7
I Interaction with Mobile Augmented Reality Environments Jong Weon Lee and Han Kyu Yoo Department of Digital Contents, Sejong University, Seoul, South Korea Synonyms AR; Mediated reality; Mixed reality; MR Definition Augmented reality is a technology that combines virtual and real worlds in real time to help users complete their work or to provide users new experiences. Introduction Augmented reality technologies have been widely applied to military, industry, medical, and entertainment areas. The rapid spread of smart mobile devices such as smart phones and smart pads has made it possible to experience AR on smart mobile devices. Various AR applica- tions including games have been developed on mobile devices using sensors such as a camera, a GPS, and an inertial sensor, yet most of them only provide simple interaction for the users. Better 3D interaction techniques are needed to extend the usability of mobile AR applications. In this article, we will introduce a 3D interac- tion technique suitable for mobile AR applica- tions developed at the mixed reality and interaction (MRI) laboratory recently. The 3D interaction technique had been developed con- centrating on object manipulations. State-of-the-Art Work 3D Interaction in AR Environments There is little research on interactions of mobile AR systems with a small display. Anders Henrysson et al. developed two interaction tech- niques. They used an AR-enabled mobile phone as a tangible interaction device. In Henrysson et al. (2005), the mobile phone itself was manip- ulated to control an object after selecting it in a 3D AR environment. In Henrysson and Billinghurst (2007), they extended the interaction technique developed in 2005 for mesh editing. They selected multiple points on a mesh and the selected vertices are locked relative to the cam- era. Now a user could move the mobile phone to translate and rotate the selected object or points after they chose the motion type. Touch-Based Interaction for 3D Manipulation Touch-based interaction techniques have been applied to manipulate 3D objections in a few virtual reality systems. These interaction # Springer International Publishing Switzerland 2015 N. Lee (ed.), Encyclopedia of Computer Graphics and Games, DOI 10.1007/978-3-319-08234-9_40-1

Interaction with Mobile Augmented Reality Environments · Better 3D interaction ... gets.Thestandardclick-and-draginteractionwas used for manipulation. ... 4 Interaction with Mobile

Embed Size (px)

Citation preview

I

Interaction with Mobile AugmentedReality Environments

Jong Weon Lee and Han Kyu Yoo

Department of Digital Contents, Sejong

University, Seoul, South Korea

Synonyms

AR; Mediated reality; Mixed reality; MR

Definition

Augmented reality is a technology that combines

virtual and real worlds in real time to help users

complete their work or to provide users new

experiences.

Introduction

Augmented reality technologies have been

widely applied to military, industry, medical,

and entertainment areas. The rapid spread of

smart mobile devices such as smart phones and

smart pads has made it possible to experience AR

on smart mobile devices. Various AR applica-

tions including games have been developed on

mobile devices using sensors such as a camera, a

GPS, and an inertial sensor, yet most of them only

provide simple interaction for the users. Better

3D interaction techniques are needed to extend

the usability of mobile AR applications.

In this article, we will introduce a 3D interac-

tion technique suitable for mobile AR applica-

tions developed at the mixed reality and

interaction (MRI) laboratory recently. The 3D

interaction technique had been developed con-

centrating on object manipulations.

State-of-the-Art Work

3D Interaction in AR Environments

There is little research on interactions of mobile

AR systems with a small display. Anders

Henrysson et al. developed two interaction tech-

niques. They used an AR-enabled mobile phone

as a tangible interaction device. In Henrysson

et al. (2005), the mobile phone itself was manip-

ulated to control an object after selecting it in a

3D AR environment. In Henrysson and

Billinghurst (2007), they extended the interaction

technique developed in 2005 for mesh editing.

They selected multiple points on a mesh and the

selected vertices are locked relative to the cam-

era. Now a user could move the mobile phone to

translate and rotate the selected object or points

after they chose the motion type.

Touch-Based Interaction for 3D Manipulation

Touch-based interaction techniques have been

applied to manipulate 3D objections in a few

virtual reality systems. These interaction

# Springer International Publishing Switzerland 2015

N. Lee (ed.), Encyclopedia of Computer Graphics and Games,DOI 10.1007/978-3-319-08234-9_40-1

techniques are categorized into two types:

constrained and unconstrained. Constrained

interaction techniques are able to manipulate 3D

objects precisely. The constrained interaction

techniques separate the control of degree of free-

dom (DOF) to restrict the movements of 3D

objects. A widget, which acts as a visual guidance

for the predefined constraints, is typically used to

restrict the movements of 3D objects in the

constrained interaction techniques. Figure 1

shows a standard 3D transformation widget.

A user can select one of three arrows in the

widget to set a translation direction or one of

three circles to set a rotation axis. Any user’s

motions are then applied along the selected direc-

tion or the selected rotation axis.

A boxlike widget, tBox, was developed in

Cohé et al. (2011). The edges and the faces of

tBox were used for translation and rotation of the

selected object, respectively. Users can select and

manipulate edges and faces of tBox easily with a

fingertip. Widgets were designed to be more tol-

erable to imprecise touch inputs even though

careful touch positioning was still necessary.

Schmidt et al. developed a single touch interac-

tion technique with transient 3D widgets

(Schmidt et al. 2008). Stroke-based gestures

were used to create translation and rotation wid-

gets. The standard click-and-drag interaction was

used for manipulation.

A few constrained interaction techniques have

been developed for multi-touch inputs without a

widget. Oscar K.C. Au et al. introduced the

widgetless constrained multi-touch interaction

on a 10.1 inch display (Au et al. 2012). A user

selected the constraint without directly touching

the constraint mark. The orientation of two

touched fingers was compared with the

predefined axes to select the constraint. The con-

straint marks were displayed only as a visual

guidance to users. This solved the fat-finger prob-

lem causing an error on a device where the screen

elements were too small compared to a finger.

Unconstrained interaction techniques do not

use a 3D transformation widget that visually

guides possible motions of a 3D object. Users

can transform an object along an arbitrary direc-

tion or axis with the unconstrained interaction

techniques. Users can also translate and rotate a

3D object simultaneously with the unconstrained

ones so they are typically useful for fast and

coarse manipulations.

M. Hancock et al. introduced the Sticky Tools

technique in Hancock et al. (2009) to control the

full 6DOF of objects. Users select a virtual object

by touching it with their two fingers. Users move

the two touched fingers and rotate the two

touched fingers relative to one another to manip-

ulate the virtual object. While users manipulate

the virtual objects, user’s two fingers should stay

in touch with it. Anthony Martinet

et al. developed DS3 (Depth-Separated Screen-

Space) interaction techniques to manipulate 3D

objects in a multi-touch device (Martinet

et al. 2012). They combined constrained and

unconstrained approaches and applied different

techniques for translation and rotation. The

selected object was translated along the axis or

the plane defined with one or two fingers. It was

rotated freely using the constrain solver, which

was introduced by Reisman et al. in Reisman

et al. (2009). Translation and rotation were

clearly separated by the number of fingers

directly in contact with the object. Nicholas

Katzakis et al. used a mobile device as the game

Interaction withMobile Augmented Reality Environ-ments, Fig. 1 A standard 3D transformation widget

(Cohé et al. 2011)

2 Interaction with Mobile Augmented Reality Environments

controller in Katzakis et al. (2011). They devel-

oped an interaction technique that could control a

3D cursor on a large display without directly

touching the large display. The plane defined by

the orientation of a mobile device was casted on

the large display. The user could move the cursor

on the casted plane using touch inputs on the

display of the mobile device.

The last three interaction techniques are good

solutions for a virtual environment with a touch-

based display, but they cannot be directly applied

to mobile AR environments with a small display.

The Sticky Tools and DS3 interaction techniques

require direct contacts with an object. This

requirement is not applicable for a mobile AR

system. Fingers will occupy too much area of

the display. The constraint solver could be bur-

densome for the processor of the mobile device,

which has limited processing power. The interac-

tion technique proposed by Oscar K.C. Au

et al. could be applied to the device with a small

display because they do not require direct contact

with the constraint marks. The possible problems

with this technique are clutter caused by visual

guidance and two required touched fingers. The

plane casting interaction developed by Nicholas

Katzakis could be adapted to a mobile AR envi-

ronment since the position and orientation of the

mobile device are tracked in real time. This

tracked information could be used to constrain

the motion of a 3D object in the mobile AR

environment.We adapted this plane casting inter-

action to the proposed interaction techniques.

Overview

We developed a new interaction technique for

mobile AR systems with following three charac-

teristics: (1) combining constrained and

unconstrained interaction techniques, (2) using

relations between real objects and a smart mobile

device, and (3) combining a way to manipulate

real objects and a touch interface of a smart

mobile device. The proposed interaction tech-

nique aims at providing intuitive and effective

interaction when a user manipulates virtual

objects in mobile AR world.

3D Interaction in Mobile AREnvironments

We designed a new interaction technique for

mobile AR systems with three characteristics

described in the earlier paragraphs. The interac-

tion technique uses the movements of a mobile

device to change constraints and a mapping ratio

dynamically as shown in Figs. 2 and 3. After

moving the mobile device, the plane created by

the orientation of the mobile device is projected

onto the coordinate of the selected virtual object

in an AR world. For example, the mobile devices

A and B in Fig. 2 are projected onto the coordi-

nates of a cube object as plane A0 and plane B0

passing through the origin of the selected object

coordinate, respectively. A user can translate the

object along the projected plane, which is the

constraint plane, by a simple drag motion shown

in Fig. 4. By changing the constraint plane, a user

can translate the object to any location with sim-

ple drag motions on the display. Figure 5 shows

the mapping between the translations on the AR

world and motions on the display. The 2Dmotion

E on the display is projected onto the constraint

planeD as E0. A user can move the selected object

B along the E0 direction using the 2Dmotion E on

the display.

The moving distance of the object is depen-

dent on the distance of the mobile device as

shown in Fig. 3. When the mobile device is

located at location A, the drag motion translates

the virtual object C to the location CA. The same

drag motion on the display of the mobile device at

B will translate the C to the location CB. The

distance between C and CA is twice as long as

the distance between C and CB since the distance

between C and A is twice as long as the distance

between C and B. This mapping is represented in

Eq. 1 where a is the mapping ratio between dp, the

distance of the drag motion, and do, the translated

distance of the virtual object C.

do ¼ dp � l� a (1)

The tapping on amode-changing button is used to

change the interaction mode between translation

and rotation. In the rotation mode, the axis of the

Interaction with Mobile Augmented Reality Environments 3

rotation is defined as the axis orthogonal to the

direction of the drag motion on the constraint

plane created by the orientation of a mobile

device. The axis b is orthogonal to the drag

motion a. The scaling is done with pinch and

spreading motions. The scaling is also

constrained by the projection plane defined by

the orientation of a mobile device. The ratio of

the scaling is determined dynamically based on

the distance between the mobile device and the

selected object similar to the translation.

Experiments

We designed and performed a user study to eval-

uate the presented interaction technique. We

examined the subjective intuitiveness such as

ease of use, ease to learn, naturalness, preference,

and fun.

We developed a docking task, manipulated

virtual objects (indicated by the dotted lines),

and arranged them along the real objects

(indicated by the filled rectangular) on table

T (Fig. 4). We asked participants to put five

virtual characters on the top of the same real

characters as shown in Fig. 4. Five virtual char-

acters randomly appeared at the starting location,

the lower center of T. To enforce 3D manipula-

tion, the position, the orientation, and the size of

each virtual character were randomly assigned. If

each virtual object was closely posed with a sim-

ilar size to the corresponding real object, it was

considered as successfully docked and the virtual

object disappeared, and the next virtual one

appeared at the starting location again (see the

right part of Fig. 4). The rectangular with the

character M was the location of a pattern used

for tracking the camera of a smart phone.

The usability test consisted of two periods:

training and final test periods. Participants were

trained until their performance improvements

were saturated or they felt comfortable with the

test. Participants generally took 30–45 min for

the training period. The number of trials and the

learning time were measured during the training

period. The numbers of translation, rotation, and

scaling operations and the task completion time

were measured for each trial. Before the usability

test, we asked participants to fill up theInteraction withMobile Augmented Reality Environ-ments, Fig. 3 Dynamic mapping distance

Interaction withMobile Augmented Reality Environ-ments, Fig. 2 Dynamic constraints

4 Interaction with Mobile Augmented Reality Environments

questionnaires to understand participants’ back-

grounds. The numbers of translation, rotation,

and scaling operations and the task completion

time were also measured during the final test.

After the training and the final test period, partic-

ipants were asked to fill up the questionnaires

shown in Table 1 to measure the preference of

interaction techniques and the opinions about

interaction techniques.

Ten participants (four males and six females)

with normal or corrected vision took part in the

experiment. They were volunteers coming for the

experiment and we gave them a small gift. All

participants owned smart phones and seven

participants have heard about AR. Three partici-

pants have used AR apps before, but they only

used them few times. We selected young partic-

ipants for the experiment since they were gener-

ally more familiar with new technologies and

more willing to learn new technologies.

Average ratings are summarized in Fig. 5.

Overall, the presented interaction technique

achieved good ratings in all questions except

Q10 and Q13. The interaction technique was

considered easy to learn, easy to remember, and

fun. Users had difficulty applying rotation motion

to the selected object and using the mobile device

with one hand.

7 L

iker

t S

cale

7

6

5

4

3

2

1

0

1 2 3 4 5 6 7

Question Number

8 9 10 11 12 13

Interaction with Mobile Augmented Reality Environments, Fig. 5 User preference

Interaction with Mobile Augmented Reality Environments, Fig. 4 The setting of the usability test

Interaction with Mobile Augmented Reality Environments 5

Conclusion and Discussion

Understanding the characteristics of mobile AR

systems can lead to the development of more

effective 3D interaction schemes in the mobile

AR applications. Important findings from the

usability study with the presented interaction

technique can be summarized as:

1. The hybrid touch-based interface, combining

constrained and unconstrained interaction

techniques, is easy to learn and easy to remem-

ber for the given task. The participants’ famil-

iarities to the touch-based interface could

affect the results.

2. Users have to view the given pattern through

their cameras for AR applications using com-

puter vision techniques. Participants were not

bothered much by this requirement for the

presented interface. This is an encouraging

result because computer vision techniques

are used often to create mobile AR applica-

tions. Participants also responded positively to

the losses of augmented objects due to track-

ing failures.

3. Users do not want to move around the AR

environment yet. The geometrical relations

between augmented virtual objects and real

objects are important in an AR environment,

so users have to move around the AR environ-

ment. In the experiment, participants preferred

to rotate the real environment, which is the

board that contains all real objects used in

the experiment. We would fix all real objects

for the next user experiment to understand the

behaviors of the participants better in an AR

environment.

In addition, our experience suggests that we

have to modify the rotation interaction of the

presented interaction technique to provide users

with better user interactions. Participants had the

most difficult time when they had to rotate the

augmented objects in the desired direction. Par-

ticipants also provided useful comments. During

the training period, they complained about dis-

comfort in their arms caused by holding the smart

phone for a long period of time. This aspect

regarding discomfort should also be considered

while developing mobile AR applications if they

are to be truly user-friendly.

Cross-Reference

▶ 16 Virtual Reality – 2 Interactive Virtual Real-

ity Navigation using Cave Automatic Virtual

Environment Technology

▶ 16 Virtual Reality – 5 Virtual Reality and User

Interface

References and Further Reading

Au, O.K., Tai, C.L., Fu, H.: Multitouch gestures for

constrained transformation of 3D objects. J. Comput.

Graph. Forum. 31(2), 651–660 (2012)

Cohé, A., Decle, F., Hachet, M.: tbox: A 3D transforma-

tion widget designed for touch-screens. In:

Interaction withMobile Augmented Reality Environ-ments, Table 1 Questionnaires to measure the partici-

pants’ preferences of the interaction techniques (7 Likert

scale)

No. Questions

Q1 The interaction technique was easy to use

Q2 The interaction technique was easy to learn

Q3 The interaction technique was natural to use

Q4 The interaction technique was easy to remember

Q5 It was easy to view the pattern required for using

the augmented reality system

Q6 The augmented object was lost few times, but

they did not cause a big problem to complete the

given task

Q7 The interaction technique was generally

satisfactory

Q8 The interaction technique was fun

Q9 It was easy to move the augmented object to the

target location

Q10 It was easy to rotate the augmented object to the

target orientation

Q11 There wasn’t a major problem to complete the

given task

Q12 The size of the display was suitable for the

interaction technique

Q13 It was easy to use one hand for the interaction

technique

6 Interaction with Mobile Augmented Reality Environments

Proceedings of the 2011 Annual Conference on

Human Factors in Computing Systems,

pp. 3005–3008 (2011)

Hancock, M., Cate Ten, T., Carpendale, S.: Sticky tools:

Full 6DOF force-based interaction for multi-touch

tables. In: Proceedings ITS’09, pp. 145–152 (2009)

Henrysson, A., Billinghurst, M.: Using a mobile phone for

6 DOF mesh editing. In: Proceedings of CHINZ 2007,

pp. 9–16 (2007)

Henrysson, A., Billinghurst, M., Ollila, M.: Virtual object

manipulation using a mobile phone. In: Proceedings of

the 2005 International Conference on Augmented

Tele-Existence (ICAT’05), pp. 164–171 (2005)

Katzakis, N., Hori, M., Kiyokawa, K., Takemura, H.:

Smartphone game controller. In: Proceedings of 75th

HIS SigVR Workshop, pp. 55–60 (2011)

Martinet, A., Casiez, G., Grisoni, L.: Integrality and sep-

arability of multi-touch interaction techniques in 3D

manipulation tasks. IEEE Trans. Vis. Comput.

Graphics. 18(3), 369–380 (2012)

Reisman, J., Davidson, P.L., Han, J.Y.: A screen-space

formulation for 2D and 3D direct manipulation. In:

Proceedings of UIST’09, pp. 69–78 (2009)

Schmidt, R., Singh, K., Balakrishnan, R.: Sketching and

composing widgets for 3D manipulation. Comput.

Graph Forum. 27(2), 301–310 (2008)

Interaction with Mobile Augmented Reality Environments 7