS uses a tablet and stylus combination to combine the intuitive appeal of gesture-based interfaces with context-based information to achieve what we call RISCI (pronounced risky - Reduced Instruction Set Calligraphic Interfaces). GIDeS draws on previous modeling work, using contextual information and feedback to free users from remembering detailed modeling gestures, allowing them to concentrate on drawing, towards our end goal of bridging the chasm between paper and pencil and CAD interfaces in the early design stage. While our goal of pure non-command interfaces based on drawing remains elusive, we believe that interfaces that harness the power of ambiguous commands to their advantage imply that design environments are far more natural and efficient to use than the current, command-intensive generation of CAD systems. Keywords: Interaction Techniques, 3D Modeling, Gesture Interfaces, Sketching, Calligraphic Interfaces, non-command Interfaces. 1. INTRODUCTION Although CAD systems have evolved markedly over the past 30 years, they are still a long way from replacing pencil and paper in the desks of most designers and creators when it comes to rapidly capturing shape and model ideas. This is mostly because even the most “user-friendly” computer-based systems tend to impose rigid and very structured dialogues on users, challenging the creative flow of ideas. Designers prefer pencil-and-paper to the computer as the medium of choice for conceptual shape design. However, if computers could be made usable for the early stages of model design, the advantages could be

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REDUCED INSTRUCTION SET CALLIGRAPHIC INTERFACES: SKETCHING COMPLEX 3D OBJECTS WITH (FEWER) GESTURES

João P. Pereira Joaquim A. Jorge Vasco Branco F. Nunes Ferreira

Dep. of Informatics Engineering

Computer Science Department

Communication & Arts Department

Dep. of Electrical and Computer Engineering

ISEP/INESC IST/UTL Univ. of Aveiro FEUP R. S. Tomé, Porto Av. Rovisco Pais,

Lisboa Aveiro R. dos Bragas, Porto

PORTUGAL PORTUGAL PORTUGAL PORTUGAL [email protected] [email protected] [email protected] [email protected]

ABSTRACT GIDeS (Gesture-based Intuitive Design System) is a gesture-based modeling system that

addresses the known ergonomic shortcomings of present-day CAD systems for conceptual

shape design. GIDeS uses a tablet and stylus combination to combine the intuitive appeal of

gesture-based interfaces with context-based information to achieve what we call RISCI

(pronounced risky - Reduced Instruction Set Calligraphic Interfaces). GIDeS draws on

previous modeling work, using contextual information and feedback to free users from

remembering detailed modeling gestures, allowing them to concentrate on drawing, towards

our end goal of bridging the chasm between paper and pencil and CAD interfaces in the

early design stage. While our goal of pure non-command interfaces based on drawing

remains elusive, we believe that interfaces that harness the power of ambiguous commands

to their advantage imply that design environments are far more natural and efficient to use

than the current, command-intensive generation of CAD systems.

Keywords: Interaction Techniques, 3D Modeling, Gesture Interfaces, Sketching,

Calligraphic Interfaces, non-command Interfaces.

1. INTRODUCTION Although CAD systems have evolved markedly over the past 30 years, they are still a long

way from replacing pencil and paper in the desks of most designers and creators when it

comes to rapidly capturing shape and model ideas. This is mostly because even the most

“user-friendly” computer-based systems tend to impose rigid and very structured dialogues

on users, challenging the creative flow of ideas. Designers prefer pencil-and-paper to the

computer as the medium of choice for conceptual shape design. However, if computers

could be made usable for the early stages of model design, the advantages could be

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enormous, given the impact of early product changes in the later stages of development

[Perei00a].

Moreover, if an image is worth a thousand words, physical models are worth an unlimited

number of images to convey conceptual design and shape information [Potte94]. Currently,

only a few design ideas become physical models due to the comparative difficulty of creating

them versus the combination of imagination and sketches that most designers favor. This

could significantly change if it were easier to produce CAD and physical models from

sketches.

In 1994 we have presented IDeS [Branc94], a menu-oriented vector system that tried to

explore creating approximate polyhedral models by a combination of direct drawing and

constructive operations. GIDeS is a step towards a new generation of user interfaces that

will help rather than hinder users in the task of making models from sketches. We call these

interfaces, organized around sketching, drawing and pen input, calligraphic interfaces

[Jorge00], because they explicitly address the ambiguity and imprecision natural to human-

generated sketches, using these as strengths to bring computers closer to the pencil-and-

paper feel. It is our contention that many calligraphic techniques may also be very useful in

later stages of product design, bearing the promise of making CAD systems more usable in

the product life cycle.

GIDeS is meant to work with a tablet and stylus to make the interface behave as close as

possible to designers’ expectations. A calligraphic interaction style is used instead of the

traditional menu-oriented one, in order to improve system’s usability. A context-based

feedback mechanism allowed us to reduce the system’s instruction set (Reduced Instruction

Set Calligraphic Interfaces - RISCI) and therefore minimize cognitive load on users. This

mechanism also provides an efficient and powerful way of dealing with ambiguities.

The designer can draw without worrying about memorizing modeling gestures, because

whenever her or his gestures are recognized, the application displays a pictorial suggestion

(or a list of pictorial suggestions, if more than one is available), in an attempt to anticipate

whatever the user has in mind. The user may either accept the suggestion or proceed with

the drawing.

In this way context-based pictorial information and feedback provide an intuitive way of

accelerating the design process without encumbering the user’s drawing freedom. They also

provide an ergonomic and technically interesting way of addressing eventual gesture

recognition ambiguities.

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2. GIDES: CURRENT WORK

2.1 GESTURE RECOGNITION

The GIDeS system includes a set of gesture recognition modules that are responsible for the

task of interpreting strokes drawn by the user [Perei00b]. There are three major recognition

tasks:

1. Commands: this module identifies gestures associated to commands, such as the

object selection and object deletion gestures;

2. Drawing primitives: this module is responsible for the recognition of both smooth

(circles, ellipses, generic curved strokes) and non-smooth (lines and polylines)

drawing primitives;

3. 3D primitives: this module analyses both the topology and geometry of previous

drawn strokes and tries to anticipate whenever the user wants to create a 3D

primitive object. Figure 1 illustrates examples of such strokes. Object creation is

therefore done in a “natural” constructive way, by drawing 2D sketches of object

geometry. The recognition process is flexible enough in order to respect every

designer’s unique drawing style. Figure 2 illustrates this flexibility in the case of the

creation of a box primitive.

2.2 EXPECTATION LISTS

It would be detracting from our objectives to force the designer to remember many different

gestures associated with primitives. Therefore we conceived a context-based mechanism,

known as expectation lists, which appear every time a primitive instantiating gesture is

recognized. A small-scale model of the primitive appears in the upper left corner of the

window. If the user clicks on that model, its associated primitive is automatically constructed,

extracting parameters from gesture characteristics as needed. Otherwise the user may elect

to ignore the suggestion, proceeding with drawing to create a different, possibly more

complex, object.

In the same spirit, whenever there is an ambiguity in the recognition process, an expectation

list including small-scale models of all possible primitives is presented to the user, who may

either accept one of those choices or proceed with the drawing.

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Figure 1 – 3D primitives

Figure 2 – Examples of strokes that lead to the creation of a box primitive

Cylinder Cone Truncated cone Sphere

Box Prism Pyramid Truncated pyramid

Extrusion Surface of revolution Duct

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GIDeS uses expectation lists as a mean to solve recognition ambiguities at all levels.

Figures 3 to 5 illustrate examples of expectation lists along with the gestures that lead to

their creation.

In the case of figure 3 the “scratch” gesture can be, under certain circumstances, recognized

both as a command to delete objects and as a command to apply a texture to one or more

objects.

Figure 3 – Command expectation list

Figure 4 shows an expectation list generated whenever the user draws a stroke that

resembles an ellipse. She/he may either accept the suggested ellipse, or choose between a

smooth (spline) and a non-smooth (polyline) stroke.

Figure 4 – Drawing primitives expectation list

Figure 5 illustrates how the same gesture can be interpreted as many different 3D primitives.

In this example the user may choose between a truncated cone, a surface of revolution, and

two kinds of ducts. Alternatively the user may ignore the suggestions and proceed with the

drawing.

Figure 5 – 3D primitives expectation list

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2.3 BOOLEAN OPERATIONS

Whenever the user draws over an existent object in the scene, the newly created primitive is

properly placed and attached to that object and the system tries to automatically identify the

appropriate Boolean operation based on stroke orientation (figure 6).

Figure 6 – Automatically inferred union and subtraction

Figure 7 – Boolean operations expectation list

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Some primitives, such as the sphere, have no orientation at all, which prevents the system

from identifying the desired Boolean operation. In those circumstances an expectation list is

generated, allowing the user to choose between union and subtraction (figure 7).

2.4 GEOMETRIC TRANSFORMATIONS

Our approach to the task of performing geometric transformations such as translations and

rotations is different from what can be found in traditional CAD systems. Instead of thinking

of which geometric transformations the user must apply in order to achieve the desired

result, there is a set of three interaction modes in which the user only draws simple strokes

and the system automatically infers the necessary transformations that shall be carried out.

1. Gluing: the user draws a stroke from an object to another and the system performs

one translation and one or two rotations in order to attach (glue) the first object to the

second (figure 8). If there are any objects already glued to the first one, those objects

undergo the same transformations;

Figure 8 – Gluing mechanism

2. Adjusting: whenever an object is already glued to another object, this mode allows

the user to adjust the position of the first object in relation to the second. The system

identifies the restrictions that must be applied to the translation process, in order that

the object is only allowed to slide along the face of the other object to which it is

attached. Eventually glued objects undergo the same transformation;

3. Translation: this mode allows the user to freely place an object in the scene.

Translation is automatically applied to other objects eventually glued to it. A detection

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mechanism allows the user to place the objects over other existing objects in the

scene.

2.5 CAMERA OPERATIONS

Camera operations are easily performed by clicking on the side button of the stylus. The

system displays an expectation list that allows the user to choose between panning,

zooming, changing the viewing angles and restoring isometrics (figure 9).

Figure 9 – Camera operations

3. CONCLUSIONS Many of the ideas presented in this paper came out of conversations with designers and

architects, who unanimously emphasized the necessity of being able to draw with the

maximum possible freedom.

Figure 10 – A lamp

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Preliminary usability evaluation tests, along with a few demonstrations in design conferences

(figures 10 to 12) [Branc00, Branc01] were very encouraging, and some more ideas to

improve the effectiveness of 3D systems for conceptual object design are being explored.

In 1990, Jim Blinn wrote [Blinn90]: “There is a tool that works perfectly fine for the ideation

phase of creation. I know it might be heretical to say this, but the ultimate creative design

tool is: Paper and Pencil… The combination of paper and pencil works… and I don’t see

computer graphics replacing it. AND THAT’S OK. I’m not being funny here”.

We should take these wise words both as a challenge and a beacon. In the ideation phase

of creation the combination of paper and pencil works… perhaps one day computers will

become an adequate toll for this task.

Figure 11 – Another lamp

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Figure 12 – A table and a chair

REFERENCES [Blinn90] Blinn J F: Jim Blinn’s Corner – The Ultimate Design Tool, Computer Graphics &

Applications, IEEE, Vol. 10, No. 11, pp. 90-92, 1990.

[Branc94] Branco V, Ferreira F N, Costa A: Sketching 3D models with 2D interaction

devices, EUROGRAPHICS '94, M Daehlen, L Kjelldahl (eds.), Oslo, Blackwell Pub, pp.

489 - 502, 1994.

[Branc00] ...

[Branc01] ...

[Jorge00] Special Issue on “Calligraphic Interfaces: Towards a New Generation of Interactive

Systems”, Joaquim A Jorge, Ephraim P. Glinert, guest editors, Computers & Graphics,

Vol. 23, No. 5, Elsevier, Nov. 2000.

[Perei00a] Pereira J, Jorge J, Branco V, Ferreira N: Towards Calligraphic Interfaces:

Sketching 3D Scenes with Gestures and Context Icons, The 8-th International

Conference in Central Europe on Computer Graphics, Visualization and Interactive Digital

Media 2000, Plzen, Czech Republic, Feb. 2000.

[Perei00b] Pereira J, Jorge J, Branco V, Ferreira N: GIDeS: Uma Abordagem Caligráfica à

Edição 3D, 9.º Encontro Português de Computação Gráfica, Marinha Grande, Portugal,

Fev. 2000, pp. 101-108.

[Potte94] Potter C D: A Select Few Push the Edge of Design, Computer Graphics World,

PennWell Publishing, Vol. 17, No. 4, pp. 20-28, 1994.