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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Applying Numerical Optimization to Arrangement of Elements in Spatial Interface for Historical Moscow Center Virtual Reconstruction</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Leonid Borodkin</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>borodkin@hist.msu.ru</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stepan Lemak</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>lemaks</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>@mail.ru</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Margarita Belousova</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>mb@vrmsu.ru</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anna Kruchinina</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>a.kruch@moids.ru</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maxim Mironenko</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>mm@vrmsu.ru</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Viktor Chertopolokhov</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>psvr@vrmsu.ru</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sergey Chernov</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>chernovsz@mail.ru</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute for Archaeology, Russian Academy of Sciences</institution>
          ,
          <addr-line>Moscow, Russian Federation</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Lomonosov Moscow State University</institution>
          ,
          <addr-line>Moscow, Russian Federation</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>The article describes a novel approach to representing virtual reconstruction of historical cities cultural heritage. As example, the reconstruction of buildings of the historical city center in Moscow was carried out using preserved plans, drawings of buildings, texts and other information. We want to provide users with an opportunity to see the historical territories restored in virtual reality. Everyone should be able to study historical sources for every object, compare them with the result of the virtual reconstruction, see the process of area transformation over time. The usage of virtual reality spatial interface for displaying information about historical objects is proposed. Interface elements should be placed next to interactive objects (such as historical buildings and their parts, landscape sectors, control buttons). The task of optimizing the automated arrangement of interface elements in the space of virtual reconstruction was considered. Restriction sets for the layout of interface elements have been introduced. Restrictions were obtained from physiological characteristics of human arms and oculomotor apparatus. The tasks of determining the restrictions, the principles that reduce the probability of placing interface elements outside the restrictions was considered. A hand planar movement hypothesis was proved, it allows us to reduce the dimension of the studied system.</p>
      </abstract>
      <kwd-group>
        <kwd>Virtual reality Historical reconstruction Interface timization GIS Restrictions Eye tracking Arm Movement</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Op</p>
    </sec>
    <sec id="sec-2">
      <title>Introduction</title>
      <p>
        The problem of documentation and veri cation of virtual historical
reconstructions became relevant in the early 21st century [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        For a long time, the problem of historical sources publishing that were used in
virtual reconstructions was not in the spotlight [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Source publication resembled
a simple database [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. This format is good for publishing sources as a separate
study, and is almost unlimited in content. Thus a double result is obtained from
the project: reconstruction and sources are published as independent results.
Sometimes projects are not generally accompanied by sources.
      </p>
      <p>
        In the last years more and more scienti c projects published their
reconstruction in the form of images and video source [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. There are only a few exceptions
that not only describe sources, but also publish them [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Such projects
traditionally use renderers such as Vray, Redshift, Arnold, Keyshot, Lumion. As the
result we have videos and rendered images or video without any interaction with
sources.
      </p>
      <p>
        With the development of technology real-time reconstructions have appeared
as a lot of reconstructed objects published at Sketchfab platform [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Our
previous projects included source uploading on a website [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The sources were
published on the special pages [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. These sources work like additional part for
interactive reconstruction of Strastnoy monastery. Developing ways of
representing historical sources, we decided to use virtual reality (VR). The experiment
was intended to be conducted at two monastery complexes, Strastnoy and
Chudov ones. All models were implemented in virtual environment. A part of this
solution is a veri cation module for historical reconstruction of cultural heritage
in VR [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. It was the rst step in real-time interface presentation in VR. For all
monasteries we developed a 2D sources veri cation module (Fig. 1).
This allowed us to bring the presentation of historical sources to a new level. But
we also faced with some limitations. For example, each building reconstructed
according to di erent amounts of sources. In some cases there were 2{3 images,
in other more than 10.
      </p>
      <p>During the reconstruction of the Chudov Monastery, an additional task was
the integration of sources into decorative elements and interiors, which changed
several times during the period of the monastery's existence while maintaining
the basic forms of objects. This once again complicated the structure of source
presentation and made it di cult for a user to interact with an interface.</p>
      <p>The next step in improving the interactive capabilities of the user to assess
the information potential of the sources used, to verify 3D models is to immerse
the user in a virtual environment. Integration of reconstruction sources into VR
requires new algorithms for creating a three-dimensional 3D interface. When
developing such interfaces, it is necessary to take into account a large number of
parameters of human movement in virtual environment, which will be discussed
below. An additional condition for us was the historical landscape, the
reconstruction of which is one of the main objectives of our project. 3D models of
historical buildings are placed on the landscape, in compliance with the scale of
objects and features of the relief. This allows the user, moving in a reconstructed
historical urban space, to expand interaction with both 3D models and sources
used for building those models.
Historical part of our actual research project is aimed at the virtual
reconstruction of Moscow historical center (Belyi Gorod) landscape and historical buildings
located on its territory. To reconstruct the landscape of Belyi Gorod and
dominant historical buildings in 16th { 18th cc. we used archaeological and geological
measurements of the Belyi Gorod relief, preserved plans and drawings of
historical buildings, old photos, textual sources and other historical materials. The
results include both sources and reconstructed objects data.</p>
      <p>Numerical optimization of the interface element layout
2.1</p>
      <sec id="sec-2-1">
        <title>The task of the interface layout numerical optimization</title>
        <p>Each object of the virtual reconstruction is provided with reference information
and with interactive elements that allow to open the Menu, to change the object
state or to get access to a historical source. The task is to locate information
interface elements and interactive interface elements. Despite some di erences
between information and interactive elements, this article suggests a general
approach to the search of the proper position for both types of elements.</p>
        <p>
          To determine the location of interface elements on a computer screen, the
Fitts law [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] and its various extensions are often used. This law describes an
empirically determined relationship between the duration of motion to the target
in the plane, the distance to the target and its size. It works well for planar
interfaces, but virtual reality leads us to a three-dimensional problem.
        </p>
        <p>A user interacts with a 3D interface using his eyes and his own body
motion. The simplest way | user places his hand in a speci c point in a virtual
space. Obviously, elements should be placed inside a limited area where it will be
convenient for a user to interact with them. They shouldn't overlap with other
objects of the virtual scene and with each other. Here, we describe ideas how
to de ne a priority zone for the interface elements location, taking into account
existing restrictions.</p>
        <p>Interface elements should be considered as closed sets, further they will be
represented by a center point. Let there be a dynamic system that describes the
movement of an eye or hand: x_ = f (t; x; v); where v 2 V is a perturbation vector.
Perturbations may be inaccuracies in determining parameters of the hand, the
position of the target interface element, and so on.</p>
        <p>We assume that the movement goes from an initial state to an interface
element or from one element to another. In the latter case we take the the rst
element position as initial conditions, and the position of the other as terminal.
We de ne the perturbation vector. Then the problem of optimizing the positions
of interface elements can be posed.</p>
        <p>We enumerate all the elements of the interface and de ne the probabilities of
the transition from the i{th to the j{th element as the coe cients kxixj of the
weight of each transition from xi{position to xj {position. The probabilities are
de ned according to the information or functionality attached to the interface
element.</p>
        <p>As was said before, elements should not overlap and intersect with other
objects in the scene, which imposes restrictions on the set of feasible system
solutions. At the same time, it should be possible for a user to reach all of the
interface elements, both information (by eyesight) and interactive (by eyesight
and hand). All these restrictions can be de ned as , a set of the interface
element position restrictions, x 2 .</p>
        <p>As a result, if perturbation vector v is given, we have the problem of
minimizing the weighed sum for N interface elements by placing them in the restriction</p>
        <p>JN =</p>
        <p>X kxixj J (xi; xj ; v) ! xm2</p>
        <p>min ;
i;j
i = 1; 2; : : : N;
j = 1; 2; : : : N;
(1)
where J (xi; xj ; v) is an optimal movement time from the i-th to the j-th element
or more complex functional, for example, energy expended for the transition. It
can be determined from a model or from an experiment.</p>
        <p>The optimal positions of interface elements a ected by perturbations can be
found using game theory. Let the lengths of the joints, masses, etc. be disturbed.
The relative position of the interface elements will be our control.</p>
        <p>We can get the antagonistic game : the player in charge of controls
minimizes the functional, the player in charge of perturbations maximizes it. The
lower estimate of the quality of the interface is the following value:
min max X kxixj J (xi; xj ; v):
xm2 v2V i;j
This formulation of the problem allows us to optimize the layout of the interface
elements, taking into account "hard" restriction set for the users hands and
eye movements. But in a real situation, some locations of objects lies on the
set boundaries. Although they remain reachable, can cause discomfort for a user
when looking at them or when trying to reach them. It is required to nd a set
of comfortable arrangement of interface elements. Let us call this set "soft"
restrictions. We can de ne a penalty factor sm( (xm; )) when placing elements
outside this set, where is a distance between an interface element xm and the
set . If xm 2 , then sm = 1.</p>
        <p>
          Taking into account the penalty factor, the problem (2) could be formulated
as follows:
min max X kxixj sisj J (xi; xj ; v)
xm2 v2V i;j
To solve this problem, dynamic programming methods [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] are applied. Using
them we could automatically optimize interface element placement for every
object of the historical reconstruction.
        </p>
        <p>The purpose of this article is to de ne "soft" restrictions such as human
hand movement restrictions and visual restrictions due to possible intersensoral
con ict.</p>
        <p>We also summarize results of the eye and arm movements analysis. From eye
movements we nd the criteria for "soft" restrictions on elements placement and
size. For arm we describe a hypothesis of planar movement which allows us to
reduce the dimension of the problem for goal-directed hand movement from one
interface element to another.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Arm motion analysis</title>
        <p>Human arm mobility Let us describe the restrictions imposed on the optimal
positions set of interface elements that arise due to the limited reach of a persons
(2)
(3)
arm. We de ne the reachability set of the end arm e ector, i.e. the set of all
permissible positions of the hand. For this, we need parameters and possible
rotations of each link in the arm.</p>
        <p>
          Many possible arm positions are constructed and they describe the set of
constraints for interactive interface elements. We used a book [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] describes in
detail the results of the parameter measurements of the human body parts.
More than 200 men and women from the space crew and NASA employees were
invited as subjects. These personnel are in good health, fully adult in physical
development, and an average age of 40 years. Body masses were measured as
well as masses of body parts (neck, head, shoulder, forearm, hand, etc.), their
lengths and centers of mass positions, inertia moments, volumes, changes in the
centers of mass in various poses, permissible movements for parts of human
bodies. Reachability sets were found for various segments.
        </p>
        <p>
          From [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] the average values of the parameters of the right hand for men
were taken and used for calculations: l1; l2 are the lengths of the shoulder and
forearm. According to [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] l1 = 0:366 m., l2 = 0:305 m.
        </p>
        <p>
          To build the reachability set for the hand joints, we used data from [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. The
table 1 below shows the limits of feasible rotation angles for di erent axes for most
male subjects. To simplify the problem, we suppose that a human arm rotates
only around its longitudinal axis. This statement will not a ect the reachability
set, therefore it will be built only for the shoulder and forearm.
In Fig. 3 we can see the measured angles and angles of reference. All gures have
angles which are marked by letters A and B. Not all of these angles are indicated
in Table 1, for example, the angle B of elbow exion/extension is indicated for
the horizontal direction, since the sum of the angles A and B is 180 . Also, the
sum of the angles A and B for exion and extension of the forearm is 180 .
When we change the angle of the shoulder, the feasible angles of rotation of
the forearm also change. This statenemt was also described in [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Fig. 4 is
an example of a reachability set presented for a forearm with the restrictions
speci ed in the Table 1.
        </p>
        <p>
          Reachability sets for the whole arm are obtained by combining reachability sets
for the forearm for all valid shoulder locations. We use the human arm parameters
values from [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] as average data. A tracking system of a virtual reality device
allows us to specify it for every user. It helps us to determine "soft" restriction set
for interactive interface element placement, but we do not take into account
user's comfort when moving hands to extreme positions.
        </p>
        <p>Plane motion hypothesis According to the problem (3), the de nition of
the functional J and the penalty factors sm (describing user's discomfort during
interaction with elements that are not in the set ) could lead us to very di erent
interface element placing.</p>
        <p>One of the ways to de ne J and sm is an energy criteria, when we consider the
equations of motion for hand and calculate energy consumption for the transfer
from one interface element to another (especially for extreme positions). The
spatial problem of moving an arm from one position to another is complex and
has an in nite number of solutions even if a wrist trajectory is pre-de ned.</p>
        <p>That is why a planar problem was considered. We determined some situations
when the spatial movement of an arm can be considered planar. A hypothesis
test was carried out: the movement of the hand will be planar if there is a plane
in which the hand lies at the initial and nal moments. This statement was
proved experimentally.</p>
        <p>The experiment involved 17 right-handed students (4 females, 13 males).
They were asked to hit the target as quickly and accurately as possible with a
pointer (Fig. 5), located on the board in front of them. Targets (goals) are square
holes in the plane with the sides of 3, 4, 5, 6 cm. The order of achieving the goals
is predetermined. The initial position of the arm, from which the movement
started, was also set and marked. A mark for the palm was put on the pointer;
during the experiment it was not allowed to change the position of the pointer
in the hand. After each movement, the subject's arm returned to its original
position and remained there for 3{5 seconds. To record the experimental data,
markers of the video analysis system were xed on the shoulder, forearm of the
human right hand and pointer, to track their positions in space. We recorded
the coordinates and orientation of the speci ed markers and time.
The data obtained were interpreted using the MathWorks MATLAB software.
For the trajectories of each marker, the approximate planes to which they
belong were constructed, the average trajectory deviations from the corresponding
planes. Then we calculated the values of standard deviation for the previous
deviations. The angles between the planes of the motion of the tracking system
markers were also found.</p>
        <p>Tables 2 and 3 show the average values of the obtained values for all
movements.</p>
        <p>Fig. 7 shows the average values of the distribution calculated for the trajectory
deviation from the plane of pointer movement. The average deviations from the
plane of movement and their standard deviations were 2{3 times greater for
targets not lying in the plane of the initial arm position. The average range of
motion (the distance between the start and end points of the trajectories) is
about 400 mm. It is two orders of magnitude greater than deviations from the
plane. The angles between the planes of marker motion are small (see Table 3).</p>
        <p>
          So the movement trajectories can be considered planar. This allows us to
use planar models of arm motion dynamics [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] to describe transitions between
interface elements.
2.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Eye motion analysis</title>
        <p>
          The eye motions are quite complex. The motion from point to point is only one of
tasks solved in this eld by human nerves system. How we see, the convergence
angle is changing during saccade, but this is not the only situation when it's
happen. When we examined the interface element our eyes are permanently
moving. Eye motion control mechanisms provide clear vision [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Any human
movement requires such resources as energy, ions. There are a lot of adaptation
mechanisms in human organism, but sometimes our organism use to spend more
resources to solve really important problem. Such task is a visual perception of
the world.
        </p>
        <p>
          Following Filin our eye make two or more small saccades per second when
gaze is stable [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. That small saccades are bit di erent in amplitude and latency.
We suppose that investigation such movements could be criteria as an index of
comfortable vision. It could help us to nd the "soft" restrictions set for
informational interface elements and to de ne the penalty factor.
        </p>
        <p>Eye movement analysis in daily life conditions is not simple problem. There
are a lot of disturbance because of person head rotations, walking, breathing, eye
tracking system displacement. The rst high accuracy eye tracking systems were
huge, hard xed, and persons head xed hardly too. In such conditions there
are a lot of research on the functioning of the visual system were produced.
Now it is necessary to shift at technics we have in new conditions when eye
tracking system is placed as glasses, there are some disturbances and we need
real time information. The probabilistic moments of eye tracker signals can be
a characteristic of eye movement strategy.</p>
      </sec>
      <sec id="sec-2-4">
        <title>Probability moments in eye movement analysis In ideal world we can</title>
        <p>identify saccade parameters and interpreted eye movement as physiological
answer on presented to person situation. Usually we have a number of artefacts
in eye tracking data. I this situation we o er to use the probability moments to
class the visual surround.</p>
        <p>
          In the work [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] were shown there is a comfortable distance for examine the
object. We prolong their investigation for object in virtual reality. In virtual
reality we have a con ict between accommodation and convergence because a
distance to the screen is xed.
        </p>
        <p>We make an experiment using Panoramic virtual reality system, Arrington
research eye tracker and the accompanying software. The process of the
experiment is as follows. After a participant puts on stereo glasses and assumes a
comfortable sitting pose, a calibration is performed using built-in tools. After
con rming successful calibration, the main testing application is launched.</p>
        <p>Participant is then shown yellow spheres on a black background spawning
in front of him at distances from 0:4 to 6 meters in random order. Angular
sphere size was constant value and equals 0:7 degree. Each sphere is displayed
for 60 seconds, then it changes color giving the participant a cue for blinking
several times. This behaviour triggers changing distance to a sphere. After the
last sphere is shown, only black background is shown and we let the participant
to take a rest. Then we change the participant's distance to the screen from 0:4
to 6 meters in random order six times.</p>
        <p>At the end we let the participant to remove the stereo glasses and nish his
participation. A total of 12 persons took part in this study. All of them gave
informed consent to participate.</p>
        <p>
          Usually three component of eye position is registered and analysed. We
consider the angle between visual axis of the eyes. For this quantity we analysed
probability second moment [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. Values are presented in the Table 4.
We nd that probability second moments correlated with degree of mismatch
in real and imagine distance. In most comfortable situation the dispersion value
from eye position were lowest.
        </p>
        <p>
          In a comfortable situation, a person has saccades in one direction and vergent.
In a mismatch situation as sensory con ict the proportion of vergent saccades
is increasing. This phenomena we see in our investigations. In study [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]
oculogram probability moments had not signi cant divisions. But in 3D case we see
signi cant divisions correlated with mismatch between real and virtual distance.
        </p>
        <p>This way we can make a criteria for "soft" interface restrictions : the time
when the convergence angle STD is high need to be minimal. According to the
STD changing, we can de ne the penalty factor sm( (xm; )).
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Conclusions</title>
      <p>The article describes a novel approach to the interface design for virtual
historical reconstruction. The problem of optimizing the location of spatial interface
elements is stated. The solutions of some related problems are given.</p>
      <p>Human arm parameter analysis gives us the restriction set for the interactive
elements. The hypothesis of targeted hand movement planarity is con rmed.</p>
      <p>According to the eye motion analysis, informational interface elements with
which long interaction is supposed need to be placed a meter or more away. The
time of interaction with close placed object must be minimized. The next stage
is to apply frequency analysis which allows us to slightly change the interface
in real time. During the interaction with the interface, cuto frequency for each
user can be speci ed and virtual environment adapts to it.</p>
      <p>This study allows us to create a convenient virtual reality interface giving
information about reconstructed objects.</p>
    </sec>
  </body>
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