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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Natural Interaction in Augmented Reality Context</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>John Aliprantis</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Markos Konstantakis</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rozalia Nikopoulou</string-name>
          <email>rnikopoulou@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Phivos Mylonas</string-name>
          <email>fmylonas@ionio.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>George Caridakis</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Ionian University 49100 Corfu</institution>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of the Aegean</institution>
          ,
          <addr-line>81100 Mytilene</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <fpage>50</fpage>
      <lpage>61</lpage>
      <abstract>
        <p>In recent years, immersive technologies like Virtual and Augmented Reality have been accelerating at an incredible pace, building innovative experiences and developing new interaction paradigms. Current research has widely explored gesture interaction with Augmented Reality interfaces, but usually requires users to manipulate input devices that could be cumbersome and obtrusive, thus preventing them from interacting efficiently with the 3D environment. Therefore, Natural User Interfaces and freehand gesture interaction are becoming more and more popular, improving the user's engagement and sense of presence, providing more stimulating, user-friendly and non-obtrusive interaction methods. However, researchers argue about the impact of the interaction fidelity in usability and user satisfaction, questioning the level of naturalness that should characterize the interaction metaphors. Current paper proposes different gesture recognition techniques for three basic interaction categories (translation, rotation and scaling) in a Leap Motion Controller - Augmented Reality framework. A prototype is implemented in order to evaluate efficiency and usability of the proposed architecture. Finally, experimental results are discussed.</p>
      </abstract>
      <kwd-group>
        <kwd>Natural interaction Gesture recognition</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Introduction
Over the last few years, Augmented Reality (AR) has developed into a cutting edge
technology, providing new ways to interact with computer – generated information.
By removing the boundaries between physical and virtual, AR has been able to create
more engaging experiences, enhancing user’s enjoyment and satisfaction. Meanwhile,
interaction in AR applications now requires users to manipulate the AR virtual
content in a 3D interface, adding a different perspective in the Human – Computer
Interaction (HCI) research field. However, according to Bowman [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], 3D interaction
is more complicated than nontraditional systems as it requires new sets of interface
components (new devices, new techniques, new metaphors) that offer unlimited
options in designing new interactive methods based on user experience. 3D
interaction can also be challenging for users to manipulate these innovative systems
efficiently and perform as desired.
      </p>
      <p>
        Natural User Interfaces (NUIs) seem to be in a position similar to that occupied by
the GUIs (Graphical User Interfaces) in the early 1980s. NUIs promise to reduce the
barriers to computing still further, while simultaneously increasing the user’s power,
and enable computing to access still further niches of use [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. NUIs allow users to use
the interface with little or no training, based only on their existing knowledge and can
be characterized as intuitive, flexible and fluid, as they enable users to easily
customize the interface to better suit their needs and also use it without any
interruption [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. With the emergence of NUIs, HCI aims in evolving in a regime
where interactions with computers will be as natural as interactions between humans,
and to this end, incorporating gestures in HCI is an important research area.
      </p>
      <p>
        Gestures have long been considered as an interaction technique that can potentially
deliver more natural, creative and intuitive methods for communicating with
computers [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The hand is extensively used for gesturing compared with other body
parts because it is a natural medium for communication between humans and thus the
most suitable tool for HCI [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. With the increasing performance of computational and
graphics hardware and the emergence of low-cost sensor technologies such as Leap
Motion or Intel RealSense, interaction in 3D environments is now more natural,
stimulating and user - friendly for users who perform gestures or spoken commands
without any other peripheral equipment. This is also crucial for AR applications in
fields like Cultural Heritage (CH), where state-of-the-art technology can serve as an
on-demand service for users / visitors, who can fully enjoy the cultural heritage
application without being distracted by the technology itself.
      </p>
      <p>The challenge of generating natural and intuitive user interfaces while keeping user
experience in mind has been characterized as an important area for future research.
This work aims in taking a small step towards understanding the importance and the
potential of natural interaction and free-hand gesture recognition in designing 3D
interfaces. We discuss the current research and NUI literature, focusing on gesture
approaches and naturalism levels on the design of 3D User Interfaces (UIs).
Furthermore, we describe the implementation procedure of gestures using the Leap
Motion sensor in an AR framework and evaluate their efficiency and ease-of-use.
Finally, we summarize with the results of our experiment and our future plans.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        In recent years, many research activities have been carried out with the goal of
designing a fully featured, interactive augmented reality NUI. Authors in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]
presented a novel concept and prototypical implementation of a Leap Motion
Controller in a hybrid AR interface approach which allowed for correct mutual
occlusions and interactions in a finger-based interface. The "VoxelAR" concept can
be applied in modified ways to any video see-through AR system and enables users to
interact with a virtual environment (VE) in a hand-controlled interface, allowing for
correct mutual occlusions between interacting fingers and the VE.
      </p>
      <p>
        In this work [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], authors proposed a free-hand interaction system with Leap Motion
controller for stroke rehabilitation by modifying the Fruit Ninja game to use the Leap
sensor’s hand tracking data. The combination was prepared for patients with stroke to
practice their fine motor control. In another study [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] in CH field, a prototype of a
wearable, interactive AR system for the enjoyment of the CH in outdoor
environments is presented. By using a binocular see-through display and
time-offlight (ToF) depth sensor, the system provides users with a visual augmentation of
their surroundings and they also can use touchless interaction techniques to interact
with synthetic elements overlapping with the real world. Furthermore, authors in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]
investigated the potential of finger tracking for gesture-based interaction by
presenting two experiments in which they evaluated canonical operations such as
translation, rotation, and scaling of virtual objects with respect to performance (time
and accuracy) and engagement (subjective user feedback).
      </p>
      <p>
        Finally, recent research has explored free-hand gesture interaction with AR
interfaces, but there have been few formal evaluations conducted with such systems.
Authors in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] introduced and evaluated two natural interaction techniques: the
freehand gesture-based Grasp-Shell, which provides direct physical manipulation of
virtual content; and the multi-modal Gesture-Speech, which combines speech and
gesture for indirect natural interaction. These techniques support object selection, 6
degrees of freedom movement, uniform scaling, as well as physics-based interaction
such as pushing and flinging.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>User Interfaces in 3D Virtual Environments</title>
      <p>
        With the advent of Virtual Reality (VR), AR, ubiquitous and mobile computing and
other “off-the-desktop” technologies, a new term has been introduced to cover the
interaction in three-dimensional (3D) environments. 3D User Interface is a human–
computer interaction in which the user’s tasks are performed directly in a real or
virtual 3D spatial context [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. 3D interaction research field is still at its infancy, and
its potentials are limited only by the imagination of researchers and developers.
      </p>
      <sec id="sec-3-1">
        <title>3.1 Interaction in Augmented Reality</title>
        <p>
          AR technologies create immersive experiences that embed interactive digital content
which enhances the user’s field of view. 3D interactions’ major characteristic is the
relevance to real-world tasks, thus users can rely upon their experience from their
daily life movements to interact with virtual objects. However, users usually struggle
to understand and perform actions in 3D spaces, as the physical world contains many
more cues for understanding and constraints and affordances for action that cannot
currently be represented accurately in a computer simulation [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. Nevertheless, there
are multiple categories of 3D UIs based οn input methods and devices, and interaction
techniques that may require multiple users’ skills that may or may not be familiar
with [25]:
• Information Browsers use the mobile device’s camera to align and display virtual
content in the real world. Users can rely on their knowledge of traditional mobile
user interfaces to navigate through the physical environment.
• 3D Interaction with virtual objects by using 3D spatial input devices such as 3D
mouse, wand-type pointing devices and 3D joysticks. This method can be
challenging due to the fact that users are familiar with manipulating physical
objects with their hands and not through devices.
• In Tangible User Interfaces users interact with virtual objects by manipulating
physical objects with similar characteristics, in order to bridge the physical and
digital world.
• Natural User Interfaces no longer require users to manipulate input devices as
they use body motion and gestures to interact with the 3D UI. By using natural
skills, users are able to perceive how to perform the required actions in the 3D
environment and anticipate the corresponding outcomes.
• Multimodal User Interfaces - Combining different modalities of input is
considered to provide a richer and complete 3D interaction.
        </p>
        <p>In recent years, new methods and approaches have been introduced for the natural
interaction in a 3D environment, taking advantage of the emergence of low cost
sensors and depth cameras, which can track the spatial movement and positioning of
user’s body and use this data for virtual object manipulations. Furthermore, the above
technologies present many advantages regarding the 3D interaction, such as the
absence of additional cumbersome devices like head-mounted displays or gloves that
may annoy users, and the constant and easy swapping to the real world that facilitates
a collaborative interface, supporting an immersive viewing mode.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2 Natural interaction</title>
        <p>
          Based on [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ], a natural interaction interface allows users to interact in a way similar
to real life, and enables them to learn, acquire and master shape modeling quickly
with the least mental load and training. NUIs are interfaces that enable users to
interact with computers in the way they interact with the world. When people refer to
NUIs they are often talking about interaction modes such as speech or touch. But if
the focus is on combinations of input and output that are experienced as natural, the
collection of natural user interfaces includes modes such as gesture and body
language, proximity and location, eye gaze and expression, and biometrics on the
input side, and the full spectrum of audio and visual output, smell, tactile and object
location, and other experiences on the “output” side (leveraging the full range human
senses).
        </p>
        <p>Natural user interfaces aim to provide a seamless user experience where the
technology is invisible. Experience and action are integrated in the natural world and
typically involve a combination of multiple modalities such as voice recognition,
gesture, touch, AR etc. In recent years, there has been a tremendous interest in
introducing various methods for gesture and speech input into AR that could help
overcome user interaction limitations in an AR environment.</p>
        <p>
          Despite the increasing prevalence of AR interfaces, there is still a lack of
interaction techniques that allow full utilization of the medium. Natural hand
interaction has the potential to offer these affordances however, as yet, has not been
well explored. Freehand interaction has been explored to deliver natural, intuitive and
effective interaction. For a natural user interface, traditional input devices such as
keyboard and mouse are not appropriate. Previous works [
          <xref ref-type="bibr" rid="ref11 ref9">9, 11</xref>
          ] require fiducial
markers or digital gloves to track hand gestures. Other works leverage Microsoft
Kinect to detect hand poses and movements for freehand menu selection [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] and
object manipulation [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. However, these methods suffer from drawbacks.
Instrumented gloves are encumbered and prone to induce fatigue. Fiducial markers
and ambient sensors require delicate set-ups and calibrations. Image-based methods
[
          <xref ref-type="bibr" rid="ref14 ref15">14, 15</xref>
          ] have been proposed to detect and recognize hand gestures using image
processing technology, which are suitable for both closed and public environments
[
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. As mobile devices become more powerful, these methods are promising for
mobile devices as built-in cameras can be used without resorting to additional devices
or sensors.
        </p>
        <p>3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Gesture Recognition</title>
        <p>Research in hand gesture recognition aims in design and development of such systems
that can identify explicit human gestures as input and process these gesture
representations for device control through mapping of commands as output. Creation
and implementation of such efficient and accurate hand gesture recognition systems
are aided through two major types of enabling technologies for human computer
interaction namely contact based and vision based devices (shown in Figure 1).</p>
        <p>
          The main challenge of vision-based hand gesture recognition is to cope with the
large variety of gestures. Recognizing gestures involve handling a considerable
number of degrees of freedom (DoF), huge variability of the 2D appearance
depending on the camera view point (even for the same gesture), different silhouette
scales (i.e. spatial resolution) and many resolutions for the temporal dimension (i.e.
variability of the gesture speed). Moreover, it needs also to balance the
accuracyperformance-usefulness trade-off according to the type of application, the cost of the
solution and several criteria such as real-time performance, robustness, scalability and
user-independence [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. Finally, gesture recognition alongside other natural
interaction methods such as speech recognition (multimodal interaction) improves the
efficiency and accuracy of the interactions, while also reduces the time learning and
error rate [
          <xref ref-type="bibr" rid="ref20 ref21 ref22">20, 21, 22</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4 Naturalism in 3D User Interfaces</title>
        <p>
          Natural interfaces are built on users’ existing knowledge and skills, thus the actions
required are corresponding to real-world experiences. One of the key challenges that
designers face is the level of naturalism that characterizes the interaction methods.
Hyper natural design approach offers realistic interactions and enhanced abilities that
avoid some unwanted constraints of the real world, while natural interactions replicate
the real-world experience exactly [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. “Magic” techniques are intentionally less
natural in order to give users abilities that cannot have in the real world, thus making
tasks in the 3D environment easier and less cumbersome. However, these interactions
are not corresponding to user’s real world experience, and thus requiring users to be
trained in order to perform efficiently their interaction methods. On the other side,
natural interactions don’t require any training phase as users manipulate 3D objects
exactly the way they would use the real ones, but this method could result in the same
if not more effort from users as the equivalent movements in real world.
        </p>
        <p>
          Designers have to adjust the design of interaction methods based on the balance
between fidelity and usability / performance. High levels of naturalism can be
achieved if users are familiar with the actions required to interact, but it is important
to highlight that some tasks may have not real-world counterpart that can be exploited
to efficiently design a natural UI. Additionally, performance and usability can be
achieved by providing users with enhanced abilities that can be still familiar to users,
even though they don’t replicate the real world. For example, the HOMER
(HandCentered Object Manipulation Extending Raycasting) technique combines the
raybased selection with hand-centered object manipulation in a hybrid interaction
method that allow users to manipulate virtual objects that are not in reach of their
hands, but they still use their natural skills for object manipulation [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4 Proposed architecture</title>
      <p>For the implementation of our work, we used the Leap Motion Controller (LMC)
alongside the Unity3D platform. Unity is a popular cross-platform game engine that
can create 2D and 3D virtual environments. LMC is a camera sensor developed by
Leap Motion [24] that senses natural hand movement and finger positioning, allowing
the interaction with virtual objects through hand gestures like pinch, grab, swipe,
rotate. It can translate hand movements into computer commands, thus enabling users
to interact with a Virtual Reality environment displayed through Head-Mounted
displays like the Oculus Rift, or in desktop mode (Unity environment).</p>
      <p>In our prototype, we design two different gestures (high and low level of
naturalism each) for these three basic interaction categories (Figure 2):
•</p>
      <p>Translation: When users move a physical object, they usually grab it with their
fingers (one or two hands depending on its size), move it in midair and place it
in the desired target. This movement has been translated to the Unity – Leap
Motion application by applying the interaction “grasp event”, which tracks
user’s fingers and when they come close enough to the “collider box”, the virtual
object is “grabbed” (it is released when user’s fingers move away). The second
movement that is tested is not so natural, but users are familiar with it as they
use it to pick and move objects in 2D surfaces (traditional UIs). In our Unity –
Leap Motion implementation, users point with their index finger the virtual
object they want to move, and then in the same way point to the target position.
Both movements are one-handed.
•</p>
      <p>Scaling: The unique characteristic of this movement is that there is no
natural equivalent. Users can scale objects only in the 3D environment.
However, there is a quite common gesture about scaling that users are
familiar with, especially in devices with touch screen, the pinch-to-zoom
gesture. In our framework, the Unity – Leap motion software tracks user’s
both hands, and when user grasps a virtual object at an angle and moves
away or closes his hands to each other, the grabbed object is scaled up or
down respectively. In the second movement that is not so “natural”, the Leap
Motion controller tracks users’ palm based on its relative positioning, and if
the palm moves towards the controller, the virtual environment is “zooming
in” the desired direction / virtual object (zooming out when the palm moves
backwards).</p>
      <p>Fig.2. Gestures screenshots</p>
      <p>Rotation: For the rotation of a virtual object, we take a similar approach to
the translating movement. With the grasp event, user can grab and
manipulate the virtual object with his fingers, turning it around and rotating
it based on any axis he desires. For the second movement, the Unity – Leap
Motion application tracks user’s palm and depending on its angle it rotates
the virtual object (which is in fixed position) to the same direction on a
single axis. The rotation stops when user’s palm changes to fist gesture. Both
movements are also one-handed.
4.1</p>
    </sec>
    <sec id="sec-5">
      <title>Experimental Setup</title>
      <p>In this section, we test the usability and effectiveness of our prototype and evaluate
the feedback received from the testing users. Furthermore, we analyze how the level
of interaction fidelity impacts user performance, and we argue about the balance
between naturalness and effectiveness in 3D interactions techniques.</p>
      <p>Participants were invited to complete a series of tasks regarding the translation,
scaling and rotating of virtual boxes with the Leap Motion controller. Our prototype
was set up using Unity’s desktop mode alongside the Vuforia Software Development
Kit (SDK) for the AR framework. 10 users were recruited from outside of the
university, with no previous experience in 3D interaction but all of them were familiar
with touch screen devices. They also were required to use their right hands for the one
– handed gestures (they were all right-handed). Participants were asked to perform the
three basic interaction movements described in the previous section, (a) move three
virtual cubes in the desired positions using the grasp interaction and then the “point
and select” interaction method, (b) scale a virtual box using both hands to drag its
corners away and then scale the same object using their palm to zoom in and out, and
(c) rotate a virtual box grabbing and moving it around with one hand, and then rotate
it by rotating their palm at the desired direction. The order of the tasks was the same
for all participants who also were explained what and how to perform these tasks
during the experiment. We didn’t measure user’s performance such as time
completion or accuracy, but after the experiment we asked them to answer a few
questions about usability and user satisfaction, while also they asked to rate and
compare the two different approaches of each interaction category (Figure 3).</p>
    </sec>
    <sec id="sec-6">
      <title>4.2 Evaluation and Results</title>
      <p>In this section, we evaluate the feedback by the participants and their answers to our
questionnaire, and we present the results of our experiment.</p>
      <p>Regarding the background of our participants, they had no previous experience
with 3D interaction and Leap Motion interfaces, and so it was challenging for them to
perceive and perform effectively in the tasks we gave them, but after a few failed
attempts and with our guidance they were able to complete the experiment. One of the
major challenges was the correct alignment of their hands regarding the Leap Motion
controller and the virtual objects, with the tracking occlusion issue between the virtual
objects and user’s hands to be also a difficulty. Furthermore, previous experience with
touch devices helped users to perform well in gestures that were already familiar with,
such as the “point and select” or the scale gestures, and therefore they preferred to use
these gestures rather than the more natural ones. Thus, UIs that do not achieve high
levels of fidelity may actually improve usability, if their design approach is familiar to
users.</p>
      <p>Participants struggled more performing the gestures with high natural approaches,
with the accuracy of their movements to be more challenging. However, many of
them admitted that even if these gestures were more enjoyable to perform, they would
still choose the less natural approaches for their future interactions, which were also
more easy to use and learn. Also, a few participants felt frustrated with the complexity
of the high natural gestures (especially the translation movement). Additionally,
feedback sounds and graphics helped users to understand how to perform the gestures.</p>
      <p>Our prototype was designed to play specific sounds and display color changes when a
collision of hands with virtual objects was detected, and these functions helped users
to align their hands in the 3D environment and understand how to complete the tasks
required.</p>
      <p>Finally, the majority of the participants commented that ease of use, completion
time and accuracy were more important factors than fun and enjoyment, for their
decision in their preferred gestures. They also argue about the importance of the
guidelines provided during the experiment to perform the tasks needed.</p>
    </sec>
    <sec id="sec-7">
      <title>5. Discussion - Future Scope</title>
      <p>In this paper, we analyzed our approach in gesture-based natural interaction for 3D
User Interfaces, and presented our prototype alongside an evaluation test of basic
gestures. We asked participants to perform different types of gestures for three basic
interaction categories (translation, rotation and scaling of a virtual object), and then
we analyzed their feedback and answers to our questionnaire. Our experiment focused
on clarifying the desired level of naturalism in the proposed gestures, and its impact to
user’s performance.</p>
      <p>For our future work, we will implement an AR natural (gesture and voice) interface
with the Leap Motion controller integrated in a head-mounted display (for example a
Google Cardboard). Furthermore, we aim in designing gestures with different levels
of fidelity for more interaction categories that will also include menu management,
manipulation of many virtual objects simultaneously and voice recognition
interaction. Finally, we need to evaluate our system rating user’s performance, such as
accuracy, time completion and error rate, in order to analyze in depth user’s feedback.
Acknowledgments. The research and writing of this paper was financially supported by the
General Secretariat for Research and Technology (GSRT) and the Hellenic Foundation for
Research and Innovation (HFRI). John Aliprantis has been awarded with a scholarship for his
PhD research from the “1st Call for PhD Scholarships by HFRI” – “Grant Code 234”.
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