=Paper= {{Paper |id=Vol-91/paper-2 |storemode=property |title=Generic Interaction Techniques For Mobile Collaborative Mixed Reality Systems |pdfUrl=https://ceur-ws.org/Vol-91/paperD2.pdf |volume=Vol-91 |dblpUrl=https://dblp.org/rec/conf/mixer/NigayRBP04 }} ==Generic Interaction Techniques For Mobile Collaborative Mixed Reality Systems== https://ceur-ws.org/Vol-91/paperD2.pdf
       GENERIC INTERACTION TECHNIQUES FOR MOBILE
         COLLABORATIVE MIXED REALITY SYSTEMS
      Philippe Renevier, Laurence Nigay,                                          Laurence Pasqualetti
                Jullien Bouchet
            Laboratoire CLIPS-IMAG                                                FT R&D-DIH/UCE
                      BP 53                                                       38-40 rue G. Leclerc
             38041 Grenoble cedex 9                                            92794 Issy-lesMoulineaux
       {renevier, nigay, bouchet}@imag.fr                                laurence.pasqualetti@francetelecom.fr

ABSTRACT                                                          mobile user in the context of a collaborative situation. We
The main characteristic of a mobile collaborative Mixed           illustrate the generic nature of the techniques with two
Reality (MR) system is that augmentation of the physical          systems that we developed: MAGIC for archaeological
environment of one user occurs through available                  fieldwork and TROC a mobile collaborative game.
knowledge of where the user is and what the other users are       MOBILE COLLABORATIVE MR SYSTEMS
doing. Links between the physical and digital worlds are          A mobile collaborative MR system combines the
no longer static but dynamically defined by users to create       characteristics of a mobile MR system and of a
a collaborative augmented environment. In this article we         collaborative MR system. First a mobile MR system is
present generic interaction techniques for smoothly               one in which augmentation occurs through available
combining the physical and digital worlds of a mobile user        knowledge of where the user is (the user's location and
in the context of a collaborative situation. We illustrate the    therefore the surrounding environment). Second a
generic nature of the techniques with two systems that we         collaborative MR system is one in which augmentation of
developed: MAGIC for archaeological fieldwork and TROC            the physical environment of one user occurs through the
a mobile collaborative game.                                      actions of other users and no longer relies on information
Keywords                                                          pre-stored by the computer. Links between the physical and
Mixed Reality, Mobile Computing, CSCW, Interaction                digital worlds are therefore dynamic, based on the users'
Techniques                                                        actions. Combining the characteristics of a mobile MR
                                                                  system and of a collaborative MR system, a mobile and
INTRODUCTION                                                      collaborative MR system is one in which augmentation
Mixed Reality (MR) systems seek to smoothly link the              occurs through available knowledge of where the user is
physical and data processing environments. This is also the       and what the other users are doing.
objective of other innovative interaction paradigms such as
Ubiquitous Computing, Tangible Bits, Pervasive                    Few MR systems combine the mobile and collaborative
Computing and Traversable Interfaces. These examples of           aspects. The main application domain of such systems is
interaction paradigms are all based on the manipulation of        game and one of our developed system, TROC, is a game.
objects of the physical environment [2]. Typically, objects       Indeed, instead of recreating a virtual world, the existing
are functionally limited but contextually relevant [7]. The       games are based in the real world, the system only adding
challenge thus lies in the design and realization of the          the magical possibilities related to the game rules.
fusion of the physical and data processing environments           WARPING [9] is one example, but one of the users is not
(hereafter called physical and digital worlds). The object of     mobile, since s/he is in front of an augmented desktop.
our study is to address this issue in the context of a            ARQuake [10] and Human-Pacman [1] are two additional
collaborative mobility situation. Context detection and           examples of games. The users are mobile and they must
mixed reality are then combined in order to create a              kill digital enemies (ARQuake) or collect digital cookies
personalized augmented environment.                               (Human-Pacman). In these two examples, we can
                                                                  nevertheless notice that the links between the physical and
The structure of the paper is as follows: first, we clarify the   digital worlds are predefined (positions of enemies or
notion of mobile collaborative MR systems. Having                 cookies) and the users can only destroy them, they cannot
defined the goal and challenge of mobile collaborative MR         create new “links” such as putting a new cookie in the
systems, we then present generic interaction techniques for       game field.
smoothly combining the physical and digital worlds of a
                                                                  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 [5] we present a scenario-based design
                                                                  approach for mobile collaborative MR systems. In
particular scenarios enable the description of how the           The mobile users manipulate objects that are either digital
system would affect the way mobile users carry out their         or physical. Interaction techniques must be designed in
individual and collective activities. Based on the functions     order to let them manipulate the two types of objects:
integrated in the so-called "projected scenarios", different     physical and digital. For flexibility and fluidity of
interaction techniques can be designed. The interaction          interaction, such manipulation is either in the physical
techniques, described in the following section, are generic      world or in the digital world. We therefore obtain four
and are those supported by our two mobile collaborative          cases, by combining the two types of objects and the two
MR systems: MAGIC dedicated to archaeological                    worlds: the physical world (i.e., the archaeological field or
fieldwork and TROC a mobile collaborative game.                  the game ground) and the digital world (i.e., the screen of
                                                                 the pen computer):
GENERIC INTERACTION TECHNIQUES
In order to explain the generic interaction techniques, we       1. Interaction with a physical object in the digital world:
first describe the underlying hardware platform. This is an      Mixed interaction.
assembly of commercial pieces of hardware. The platform          2. Interaction with a digital object in the physical world:
includes a Fujitsu Stylistic pen computer. This pen              Mixed interaction.
computer runs under the Windows operating system, with a
                                                                 3. Interaction with a physical object in the physical world:
Pentium III (450 MHz) and 196 Mb of RAM. The
                                                                 Interaction purely in the real world.
resolution of the tactile screen is 1024x768 pixels. In order
to establish remote mobile connections, a WaveLan                4. Interaction with a digital object in the digital world:
network by Lucent (11 Mb/s) was added. Connections from          Interaction in the digital world (graphical user interface).
the pen computer are possible at about 200 feet around the       In [5] we fully describe the four types of interaction. We
network base. The hardware platform also contains a Head-        focus here on the interaction techniques corresponding to
Mounted Display (HMD), a SONY LDI D100 BE: its                   the types (1) and (2). For both cases, passive and active
semi-transparency enables the fusion of computer data            interaction techniques are designed. Passive interaction
(opaque pixels) with the real environment (visible via           techniques are based on tracking mechanisms (such as
transparent pixels). Secondly, a (D-)GPS is used to locate       localization and orientation of the mobile user). With
the users. Finally, capture of the real environment by the       passive techniques, the user does not explicitly issue a
computer is achieved by the coupling of a camera and an          command to the system as opposed to active interaction
orientation sensor. We first used an absolute orientation        techniques that correspond to the case where the user issues
sensor, the magnetometer HMR3000 by Honeywell. We                a command to the system, for example a drag&drop of an
now use an intertrax 2 that is more accurate. The camera         object.
orientation is therefore known by the system. Indeed the
orientation sensor and the camera are fixed on the HMD, in       The two types of mixed interaction ((1) and (2))
between the eyes of the user. The system is then able to         respectively imply (i) that physical objects must be
know the position (GPS) and orientation (magnetometer or         manageable in the digital world (ii) that digital objects
intertrax) of both the user and the camera. Figure 1 shows a     must be manageable in the physical world. To do so we
user, fully equipped: the equipment is quite invasive and        designed a generic interaction technique, a gateway that
suffers from a lack of power autonomy. Our goal is to            plays the role of a door between the physical and digital
demonstrate the feasibility of our interaction techniques by     worlds. As a door belongs to two rooms, the gateway
assembling existing commercial pieces of hardware and not        exists in both worlds:
by designing specific hardware out of the context of our         – the gateway is an area of the physical world, delimited by
expertise. For a real and long use of the platform in a “real”   a rectangle displayed in a semi-transparency Head-Mounted
site, a dedicated hardware platform must clearly be              Display (HMD),
designed.                                                        – 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”).
                                                                 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
Fig. 1. A user wearing and holding the hardware                  camera (fixed on the HMD, between the two eyes of the
platform                                                         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      computer. Coordination between users relies on the map of
on physical objects: we therefore call this technique "the        the archaeological site, displayed within a dedicated
clickable reality". Before taking a picture, the camera must      window (at the bottom left corner of Figure 2a). For each
be calibrated according to the user's visual field. Using the     found object, archaeologists fill a form describing the
stylus on screen, the user then specifies a rectangular zone      object, draw some sketches or very precise drawings and
thanks to a magic lens (kind of camera lens). The cursor          take pictures using the "clickable reality" technique.
displayed on the pen computer screen is also displayed on         Analysis of objects relies on comparisons with known
top of the physical world. The corresponding specified zone       objects ("Augmented field" technique) from other
(magic lens), displayed in the gateway window on screen           archaeologists or reference manuals (database) and on
and on the HMD, corresponds to the physical object to be          discussions with other archaeologists in the site or with a
captured. The picture can then be stored in the shared            distant expert. After validation, the object is then added to
database along with the location of the object. Note that         the shared database and is visible on the map of each user.
although the user is manipulating a magic lens using the          Because a picture is stored along with the location of the
stylus on screen, s/he perceives the results of her/his           object, we can restore the picture in its original real context
actions in the physical world.                                    (2D representation). When an archaeologist walks in the
– The “Augmented field” technique: from the digital world         site, s/he can see discovered objects removed from the site
to the physical world. If the object is digital (2) dragging it   and specified in the database by colleagues ("Augmented
inside the gateway makes it visible in the real world. For        field" technique). S/he can then see the object as it was
example the user can drag a drawing or a picture stored in a      before being removed from the site. The "augmented field"
database to the gateway window. The picture will                  technique is particularly useful to see objects belonging to
automatically be displayed on the HMD on top of the               a stratum lower than the current one, because by definition
physical world. Moving the picture using the stylus on the        the objects have all been removed. The MAGIC system
screen will move the picture on top of the physical world.        along with its software architecture is fully described in [8].
This action is for example used if a user wants to compare        Although the design is based on task and activity analysis
an object from a database with a physical object in the           performed in Alexandria (Egypt), we were not able to
field. Putting them next to each other in the real world will     experimentally test MAGIC on a site there. In order to
help their comparison. The motion of a digital object (ex:        show the generic aspect of our techniques and also to be
drag and drop on the pen computer) can be viewed by the           able to perform experimental tests we developed a second
user without looking at the pen computer screen. This is          application, TROC, a collaborative game.
because in using the HMD the user can simultaneously
                                                                  TROC: a mobile collaborative game
view digital objects and the real world. As for the previous
                                                                  TROC (barter in French) is a mobile collaborative game.
case (1), although the user is manipulating a digital object,
                                                                  Each player has to collect a list of digital objects that are
s/he perceives the results of her/his actions in the physical
                                                                  positioned in the game field at the beginning of the game.
world. Transfer of digital objects to the physical world can
                                                                  As shown in part B of Figure 2b, the digital objects to be
be explicitly managed by the user by drag and drop (active
                                                                  collected are animals (cat, gull, etc.). Thanks to the
interaction technique) as explained above or can be
                                                                  "augmented field" technique, the player while moving
automatic (passive interaction technique). Automatic
                                                                  discovers the objects. TROC also includes 3D sounds that
transfer is performed by the system based on the current
                                                                  help the player to find the objects. In addition the player
location of the user. When a user walks in the site, s/he can
                                                                  can use "magical tools" to locate the objects as well as the
see discovered objects specified by colleagues. The
                                                                  other players on the map displayed on the pen computer
"augmented field" is an example of asynchronous
                                                                  (part D of Figure 2b, the round circle specifying the zone of
collaboration.
                                                                  observation). The player can also specify filters (part A of
These generic interaction techniques are supported by two         Figure 2b) so that s/he will only see one kind of digital
mobile collaborative MR systems that we developed:                object, in the physical world (the game field) as well as on
MAGIC dedicated to archaeological fieldwork and TROC a            the map.
mobile collaborative game.
                                                                  Digital objects collected by a user are stored in four
SYSTEMS: MAGIC AND TROC                                           physical cubes carried by the player. The content of the four
MAGIC for archaeological fieldwork                                cubes is displayed on the pen computer (part C of Figure
The design of the MAGIC system is based on a study of             2b) as well as on top of the physical cube (Figure 3)
the tasks of archaeological fieldwork, interviews and             recognized by a vision algorithm thanks to the camera fixed
observations in Alexandria (Egypt) [5]. The archaeological        on the HMD. To collect a digital object, the player has two
fieldwork in Alexandria is time-constrained because the           possibilities: first s/he can use the "clickable reality"
archaeological site must be explored in less than three           technique or s/he can present a physical cube to the camera
months (rescue archaeology). Tools that can make such             fixed on the HMD while issuing the voice command "take"
fieldwork more efficient are therefore important. This is a       (Figure 3). The player can also empty a cube and put back
suitable application domain for mobile collaborative MR           on the game field a previously collected digital object
systems because archaeologists work in groups, moving in          ("augmented field" technique). This is an example of
a delimited site and requiring collections of data. Figure 2a     asynchronous collaboration between players.
presents the graphical user interface of MAGIC on the pen
                   (a)




                   (b)

                             Fig. 2. (a) User interface of MAGIC (b) User interface of TROC


In order to win and collect her/his assigned list of objects,   We performed a first set of experimental tests of TROC.
the players must collaborate and exchange collected objects.    The primary analysis of the collected data shows that 3D
The game is based on the barter technique. During               sounds facilitate the location of digital objects, sound
exchanges, a player can lie saying that s/he has a given        being available before the object is visible. In addition, the
object and can also give a trapped object to another player.    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         characteristics of the links between the two worlds. As a
presence to the point that players forgot the physical          starting point to this discussion, in [6] we identified two
obstacles. Players underlined the inconsistency of seeing an    axes for characterizing the links between the two worlds:
object through a wall and having to go inside the room to       the owner of the link (i.e., he/she who is defining the link:
be able to pick it up. Although such a possibility was          the designer, one user, all the users) and their
presented as a magical tool which allows one to see             static/dynamic character. The link is static if it has been
through the walls, it confirms the fact that consistency        fixed during the design. For example in a computer
must be maintained while combining the physical and             assisted surgery system that displays anatomical
digital worlds. The participants also wanted to pick up         information on top of the patient’s body, the link between
objects by hand. In particular such behavior has been           the digital image (anatomical information) and the physical
observed when the objects were very close to the players        object (the patient’s body) is static and fixed by the
and therefore very big. Moreover players had more               designer. On the other hand, using MAGIC, the users
difficulties to locate objects in a game field without          dynamically define new digital objects that are combined
physical landmarks. Indeed, they adopted an approach of         with physical objects. As pointed out in [3], instead of
blind searching, while with physical landmarks they first       fixing the relationship between the two worlds during the
located the objects on the map and then went to pick them       design, "another strategy is to explicitly give the control to
up.                                                             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 [4].
                                                                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.
                                                                ACKNOWLEDGMENTS
                                                                This work is supported by France Telecom R&D, under
                                                                contract Houria. Special thanks to G. Serghiou for
                                                                reviewing the paper.
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