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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Advanced HCI and 3D Web over Low Performance Devices</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>David Oyarzun, Arantza del Pozo, John Edgar</string-name>
          <email>iolaizola}@vicomtech.org</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Iñaki Sainz</string-name>
          <email>inaki@bips.bi.ehu.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Igor Leturia</string-name>
          <email>i.leturia@elhuyar.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Xabier Arregi</string-name>
          <email>xabier.arregi@ehu.es</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oscar Ruiz</string-name>
          <email>oruiz@eafit.edu.co</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Aholab Group, Basque Country University</institution>
          ,
          <addr-line>Ingeniaritza Goi Eskola Teknikoa</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Congote</institution>
          ,
          <addr-line>Igor G. Olaizola</addr-line>
          ,
          <institution>Vicomtech Research Centre</institution>
          ,
          <addr-line>{doyarzun, adelpozo, jcongote</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Elhuyar Foundation</institution>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>IXA Group, University of the Basque</institution>
          ,
          <addr-line>Country, Informatika Fakultatea</addr-line>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Universidad EAFIT</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>This position paper presents the authors' goals on advanced human computer interaction and 3D Web. Previous work on speech, natural language processing and visual technologies has achieved the development of the BerbaTek language learning demonstrator, a 3D virtual tutor that supports Basque language students through spoken interaction. Next steps consist on migrating all the system to multidevice web technologies. This paper shows the architecture defined and the steps to be performed in the next months.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>D.2.2 [Software Engineering]: Design tools and techniques –
user interfaces.</p>
    </sec>
    <sec id="sec-2">
      <title>General Terms</title>
    </sec>
    <sec id="sec-3">
      <title>1. INTRODUCTION</title>
      <p>During the last 3 years, the authors of this paper have been
working in BerbaTek, a strategic research project on speech,
language and visual technologies for Basque, promoted by the
Basque Government.</p>
      <p>For the field of education, we have created a demo of a personal
tutor in language learning that provides a natural way to human
computer interaction, by means of 3D virtual characters, speech
and natural language (see Figure 1).</p>
      <p>The tutor is a 3D avatar that shows emotions, developed by
Vicomtech-IK4, and which speaks Basque and understands what
is said in Basque using Aholab's technology. The tutor is capable
of assisting the user in the following tasks:
carrying out grammar (e.g. verb conjugation, word
inflection) and reading comprehension exercises (e.g.
fill in gaps in a text, choosing from several options),
that are created automatically from texts using
technology from IXA;
evaluating the quality of its pronunciation through
Aholab technology;
and giving aids to write texts (e.g. inflection of words,
writing of numbers or querying dictionaries) by means
of technology from IXA and Elhuyar.</p>
      <p>Copyright © 2012 for the individual papers by the papers' authors.
Copying permitted only for private and academic purposes. This volume
is published and copyrighted by its editors.</p>
      <p>
        Dec3D2012 workshop at WWW2012, Lyon, France
This position paper presents the current efforts to migrate this
language learning demonstrator resulting from the BerbaTek
project into 3D Web technologies using the new WebGL API [
        <xref ref-type="bibr" rid="ref1 ref2">1,
2</xref>
        ].
      </p>
      <p>The resulting prototype will fulfill these features:</p>
      <p>Avoid the use of plug-ins. Web technologies capable of
mixing several media contents in a native way will be
exploited to avoid the use of plugins.</p>
      <p>Keep all the BerbaTek demo functionalities. Both 3D
virtual character and advanced HCI technologies will be
included.</p>
      <p>Be multidevice and multiplatform. The result will be
multiplatform and multidevice and designed as to be
accesible from low performance devices such as
standard mobile phones.
•
•
•
•
•
•</p>
    </sec>
    <sec id="sec-4">
      <title>2. ARCHITECTURE OVERVIEW</title>
      <p>After the review of the state of the art, a system architecture that
takes into account the targeted multidevice capabilities has been
defined. Figure 3 shows the architecture schema.</p>
      <p>Basically, in the server side, the BerbaTek modules and databases
(both internal and external) are managed. When a new device
connects to the system, it automatically discovers its capabilities
and decides which is the most suitable way to perform the
rendering of 3D contents.</p>
    </sec>
    <sec id="sec-5">
      <title>3. SERVER MANAGEMENT</title>
      <p>The goal of this part of the architecture is to decentralize the
storage of the modules.
Each arrow in the architecture represents an HTTP call.
Therefore, the physical location of each part of the system is not
relevant.</p>
      <sec id="sec-5-1">
        <title>A typical process will be as follow:</title>
      </sec>
      <sec id="sec-5-2">
        <title>The user connects to the system</title>
      </sec>
      <sec id="sec-5-3">
        <title>The device features are detected The virtual character is sent via streaming or rendered in the device depending on the detected system capabilities.</title>
        <p>In a first stage, the architecture will be implemented
using local infrastructure. Both PC and mobile devices
will be used to test the discovery protocol.</p>
        <p>In a second stage, advanced interaction and
visualization devices will be included, in order to
implement extra features like stereoscopy.</p>
        <p>The results of these stages will be disseminated among the
scientific community by means of publications, technical
workshops and ad-hoc developed web sites.
These protocols will allow the server to know which kind of
device is connected and which its performance features are. With
this information, the server will be able to decide the best way to
send the multimedia information to the device (in-device
rendering or interactive streaming). In the case of interactive
streaming, standard protocols like RTP/RTCP will be used to
obtain a better performance.</p>
        <p>As a consquence, the resulting prototype will allow a complete
description of immersive environments that will be automatically
adapted to the specific visualization properties of the end device
(e.g. from a totally immersive 360º with haptic interaction in a
cave, to a small representation in auto-stereoscopic handheld
devices with simple input controls).</p>
        <p>Moreover, the interaction paradigm will be adapted to the device
features too. Depending on the end-device, not only speech-based
paradigms, but also new paradigms that better fit into the specific
device interaction features will be automatically applied.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>5. CONCLUSIONS AND NEXT STEPS</title>
      <p>In this position paper, the goals in the evolution of the BerbaTek
language learning demonstrator have been presented. The
conclusions of a technological review and an architecture design
have been explained. The goal of this initial work is to obtain an
advanced HCI prototype based on Web 3D and HTML5
technologies.</p>
      <p>The next steps will consist on the implementation of the system
described in the previous sections.</p>
      <p>The user interacts with the system, ideally via voice. If
the device does not support it, other input/output
paradigms can be used.</p>
    </sec>
  </body>
  <back>
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      <ref id="ref1">
        <mixed-citation>
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            <given-names>Khronos</given-names>
            <surname>Group</surname>
          </string-name>
          , “WebGL Specification,”
          <year>2011</year>
          , Retrieved from https://www.khronos.org/registry/webgl/specs/latest/
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        <mixed-citation>
          [2]
          <string-name>
            <surname>Behr</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Eschler</surname>
            ,
            <given-names>P.</given-names>
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          ,
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            <surname>Jung</surname>
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            <surname>Zöllner</surname>
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          <article-title>X3DOM: a DOM-based HTML5/X3D integration model</article-title>
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      </ref>
      <ref id="ref3">
        <mixed-citation>
          4.
          <string-name>
            <given-names>MULTIDEVICE</given-names>
            <surname>FEATURES</surname>
          </string-name>
          <article-title>One of the main goals of the migration is to obtain a real multidevice system. In order to achieve that, protocols for device discovering and automatic content adaption will be implemented</article-title>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>