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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>GENERIC INTERACTION TECHNIQUES FOR MOBILE COLLABORATIVE MIXED REALITY SYSTEMS</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Collaborative Stroll”</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Proc. Interaction Toronto</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>FT R&amp;D-DIH/UCE</institution>
          <addr-line>38-40 rue G. Leclerc 92794 Issy-lesMoulineaux</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Philippe Renevier, Laurence Nigay, Jullien Bouchet Laboratoire CLIPS-IMAG BP 53 38041 Grenoble cedex 9</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>The main characteristic of a mobile collaborative Mixed Reality (MR) system is that augmentation of the physical environment of one user occurs through available knowledge of where the user is and what the other users are doing. Links between the physical and digital worlds are no longer static but dynamically defined by users to create a collaborative augmented environment. In this article we present generic interaction techniques for smoothly combining the physical and digital worlds of a mobile user in the context of a collaborative situation. We illustrate the generic nature of the techniques with two systems that we developed: MAGIC for archaeological fieldwork and TROC a mobile collaborative game.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Mixed Reality</kwd>
        <kwd>Mobile Computing</kwd>
        <kwd>CSCW</kwd>
        <kwd>Interaction Techniques</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
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      <title>-</title>
      <p>
        INTRODUCTION
Mixed Reality (MR) systems seek to smoothly link the
physical and data processing environments. This is also the
objective of other innovative interaction paradigms such as
Ubiquitous Computing, Tangible Bits, Pervasive
Computing and Traversable Interfaces. These examples of
interaction paradigms are all based on the manipulation of
objects of the physical environment [
        <xref ref-type="bibr" rid="ref1">2</xref>
        ]. Typically, objects
are functionally limited but contextually relevant [
        <xref ref-type="bibr" rid="ref6">7</xref>
        ]. The
challenge thus lies in the design and realization of the
fusion of the physical and data processing environments
(hereafter called physical and digital worlds). The object of
our study is to address this issue in the context of a
collaborative mobility situation. Context detection and
mixed reality are then combined in order to create a
personalized augmented environment.
      </p>
      <p>The structure of the paper is as follows: first, we clarify the
notion of mobile collaborative MR systems. Having
defined the goal and challenge of mobile collaborative MR
systems, we then present generic interaction techniques for
smoothly combining the physical and digital worlds of a
mobile user in the context of a collaborative situation. We
illustrate the generic nature of the techniques with two
systems that we developed: MAGIC for archaeological
fieldwork and TROC a mobile collaborative game.
MOBILE COLLABORATIVE MR SYSTEMS
A mobile collaborative MR system combines the
characteristics of a mobile MR system and of a
collaborative MR system. First a mobile MR system is
one in which augmentation occurs through available
knowledge of where the user is (the user's location and
therefore the surrounding environment). Second a
collaborative MR system is one in which augmentation of
the physical environment of one user occurs through the
actions of other users and no longer relies on information
pre-stored by the computer. Links between the physical and
digital worlds are therefore dynamic, based on the users'
actions. Combining the characteristics of a mobile MR
system and of a collaborative MR system, a mobile and
collaborative MR system is one in which augmentation
occurs through available knowledge of where the user is
and what the other users are doing.</p>
      <p>
        Few MR systems combine the mobile and collaborative
aspects. The main application domain of such systems is
game and one of our developed system, TROC, is a game.
Indeed, instead of recreating a virtual world, the existing
games are based in the real world, the system only adding
the magical possibilities related to the game rules.
WARPING [
        <xref ref-type="bibr" rid="ref8">9</xref>
        ] is one example, but one of the users is not
mobile, since s/he is in front of an augmented desktop.
ARQuake [
        <xref ref-type="bibr" rid="ref9">10</xref>
        ] and Human-Pacman [1] are two additional
examples of games. The users are mobile and they must
kill digital enemies (ARQuake) or collect digital cookies
(Human-Pacman). In these two examples, we can
nevertheless notice that the links between the physical and
digital worlds are predefined (positions of enemies or
cookies) and the users can only destroy them, they cannot
create new “links” such as putting a new cookie in the
game field.
      </p>
      <p>
        Beyond the HCI classical design approach, mobile
collaborative MR systems make it compulsory to use a
multidisciplinary design approach that embeds
complementary methods and techniques for the design and
evaluation phases. In [
        <xref ref-type="bibr" rid="ref4">5</xref>
        ] we present a scenario-based design
approach for mobile collaborative MR systems. In
particular scenarios enable the description of how the
system would affect the way mobile users carry out their
individual and collective activities. Based on the functions
integrated in the so-called "projected scenarios", different
interaction techniques can be designed. The interaction
techniques, described in the following section, are generic
and are those supported by our two mobile collaborative
MR systems: MAGIC dedicated to archaeological
fieldwork and TROC a mobile collaborative game.
GENERIC INTERACTION TECHNIQUES
In order to explain the generic interaction techniques, we
first describe the underlying hardware platform. This is an
assembly of commercial pieces of hardware. The platform
includes a Fujitsu Stylistic pen computer. This pen
computer runs under the Windows operating system, with a
Pentium III (450 MHz) and 196 Mb of RAM. The
resolution of the tactile screen is 1024x768 pixels. In order
to establish remote mobile connections, a WaveLan
network by Lucent (11 Mb/s) was added. Connections from
the pen computer are possible at about 200 feet around the
network base. The hardware platform also contains a
HeadMounted Display (HMD), a SONY LDI D100 BE: its
semi-transparency enables the fusion of computer data
(opaque pixels) with the real environment (visible via
transparent pixels). Secondly, a (D-)GPS is used to locate
the users. Finally, capture of the real environment by the
computer is achieved by the coupling of a camera and an
orientation sensor. We first used an absolute orientation
sensor, the magnetometer HMR3000 by Honeywell. We
now use an intertrax 2 that is more accurate. The camera
orientation is therefore known by the system. Indeed the
orientation sensor and the camera are fixed on the HMD, in
between the eyes of the user. The system is then able to
know the position (GPS) and orientation (magnetometer or
intertrax) of both the user and the camera. Figure 1 shows a
user, fully equipped: the equipment is quite invasive and
suffers from a lack of power autonomy. Our goal is to
demonstrate the feasibility of our interaction techniques by
assembling existing commercial pieces of hardware and not
by designing specific hardware out of the context of our
expertise. For a real and long use of the platform in a “real”
site, a dedicated hardware platform must clearly be
designed.
The mobile users manipulate objects that are either digital
or physical. Interaction techniques must be designed in
order to let them manipulate the two types of objects:
physical and digital. For flexibility and fluidity of
interaction, such manipulation is either in the physical
world or in the digital world. We therefore obtain four
cases, by combining the two types of objects and the two
worlds: the physical world (i.e., the archaeological field or
the game ground) and the digital world (i.e., the screen of
the pen computer):
1. Interaction with a physical object in the digital world:
Mixed interaction.
2. Interaction with a digital object in the physical world:
Mixed interaction.
3. Interaction with a physical object in the physical world:
Interaction purely in the real world.
4. Interaction with a digital object in the digital world:
Interaction in the digital world (graphical user interface).
In [
        <xref ref-type="bibr" rid="ref4">5</xref>
        ] we fully describe the four types of interaction. We
focus here on the interaction techniques corresponding to
the types (1) and (2). For both cases, passive and active
interaction techniques are designed. Passive interaction
techniques are based on tracking mechanisms (such as
localization and orientation of the mobile user). With
passive techniques, the user does not explicitly issue a
command to the system as opposed to active interaction
techniques that correspond to the case where the user issues
a command to the system, for example a drag&amp;drop of an
object.
      </p>
      <p>The two types of mixed interaction ((1) and (2))
respectively imply (i) that physical objects must be
manageable in the digital world (ii) that digital objects
must be manageable in the physical world. To do so we
designed a generic interaction technique, a gateway that
plays the role of a door between the physical and digital
worlds. As a door belongs to two rooms, the gateway
exists in both worlds:
– the gateway is an area of the physical world, delimited by
a rectangle displayed in a semi-transparency Head-Mounted
Display (HMD),
– the gateway is a rectangular area in the digital world, on
the pen computer screen as shown in Figure 2a (window
entitled “Head Mounted Display”).</p>
      <p>Concretely the gateway is simply a window both displayed
on the HMD (Java JFrame) on top of the physical world
and on the pen computer screen (Java JInternalFrame).
Objects in the gateway are visible on the HMD (i.e., in the
physical world) as well as on the pen computer screen (i.e.,
in the digital world). Based on the gateway, we designed
two interaction techniques, namely the “clickable reality”
and the “augmented field”.
– The “Clickable reality” technique: from the physical
world to the digital world. If the object is physical (1), the
object is transferred to the digital world thanks to the
camera (fixed on the HMD, between the two eyes of the
user). The real environment captured by the camera is
displayed in the gateway window on the pen computer
screen as a background. We allow the user to select or click
on physical objects: we therefore call this technique "the
clickable reality". Before taking a picture, the camera must
be calibrated according to the user's visual field. Using the
stylus on screen, the user then specifies a rectangular zone
thanks to a magic lens (kind of camera lens). The cursor
displayed on the pen computer screen is also displayed on
top of the physical world. The corresponding specified zone
(magic lens), displayed in the gateway window on screen
and on the HMD, corresponds to the physical object to be
captured. The picture can then be stored in the shared
database along with the location of the object. Note that
although the user is manipulating a magic lens using the
stylus on screen, s/he perceives the results of her/his
actions in the physical world.
– The “Augmented field” technique: from the digital world
to the physical world. If the object is digital (2) dragging it
inside the gateway makes it visible in the real world. For
example the user can drag a drawing or a picture stored in a
database to the gateway window. The picture will
automatically be displayed on the HMD on top of the
physical world. Moving the picture using the stylus on the
screen will move the picture on top of the physical world.
This action is for example used if a user wants to compare
an object from a database with a physical object in the
field. Putting them next to each other in the real world will
help their comparison. The motion of a digital object (ex:
drag and drop on the pen computer) can be viewed by the
user without looking at the pen computer screen. This is
because in using the HMD the user can simultaneously
view digital objects and the real world. As for the previous
case (1), although the user is manipulating a digital object,
s/he perceives the results of her/his actions in the physical
world. Transfer of digital objects to the physical world can
be explicitly managed by the user by drag and drop (active
interaction technique) as explained above or can be
automatic (passive interaction technique). Automatic
transfer is performed by the system based on the current
location of the user. When a user walks in the site, s/he can
see discovered objects specified by colleagues. The
"augmented field" is an example of asynchronous
collaboration.</p>
      <p>These generic interaction techniques are supported by two
mobile collaborative MR systems that we developed:
MAGIC dedicated to archaeological fieldwork and TROC a
mobile collaborative game.</p>
      <p>
        SYSTEMS: MAGIC AND TROC
MAGIC for archaeological fieldwork
The design of the MAGIC system is based on a study of
the tasks of archaeological fieldwork, interviews and
observations in Alexandria (Egypt) [
        <xref ref-type="bibr" rid="ref4">5</xref>
        ]. The archaeological
fieldwork in Alexandria is time-constrained because the
archaeological site must be explored in less than three
months (rescue archaeology). Tools that can make such
fieldwork more efficient are therefore important. This is a
suitable application domain for mobile collaborative MR
systems because archaeologists work in groups, moving in
a delimited site and requiring collections of data. Figure 2a
presents the graphical user interface of MAGIC on the pen
computer. Coordination between users relies on the map of
the archaeological site, displayed within a dedicated
window (at the bottom left corner of Figure 2a). For each
found object, archaeologists fill a form describing the
object, draw some sketches or very precise drawings and
take pictures using the "clickable reality" technique.
Analysis of objects relies on comparisons with known
objects ("Augmented field" technique) from other
archaeologists or reference manuals (database) and on
discussions with other archaeologists in the site or with a
distant expert. After validation, the object is then added to
the shared database and is visible on the map of each user.
Because a picture is stored along with the location of the
object, we can restore the picture in its original real context
(2D representation). When an archaeologist walks in the
site, s/he can see discovered objects removed from the site
and specified in the database by colleagues ("Augmented
field" technique). S/he can then see the object as it was
before being removed from the site. The "augmented field"
technique is particularly useful to see objects belonging to
a stratum lower than the current one, because by definition
the objects have all been removed. The MAGIC system
along with its software architecture is fully described in [
        <xref ref-type="bibr" rid="ref7">8</xref>
        ].
Although the design is based on task and activity analysis
performed in Alexandria (Egypt), we were not able to
experimentally test MAGIC on a site there. In order to
show the generic aspect of our techniques and also to be
able to perform experimental tests we developed a second
application, TROC, a collaborative game.
      </p>
      <p>TROC: a mobile collaborative game
TROC (barter in French) is a mobile collaborative game.
Each player has to collect a list of digital objects that are
positioned in the game field at the beginning of the game.
As shown in part B of Figure 2b, the digital objects to be
collected are animals (cat, gull, etc.). Thanks to the
"augmented field" technique, the player while moving
discovers the objects. TROC also includes 3D sounds that
help the player to find the objects. In addition the player
can use "magical tools" to locate the objects as well as the
other players on the map displayed on the pen computer
(part D of Figure 2b, the round circle specifying the zone of
observation). The player can also specify filters (part A of
Figure 2b) so that s/he will only see one kind of digital
object, in the physical world (the game field) as well as on
the map.</p>
      <p>Digital objects collected by a user are stored in four
physical cubes carried by the player. The content of the four
cubes is displayed on the pen computer (part C of Figure
2b) as well as on top of the physical cube (Figure 3)
recognized by a vision algorithm thanks to the camera fixed
on the HMD. To collect a digital object, the player has two
possibilities: first s/he can use the "clickable reality"
technique or s/he can present a physical cube to the camera
fixed on the HMD while issuing the voice command "take"
(Figure 3). The player can also empty a cube and put back
on the game field a previously collected digital object
("augmented field" technique). This is an example of
asynchronous collaboration between players.
In order to win and collect her/his assigned list of objects,
the players must collaborate and exchange collected objects.
The game is based on the barter technique. During
exchanges, a player can lie saying that s/he has a given
object and can also give a trapped object to another player.
We performed a first set of experimental tests of TROC.
The primary analysis of the collected data shows that 3D
sounds facilitate the location of digital objects, sound
being available before the object is visible. In addition, the
players underlined the fact that the sound reinforces the link
between the physical and digital worlds, by making digital
objects more real. Moreover, it has been observed that
digital objects, the focus of the players, had a strong
presence to the point that players forgot the physical
obstacles. Players underlined the inconsistency of seeing an
object through a wall and having to go inside the room to
be able to pick it up. Although such a possibility was
presented as a magical tool which allows one to see
through the walls, it confirms the fact that consistency
must be maintained while combining the physical and
digital worlds. The participants also wanted to pick up
objects by hand. In particular such behavior has been
observed when the objects were very close to the players
and therefore very big. Moreover players had more
difficulties to locate objects in a game field without
physical landmarks. Indeed, they adopted an approach of
blind searching, while with physical landmarks they first
located the objects on the map and then went to pick them
up.</p>
      <p>
        C O N C L U S I O N
The generic techniques, "clickable reality" and "augmented
field", define a reusable hardware and software platform.
We are currently reusing and extending the platform for
new applications: we are developing a system that allows
users to annotate physical locations with digital notes,
which are then read/remove by other mobile users.
The presented interaction techniques therefore constitute the
first bricks of a toolkit for developing mobile collaborative
MR systems. Reusability of the code and independence of
part of it from the hardware are guaranteed by the software
architecture model that we applied for developing the
platform [
        <xref ref-type="bibr" rid="ref7">8</xref>
        ]. During the workshop, we would like to
address the issue of toolkit for developing MR systems by
making an inventory of existing interaction techniques.
In addition the collaborative situation of the MR systems
studied in the paper emphasizes one interesting issue about
the links between the real and digital worlds, namely: who
is the owner of the link, who is the one who defined it. We
suggest that during the workshop we further study the
characteristics of the links between the two worlds. As a
starting point to this discussion, in [
        <xref ref-type="bibr" rid="ref5">6</xref>
        ] we identified two
axes for characterizing the links between the two worlds:
the owner of the link (i.e., he/she who is defining the link:
the designer, one user, all the users) and their
static/dynamic character. The link is static if it has been
fixed during the design. For example in a computer
assisted surgery system that displays anatomical
information on top of the patient’s body, the link between
the digital image (anatomical information) and the physical
object (the patient’s body) is static and fixed by the
designer. On the other hand, using MAGIC, the users
dynamically define new digital objects that are combined
with physical objects. As pointed out in [
        <xref ref-type="bibr" rid="ref2">3</xref>
        ], instead of
fixing the relationship between the two worlds during the
design, "another strategy is to explicitly give the control to
the users, allowing them to define and more importantly,
continue to evolve, the relationship between the physical
and virtual documents". A promising way to let the users
specify such links is through multimodal commands [
        <xref ref-type="bibr" rid="ref3">4</xref>
        ].
For example in our TROC system, the player could issue
the voice command "this door is now a trap for others"
while designating a door.
      </p>
      <p>ACKNOWLEDGMENTS
This work is supported by France Telecom R&amp;D, under
contract Houria. Special thanks to G. Serghiou for
reviewing the paper.</p>
      <p>R E F E R E N C E S
1. A. Cheok, S. Fong, K. Goh, X. Yang, W. Liu, F .</p>
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