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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Information Systems Unit, School of Management</institution>
          ,
          <addr-line>Place des Doyens, 1</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>A mixed scenario involves a lot of objects which may be related in various ways. These relations may lead to inconsistencies similar to those related to continuous interaction. We propose here a model for the declarative representation of the design aspects involved in a MIS (Mixed Interaction Space). User-interface design, mixed interaction space, spatial integration, temporal integration, mixed reality systems. Mixed Reality (MR) is the state-of-the-art technology that merges the real and virtual worlds seamlessly in real time. It draws attention as a new technology of human interface, which surpasses the border that the conventional virtual reality has.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        In view of the multidisciplinary integration and associated
complexity existing in MR systems, the reality paradigm
given by [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], proposes taxonomy where Real Environments
(RE) and Virtual Environments (VE) are, in fact, two poles
of the Reality-Virtuality Continuum, RE being the left pole
and VE, the right pole. Mixed Reality includes the
continuum transitions from RE, to Augmented Reality
(AR), passing through Augmented Virtuality (AV) and
towards VE, but excludes the end-points, perceived as limit
conditions. In both AV, in which real objects are added to
virtual ones, and VE (or virtual reality), the surround
environment is virtual while in AR the surround
environment is real.
      </p>
      <p>
        The user’s interaction with this Reality-Virtuality
Continuum can be augmented by tangible interface.
According to [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] tangible interfaces are those in
2Communications and Remote Sensing Lab.
      </p>
      <p>Bâtiment Stévin, Place du Levant, 2</p>
      <p>
        As example of how uses the approach for designing Mixed
Interaction Space we will take account the Image-guided
surgery (IGS) interaction space scenario. In such systems
complex surgical procedure can be navigated visually with
great precision by overlaying on an image of the patient a
color coded preoperative plan specifying details such as the
locations of incisions, areas to be avoided and the diseased
tissue. It is a typical application of augmented reality (AR)
systems where the virtual world corresponding to the
preoperative information should be correctly aligned in real
time with the real world corresponding to the
intraoperative information. This study case was thoroughly
discussed by the authors in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>Note that the terms ‘digital’ and ‘virtual’ are used in this
work in the sense of not physical or real.</p>
      <p>The terms “real” and “physical” are used in the sense of not
digital or virtual.</p>
      <p>
        An Interaction Space (IS) is assumed to be the complete
presentation environment required for carrying out a
particular interactive task. And it requires very often to deal
with questions such as whether particular objects or scenes
being displayed are real or virtual, whether images of
scanned data should be considered real or virtual, whether a
real object must look UHDOLVWLF whereas a virtual one need
not to, etc. For example, in some AR systems there is little
difficulty in labeling the remotely viewed video scene as
UHDO and the computer generated images as YLUWXDO. If we
compare this instance, furthermore, to a MR system in
which one must reach into a computer generated scene with
one's own hand and "grab" an object, there is also no doubt,
in this case, that the object being grabbed is "virtual" and
the hand is "real". Nevertheless, in comparing these two
examples, it is clear that the reality of one's own hand and
the reality of a video image are quite different, suggesting
that a decision must be made about whether using the
identical term UHDO for both cases is indeed appropriate.
In this work we adopt the distinction given by [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] where
real objects are any objects that have an actual objective
existence and virtual objects are objects that exist in
essence or effect, but not formally or actually. In order for a
real object to be viewed, it can either be observed directly
or it can be sampled and then resynthesised via some
display devices. In order for a virtual object to be viewed, it
must be simulated, since in essence it does not exist. This
entails the use of some sort of a description or a model of
the object.
      </p>
      <p>Now we can say that an interaction space is composed of:
x
x
x</p>
      <p>Real Interaction Space (5,6): if and only if it is
composed of real components, e.g. real concrete
interaction objects such as physical objects.</p>
      <p>Virtual Interaction Space (9,6): if and only if it is
composed of virtual concrete interaction objects;
Mixed Interaction Space (0,6): if and only if it is
composed of virtual concrete interaction objects added
to the real environment e.g. combined with real
concrete interaction objects.</p>
    </sec>
    <sec id="sec-2">
      <title>Each 0,6 is composed of a 9LUWXDO ,QWHUDFWLRQ 6SDFH 9,6</title>
      <p>and of a 5HDO ,QWHUDFWLRQ 6SDFH 5,6 , which are supposed
to be physically constrained by the XVHU V ZRUNVSDFH and
which may be all displayed on the workspace
simultaneously.</p>
      <p>Each ZRUNVSDFH is composed of at least one ,QWHUDFWLRQ
6SDFH (,6) called the basic IS, from which it is possible to
derive the other IS (Figure 1). This configuration becomes
needed once the user can manipulate objects in the virtual
world through the VIS or the user can manipulate objects in
the real world through the RIS.
&amp;RQFUHWH ,QWHUDFWLRQ 2EMHFW (CIO): this is an object
belonging to the Interaction Space that any user can see
with the appropriate artefacts (e.g. See-through head
mounted display). We have two types of CIO, real and
virtual. The Real Concrete Interaction Object is part of the
RIS (e.g., live video, some physical objects like a pen, a
needle, which can have a representation in the virtual world
and so it will become a virtual concrete interaction object
(Figure 1). The Virtual CIO is a part of the VIS (e.g. text,
image, animation, push button, a list box). The virtual CIO
can also entail the virtual representation of the real CIO. A
CIO is said to be VLPSOH if it cannot be decomposed into
smaller CIOs. A CIO is said to be FRPSRVLWH if it can be
decomposed into smaller units. Two categories are
distinguished: SUHVHQWDWLRQ &amp;,2, which is any static CIO
allowing no user interaction, and FRQWURO &amp;,2, which
support some interaction or user interface control by the
user. Both, presentation and control CIOs can be part of the
RIS and/or VIS.
$EVWUDFW ,QWHUDFWLRQ 2EMHFW (AIO): this consists of an
abstraction of all CIOs from both presentation and
behavioral viewpoints that is independent of any given
computing platform. By definition, an AIO does not have
any graphical appearance, but each AIO is connected to 0, 1
or many CIOs having different names and presentations in
various computing platforms.</p>
      <p>Regarding the vast possibilities to compose, to interact and
to insert the Interaction Space into the environment we may
to take account the follow design aspects which are
described in Figure 2:
x spatial integration;
x temporal integration;
x insertion context;
x user’s interaction focus.</p>
      <p>is displayed
require
The interaction space may involve a large number of media
objects which should be integrated into the MIU (Mixed
Interaction Unit). This integration concerns the spatial
ordering and topological features between Concrete
Interaction Objects (e.g. all participating visual media
objects).</p>
      <p>
        Then in the context of an AR application, a designer would
like to place spatial objects (text, images, videos, animation,
etc.) in the Interaction space in such a way that their
relationships are clearly defined in a declarative way, i.e.,
“text A is placed at the location (100,100), text B appears 8
cm to the right and 12 cm below the upper side of A”.
As related by [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] spatial composition between two objects
aims at representing three aspects:
x the topological relationships between the objects
(disjoint, meet, overlap, etc.). For 3D objects
relationships we must also consider here if the object is
placed in front of, inside or behind the other object [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ];
x the directional relationships between the objects (left,
right, above, above-left, etc.);
x the distance/metric relationships between the objects
(outside 5 cm, inside 2 cm, etc.).
      </p>
      <p>A N-dimensional projection relation is a N-tuple of 1D
relations, e.g. 5 = (5 ,5 ). Each 1D relation corresponds
to the relationship between the N-dimensional objects in
one of the dimensions. So if V is the number of possible 1D
relations at a particular resolution, the number of ND
relations that can be defined at the same resolution is V .
According to the requirements of the particular application,
not all dimensions need to be tuned at the same resolution,
in which case the maximum number of ND relations is the
product of the corresponding numbers for each dimension.
Figure 3 illustrates the 169 (132) primitive projection
relations between regions on the plane, on the initially
discussed (Allen's) resolution scheme. All previous
properties can be analogously extended to N dimensions.</p>
      <p>
        So, given a N-dimensional relation, the corresponding
spatial configuration can be easily inferred by combining all
the 1D configurational inferences. The complete description
of this approach can be found in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        To specify the spatial integration we propose to use the
generalized methodology for representing the distance
between two spatial objects, given in [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Then we assume
that spatial objects are rectangles and more complex objects
can also be represented as rectangles by using their
minimum bounding rectangle (MBR) approximation. The
same could be done with minimum bounding cube for 3D
objects.
      </p>
      <p>The distance will be expressed in terms of distance between
the FORVHVW YHUWLFHV. For each spatial object O, we label its
vertices as 2 YL L starting from the bottom
left vertex in a clockwise manner. As FORVHVW, we define the
pair of vertices ($ YL % YM ) with the minimum Euclidean
distance. The designer of a mixed interaction space must be
able to express spatial composition predicates in an
unlimited manner. For instance (see Figure 4), the designer
could describe the appearing composition as: “REMHFW % WR</p>
    </sec>
    <sec id="sec-3">
      <title>DSSHDU FP ORZHU WKDQ WKH XSSHU VLGH RI REMHFW $ DQG</title>
    </sec>
    <sec id="sec-4">
      <title>FP WR WKH ULJKW”.</title>
      <p>So, assuming two spatial objects $ %, we define the
generalized spatial relationship between these objects as:</p>
    </sec>
    <sec id="sec-5">
      <title>6SDWLDOBLQWHJUDWLRQ 5LM YL YM [ \ where 5LM is the</title>
      <p>
        identifier of the topological-directional relationship
between $ and % (derived from [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]), YL YM are the closest
vertices of $ and %, respectively, and [ \ are the horizontal
and vertical distances between YL YM .
      </p>
      <sec id="sec-5-1">
        <title>The example below illustrates these features.</title>
        <p>³7KH ,*6 LQWHUDFWLRQ VSDFH VWDUWV ZLWK EDFNJURXQG</p>
      </sec>
    </sec>
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      <title>SUHVHQWDWLRQ RI D OLYH YLGHR LPDJH $ ORFDWHG DW SRLQW</title>
    </sec>
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    </sec>
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    </sec>
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      <title>WKH UHJLVWUDWLRQ SURFHGXUHV ,Q D WLPH W GHWHUPLQDWH E\</title>
    </sec>
    <sec id="sec-10">
      <title>WUDFNLQJ V\VWHP SURFHGXUHV ODWHU WKH 0HQXBRSWLRQV</title>
    </sec>
    <sec id="sec-11">
      <title>FRQWDLQLQJ WKH WH[WV &amp; ' DQG ( LV GLVSOD\HG LQWR</title>
    </sec>
    <sec id="sec-12">
      <title>LQWHUDFWLRQ VSDFH 7KH REMHFW &amp; DSSHDUV SDUWLDOO\</title>
    </sec>
    <sec id="sec-13">
      <title>RYHUODSSLQJ WKH ULJKW VLGH RI REMHFW % FP ORZHU WKDQ</title>
    </sec>
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      <title>WKH XSSHU VLGH RI REMHFW % DQG ± FP WR WKH ULJKW RI % 7KH</title>
    </sec>
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      <title>REMHFW ' DSSHDUV FP LQ WKH ERWWRP ULJKW DQG FP WR WKH</title>
    </sec>
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      <title>ULJKW VLGH RI &amp; 7KH REMHFW ( DSSHDUV FP ORZHU WKDQ WKH</title>
    </sec>
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      <p>Ri_13</p>
      <p>The real scenario of this description is illustrated in Figure
5 and the spatial composition (interaction space layout) of
the above scenario is illustrated in Figure 6, while the
temporal one will be discussed in the next sub-section.
The directional and relational relationships between the
objects in many applications of augmented reality result
from the registration procedures to mix in the correct way
real and digital worlds. For instance, the AR systems which
are based on markers recognition in order to relate the real
and virtual worlds (such as those using ARToolKit1
library), assume that the marker is in x-y plane, and z axis is
pointing downwards from the marker plane. So, vertex
positions can be represented in 2D coordinates by ignoring
the z axis information and then the virtual object can be
placed in a (x, y, z) position related to the center of the
marker.</p>
      <p>These spatial aspects can be defined by:
1. designer (while design time),
2. by user
3. or by the system (while the application progresses).
This classification will be used as a VSDWLDOBFRQWUROB,'
parameter in the composition of mixed interaction spaces.
The spatial integration of objects into the interaction space
is a relevant aspect since that information facilitates
processing through efficient allocation of attentional
1 More information about ARToolKit can be found at
http://www.hitl.washington.edu/research/shared_space/dow
nload/
resources. For instance an adequate spatial integration of
the objects can facilitate the user’s interpretation.
the tracking system and they disappear according to user’s
interaction.</p>
      <p>Besides the spatial aspects related to the integration of CIO
into MIU we should also consider the temporal aspects that
involve all participating media objects (e.g. visual and
sound).</p>
      <p>
        As mentioned in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] synchronization can be represented by
thirteen possible temporal relationships considering the
operation inverse for each relationship except for the equal
relation. Basically there are two types of temporal
synchronization: sequential (EHIRUH relation) and
simultaneous (that can be HTXDO, PHHWV, RYHUODSV, GXULQJ,
VWDUWV, or ILQLVKHV relations). Note from table 1 that all
simultaneous relationships (such as RYHUODSV, GXULQJ, VWDUWV,
and ILQLVKHV can be generalized as the HTXDO relation by
inserting some delay time when it is needed. For example in
the [ EHIRUH \ relation there is a time space better than zero
between [ and \ and at the [ PHHWV \ relation the space-time
is zero between [ and \.
The interaction space objects synchronization is defined
according to the task requirement. Another aspect is that we
can have different types of control. For instance a virtual
object can be displayed automatically in the interaction
space when a determined object is recognized in the real
world or it can be done under user’s demand. Then the
temporal control integration can be defined by:
      </p>
      <sec id="sec-17-1">
        <title>1. User (e.g. during execution time)</title>
      </sec>
      <sec id="sec-17-2">
        <title>2. System (e.g. during execution time)</title>
        <p>3. Third part (e.g. defined by an agent system which is
capable of making decisions and initiating actions
during execution time independently)
This classification will be used as a WHPSRUDOBFRQWUROB,'
parameter in the composition of mixed interaction spaces.
Figure 7 shows the temporal synchronization diagram
related to the spatial diagram illustrated in Figure 6. The
text objects C, D and E appear automatically according to
2
3
4
5
6
7
9
10
11
12
13
Besides spatial and temporal integration of interaction
space objects it is important to understand how the insertion
of devices and interaction spaces in the environment can
contribute to a better interaction.</p>
        <p>According to the user’s focus while performing a task we
have identified four spatial zones for an insertion device
considering the level of periphery (see Figure 8):
1. Central zone: it corresponds to a device insertion
distance of 0 to 45cm from the user’s task focus.
2. Personal zone: it corresponds to a device insertion
distance of 46cm to 1.2m from the user’s task focus.
3. Social zone: it corresponds to a device insertion
distance of 1.3 to 3.6m from the user’s task focus.
4. Public zone: it corresponds to a device insertion
distance bigger than 3.6m from the user’s task focus.
The four possible insertion context type discussed here will
be used as ,QVHUWLRQB&amp;RQWH[WB,' parameter in the
composition tuple of mixed interaction spaces.</p>
        <p>Figure 8. Zones of insertion context according to user’s task
focus. 1.Central zone; 2.Personal zone; 3.Social zone and
4.Public zone.</p>
        <p>If the device is inserted in the central zone of the user’s
task, s/he does not need to change her/his attention focus to
perform the task. Otherwise if the user is changing the
attention focus all time, then in this case it is probable that
the device is inserted outside from the central zone and so
in a peripheral context of use (Figure 9).</p>
        <p>
          In the Museum project, one application of NaviCam system
[
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], the device is inserted in the central context of the user’s
tasks, therefore she doesn’t need to change her attention
focus to perform the task. Otherwise if the information is
displayed in a screen in the museum room and the user
needs to look at the screen and after that look at the painter
and so s/he changes her/his attention focus all the time, then
in this case the device is inserted in peripheral context.
When there are multiple sources of information and two
worlds of interaction (real and virtual) we must choose
what to attend to and when. At times, we need to focus our
attention exclusively on a single item without interference
from other items. At other times, we may need to
timeshare or divide our attention between two (or more) items
of interest, which can be part of the same or a different
world.
        </p>
        <p>
          For example in the Museum project [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] the user wears a
see-through head-mounted display in which information
about an exhibit is displayed. The user is thus able to
perceive real objects (the exhibit) and added synthetic
information. The object of the task here is the painting of
the exhibit. Therefore, the user’s interaction focus is shared
between virtual and real objects.
        </p>
        <p>
          Following the definition given by [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] the user is performing
a task in order to manipulate or modify an object of the real
world, and then the task focus is on the real world; or an
object of the virtual world whose task focus is on the virtual
world.
        </p>
        <p>Therefore, by considering all possibilities of interaction
focus while the user is performing a specific task, we have
found five possible combinations:</p>
        <p>Interaction focus on Real World without shared
attention (RW): in this case the interaction is focused
on only one item in the real world. There are no real
items competing for user’s attention.</p>
        <p>Interaction focus on Virtual World without shared
attention (VW): in this case the interaction is focused
on only one item in the virtual world. There are no
virtual items competing for user’s attention.</p>
        <p>Interaction focus Shared in the Real World (intra-world
interaction focus, SRW): in this case the interaction
focus is shared between items in the real world.</p>
        <p>Interaction focus Shared in the Virtual World
(intraworld interaction focus, SVW): in this case the
interaction focus is shared between items in the virtual
world.</p>
        <p>Interaction focus Shared between Worlds (inter-world
interaction focus, SW): in this case the interaction
focus is shared between items belong to different
worlds (real and virtual).</p>
        <p>The five possible interaction focus types discussed here will
be used as ,QWHUDFWLRQB)RFXVB,' parameter in the
composition tuple of mixed interaction spaces.</p>
        <p>This declarative definition should be transformed into an
internal representation that captures the topological,
directional, temporal relationships as well user’s interaction
focus and insertion context of IS. Here we propose a
definition model to support these needs.</p>
        <p>Then the composition of a mixed interaction space consists
of several LQGHSHQGHQW fundamental compositions.
The term LQGHSHQGHQW implies that objects participating in
these compositions are not related implicitly (either
spatially, or temporally, or by interaction focus or insertion
context), except for their implicit relationship at the start
point .</p>
        <p>Thus, all compositions are explicitly related to . We call
these compositions FRPSRVLWLRQ WXSOHV, and these include
spatially and/or temporally related objects.</p>
        <p>MIS composition = {[6SDWLDOB,QWHJUDWLRQ],
[7HPSRUDOBLQWHJUDWLRQ], [,QWHUDFWLRQB)RFXV],
[,QVHUWLRQB&amp;RQWH[W]}
contains the following
optional</p>
      </sec>
      <sec id="sec-17-3">
        <title>Where:</title>
      </sec>
    </sec>
    <sec id="sec-18">
      <title>6SDWLDOB,QWHJUDWLRQ</title>
      <p>parameters:
&gt;6SDWLDOB,QWHJUDWLRQ@ UHODWLRQBW\SHB,' 9</p>
      <p>
        VSDWLDOBFRQWUROB,'
9
5HODWLRQB7\SHB,' is given by one of the possible
relationships presented in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], which also explores the
possibility to extend them to 3D relationships.
6SDWLDOBFRQWUROB,' represents who has the spatial control:
designer, user or system, respectively.
&gt;7HPSRUDOB,QWHJUDWLRQ@ UHODWLRQBW\SHB,'
      </p>
    </sec>
    <sec id="sec-19">
      <title>WHPSRUDOBFRQWUROB,'</title>
      <p>The 7HPSRUDOB,QWHJUDWLRQ can have the following optional
parameters:
9 DQG 9 are the closest vertices between two objects $
and %, respectively, and [ \ are the horizontal and vertical
distances between YL YM.
5HODWLRQBW\SHB,' is given by one of the Allen’s relations
ID represented in Table 1.
,QVHUWLRQB&amp;RQWH[W corresponds to the insertion context of
the interaction space into the environment. This is a
parameter defined only for the main interaction space
composition. It can assume one of the 4 possible values
discussed in the previous subsection.
,QWHUDFWLRQB)RFXV corresponds to the user’s interaction
focus parameter during an interaction. This parameter is
defined for each composition and it can assume one of the 5
possible values discussed in the previous subsection;
7HPSRUDOBFRQWUROB,' represents who has the temporal
control: user, systems or third part, respectively.</p>
    </sec>
    <sec id="sec-20">
      <title>The ,QWHUDFWLRQB)RFXV and ,QVHUWLRQB&amp;RQWH[W don’t have</title>
      <p>sub-parameters, then:
(
The objects to be included in a composition tuple of a MIS
are those that are spatially and/or temporally and/or focus
shared related. In our example (Figure 6 with spatial
integration description and Figure 7 with related temporal
integration description) A and B and C should be in the
same composition tuple, since A relates to B and B relates
to Menu_options. On the other hand, if an object is not
related to any other object, neither spatially nor temporally,
so it composes a different tuple. The above specifications
defined in a high-level are transformed into the following
model language considering our example of
IGS_InteractionSpace composition:</p>
    </sec>
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&gt; 5 B</p>
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9 B$
5:
,*6B,QWHUDFWLRQ6SDFH
&gt; 5 B</p>
    </sec>
    <sec id="sec-23">
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      <p>% &gt; 5 B 9 B% 9 B0HQX</p>
    </sec>
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    </sec>
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    </sec>
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      <title>GHVLJQHUBFRQWURO</title>
    </sec>
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      <title>HTXDO B B</title>
    </sec>
    <sec id="sec-28">
      <title>V\VBFRQWURO</title>
    </sec>
    <sec id="sec-29">
      <title>GXULQJ</title>
    </sec>
    <sec id="sec-30">
      <title>GHVLJQBFRQWURO</title>
      <p>&gt; 5 B B 9 B&amp; B</p>
    </sec>
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      <title>XVHUBFRQWURO 6: @ &amp; &gt; 5 B</title>
    </sec>
    <sec id="sec-32">
      <title>XVHUBFRQWURO</title>
      <p>' &gt; 5 B</p>
    </sec>
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      <title>GXULQJ</title>
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      <title>GHVLJQBFRQWURO</title>
    </sec>
    <sec id="sec-37">
      <title>HTXDO</title>
    </sec>
    <sec id="sec-38">
      <title>GHVLJQBFRQWURO</title>
    </sec>
    <sec id="sec-39">
      <title>HTXDO</title>
      <p>,W LV LPSRUWDQW WR VWUHVV WKDW in composition tuple c3
represents the spatio-temporal origin of the Menu_options.
In this example, we have a composition of MIS (mixed
interaction space). It has to be stressed that, when the host
MIS (i.e., IGS_interactionSpace) ends, all the MIS started
by it are also stopped (i.e., Menu_options). There is an issue
regarding the mapping of the spatio-temporal specifications
into the composition tuples: the classification of involved
objects. The proposed procedure is the following: For each
object $L, we check whether it is related to objects already
classified in an existing tuple. If the answer is positive, Ai is
classified in the appropriate composition tuple (a procedure
that possibly leads to reorganization of the tuples).
Otherwise, a new composition tuple, composed by and
$L, is created.</p>
      <p>
        During the application development process, it is probable
(especially in the case of complex and large applications)
that authors would need information related to these
relationships. The related queries depending on the spatial,
temporal, interaction focus and insertion context
relationships maybe be classified in the following queries
categories:
x pure spatial or temporal query: only a temporal or a
spatial relationship is involved in the query. For instance,
“which objects always overlap the presentation of live
video A?”, “which objects spatially lie above object B in
the interaction space?”.
x spatio-temporal query: where such a relationship is
involved. For instance, “which objects spatially overlap
with object A during its presentation?”.
x MIS query: spatial or temporal layouts of the application
considering interaction focus and insertion context. For
instance, “what is the spatial integration (layout of MIS)
when the user’s interaction focus is shared between A
and B?”, “which objects are presented when the user’s
focus interaction is focused on the real world?”, “when
the user’s focus is on the real world how is the insertion
context of MIS?”, “when the user has the temporal
control of presentation where is located the user’s
interaction focus?”
The answers of such queries may indicate the potential
problems during interaction such as discontinuous
interaction. For instance if the user has the temporal control
during an interaction and his interaction focus is under
some object in the real world, so he/she probably will
change between operation modes and attention focus to
control, or to interact with the presentation. It characterizes
a functional and perceptive discontinuity during interaction
conforming discussed in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Queries like that can be
automatically acquired during design time.
      </p>
      <p>In this work we have reviewed and extended some
approaches to design mixed interaction spaces. With that
we have predictively modeled user interaction to evaluate
design strategies and support adaptation for continuous
interaction while dealing with mixed spaces of interaction.
As contributions of this work we have highlighted:
x Manage large number of options for the MIS design
under development of MR systems.
x Acquire spatial, temporal and focused layouts of the MIS
under development of MR system for verification
purposes such as those related to continuous interaction.
x Help designers to envision future interactive mixed
systems.</p>
      <p>Finally we should be aware that specific design aspects
such as spatial and temporal integration of different media
objects have implications for the human perception.
However the information that people assimilate from a
modality of interaction (e.g., visual modality) also depends
on their internal motivation, what they want to find and
how well they know the domain.</p>
      <p>We gratefully acknowledge the support from the Région
Wallonne under contract WALEO 21/5129. The work
described here is a part of the MERCATOR project
available on
http://www.tele.ucl.ac.be/PROJ/MERCATOR_MULTI_e.h
tml</p>
    </sec>
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