=Paper= {{Paper |id=Vol-91/paper-5 |storemode=property |title=Designing Interaction Space for Mixed Reality Systems |pdfUrl=https://ceur-ws.org/Vol-91/paperD5.pdf |volume=Vol-91 |dblpUrl=https://dblp.org/rec/conf/mixer/TrevisanVM04 }} ==Designing Interaction Space for Mixed Reality Systems== https://ceur-ws.org/Vol-91/paperD5.pdf
    'HVLJQLQJ,QWHUDFWLRQ6SDFHIRU0L[HG5HDOLW\6\VWHPV
                                                                                                  
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                                     Catholic University of Louvain
       1                                                 2
         Information Systems Unit, School of               Communications and Remote Sensing Lab.
          Management, Place des Doyens, 1                    Bâtiment Stévin, Place du Levant, 2
                   +32 10 478525                                        +32 10 478555
      {trevisan,vanderdonckt}@isys.ucl.ac.be                   {trevisan, macq}@tele.ucl.ac.be
                                                      
                                                                  which each virtual object is registered to a (tangible)
A mixed scenario involves a lot of objects which may be           physical object and the user interacts with a virtual object
related in various ways. These relations may lead to              by manipulating the corresponding tangible (physical)
inconsistencies similar to those related to continuous            object.
interaction. We propose here a model for the declarative
representation of the design aspects involved in a MIS            The development and implementation of such systems
(Mixed Interaction Space).                                        becomes very complex and support guidance during design
                                                                  of conventional interfaces is not anymore valid for
                                                               modeling this class of systems.
User-interface design, mixed interaction space, spatial           By definition [11] an interaction space may entail the
integration, temporal integration, mixed reality systems.         representation of the visual, haptic and auditory elements
                                                      that a user interface offers to its users. The interaction space
                                                                  for mixed reality systems should deal with elements which
Mixed Reality (MR) is the state-of-the-art technology that        come from real and virtual world. It entails the design of a
merges the real and virtual worlds seamlessly in real time.       mixed interaction space.
It draws attention as a new technology of human interface,
which surpasses the border that the conventional virtual          For addressing these questions we present here a model for
reality has.                                                      the declarative representation of design aspects involved in
                                                                  the MIS (Mixed Interaction Space) design. The design
In view of the multidisciplinary integration and associated       aspects of MIS are related to the spatial and temporal
complexity existing in MR systems, the reality paradigm           relationships between objects, user’s interaction focus and
given by [4], proposes taxonomy where Real Environments           insertion context of interaction spaces. They can facilitate
(RE) and Virtual Environments (VE) are, in fact, two poles        or prevent the task goals from being attained, limiting
of the Reality-Virtuality Continuum, RE being the left pole       interaction performance. Then an interaction space
and VE, the right pole. Mixed Reality includes the                supporting these design characteristics could be very useful
continuum transitions from RE, to Augmented Reality               to guarantee a seamless interaction in the MR system.
(AR), passing through Augmented Virtuality (AV) and
towards VE, but excludes the end-points, perceived as limit       The interaction space description is based on the
conditions. In both AV, in which real objects are added to        presentation model definition given in [11] and the model
virtual ones, and VE (or virtual reality), the surround           language is based on the spatio-temporal composition
environment is virtual while in AR the surround                   model given in [12].
environment is real.                                              As example of how uses the approach for designing Mixed
The user’s interaction with this Reality-Virtuality               Interaction Space we will take account the Image-guided
Continuum can be augmented by tangible interface.                 surgery (IGS) interaction space scenario. In such systems
According to [6] and [8] tangible interfaces are those in         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 pre-
                                                                  operative information should be correctly aligned in real
                                                                  time with the real world corresponding to the intra-
                                                                  operative information. This study case was thoroughly
                                                                  discussed by the authors in [9].


                                                              1
Note that the terms ‘digital’ and ‘virtual’ are used in this          needed once the user can manipulate objects in the virtual
work in the sense of not physical or real.                            world through the VIS or the user can manipulate objects in
                                                                      the real world through the RIS.
The terms “real” and “physical” are used in the sense of not
digital or virtual.                                                   &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
An Interaction Space (IS) is assumed to be the complete               mounted display). We have two types of CIO, real and
presentation environment required for carrying out a                  virtual. The Real Concrete Interaction Object is part of the
particular interactive task. And it requires very often to deal       RIS (e.g., live video, some physical objects like a pen, a
with questions such as whether particular objects or scenes           needle, which can have a representation in the virtual world
being displayed are real or virtual, whether images of                and so it will become a virtual concrete interaction object
scanned data should be considered real or virtual, whether a          (Figure 1). The Virtual CIO is a part of the VIS (e.g. text,
real object must look UHDOLVWLF whereas a virtual one need            image, animation, push button, a list box). The virtual CIO
not to, etc. For example, in some AR systems there is little          can also entail the virtual representation of the real CIO. A
difficulty in labeling the remotely viewed video scene as             CIO is said to be VLPSOH if it cannot be decomposed into
UHDO and the computer generated images as YLUWXDO. If we              smaller CIOs. A CIO is said to be FRPSRVLWH if it can be
compare this instance, furthermore, to a MR system in                 decomposed into smaller units. Two categories are distin-
which one must reach into a computer generated scene with             guished: SUHVHQWDWLRQ &,2, which is any static CIO
one's own hand and "grab" an object, there is also no doubt,          allowing no user interaction, and FRQWURO &,2, which
in this case, that the object being grabbed is "virtual" and          support some interaction or user interface control by the
the hand is "real". Nevertheless, in comparing these two              user. Both, presentation and control CIOs can be part of the
examples, it is clear that the reality of one's own hand and          RIS and/or VIS.
                                                                      $EVWUDFW ,QWHUDFWLRQ 2EMHFW (AIO): this consists of an
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.             abstraction of all CIOs from both presentation and
                                                                      behavioral viewpoints that is independent of any given
 In this work we adopt the distinction given by [4] where             computing platform. By definition, an AIO does not have
real objects are any objects that have an actual objective            any graphical appearance, but each AIO is connected to 0, 1
existence and virtual objects are objects that exist in               or many CIOs having different names and presentations in
essence or effect, but not formally or actually. In order for a       various computing platforms.
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.
Now we can say that an interaction space is composed of:
x   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.
x   Virtual Interaction Space (9,6): if and only if it is
     composed of virtual concrete interaction objects;
x   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.                                    Figure 1. Representation of interaction spaces for mixed
Each 0,6 is composed of a 9LUWXDO,QWHUDFWLRQ6SDFH 9,6
                                                                      reality systems.
and of a 5HDO,QWHUDFWLRQ6SDFH 5,6 , which are supposed                                                   

to be physically constrained by the XVHU V ZRUNVSDFH and                   

which may be all displayed on the workspace                           Regarding the vast possibilities to compose, to interact and
simultaneously.                                                       to insert the Interaction Space into the environment we may
 Each ZRUNVSDFH is composed of at least one ,QWHUDFWLRQ              to take account the follow design aspects which are
6SDFH(,6) called the basic IS, from which it is possible to          described in Figure 2:
derive the other IS (Figure 1). This configuration becomes
                                                                      x spatial integration;


                                                                  2
x temporal integration;                                              So, given a N-dimensional relation, the corresponding
                                                                      spatial configuration can be easily inferred by combining all
x insertion context;
                                                                      the 1D configurational inferences. The complete description
x user’s interaction focus.                                          of this approach can be found in [2].
                                                                      To specify the spatial integration we propose to use the
                                           require                    generalized methodology for representing the distance
                                                                      between two spatial objects, given in [12]. Then we assume
                        is displayed                                  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.
                                                                      The distance will be expressed in terms of distance between
                                                                      the FORVHVWYHUWLFHV. For each spatial object O, we label its
                                                                      vertices as 2YL L       starting from the bottom
Figure 2.Designs aspects related to interaction space.                left vertex in a clockwise manner. As FORVHVW, we define the
             
                                                                      pair of vertices ($YL%YM ) with the minimum Euclidean
                                                                      distance. The designer of a mixed interaction space must be
The interaction space may involve a large number of media             able to express spatial composition predicates in an
objects which should be integrated into the MIU (Mixed                unlimited manner. For instance (see Figure 4), the designer
Interaction Unit). This integration concerns the spatial              could describe the appearing composition as: “REMHFW % WR
ordering and topological features between Concrete                    DSSHDUFPORZHUWKDQWKHXSSHUVLGHRIREMHFW$DQG
Interaction Objects (e.g. all participating visual media              FPWRWKHULJKW”.
objects).
                                                                      So, assuming two spatial objects $ %, we define the
Then in the context of an AR application, a designer would            generalized spatial relationship between these objects as:
like to place spatial objects (text, images, videos, animation,       6SDWLDOBLQWHJUDWLRQ  5LM YL YM [ \  where 5LM is the
etc.) in the Interaction space in such a way that their               identifier of the topological-directional relationship
relationships are clearly defined in a declarative way, i.e.,         between $ and % (derived from [2]), YL YM are the closest
“text A is placed at the location (100,100), text B appears 8         vertices of $ and %, respectively, and [\ are the horizontal
cm to the right and 12 cm below the upper side of A”.                 and vertical distances between YLYM .
As related by [12] spatial composition between two objects            The example below illustrates these features.
aims at representing three aspects:
                                                                      ³7KH ,*6 LQWHUDFWLRQ VSDFH VWDUWV ZLWK EDFNJURXQG
x the topological relationships between the objects                  SUHVHQWDWLRQRIDOLYHYLGHRLPDJH$ ORFDWHGDWSRLQW
   (disjoint, meet, overlap, etc.). For 3D objects                    UHODWLYH WR WKH DSSOLFDWLRQ RULJLQ  $W WKH VDPH WLPH D
   relationships we must also consider here if the object is          SDWKOLQHJUDSKLF%LVRYHUODSSHGWRLPDJH$DFFRUGLQJWR
   placed in front of, inside or behind the other object [2];         WKH UHJLVWUDWLRQ SURFHGXUHV ,Q D WLPH W  GHWHUPLQDWH E\
x the directional relationships between the objects (left,           WUDFNLQJ V\VWHP SURFHGXUHV  ODWHU WKH 0HQXBRSWLRQV
   right, above, above-left, etc.);                                    FRQWDLQLQJ WKH WH[WV & ' DQG (  LV GLVSOD\HG LQWR
                                                                      LQWHUDFWLRQ VSDFH 7KH REMHFW & DSSHDUV SDUWLDOO\
x the distance/metric relationships between the objects              RYHUODSSLQJ WKH ULJKW VLGH RI REMHFW %  FP ORZHU WKDQ
   (outside 5 cm, inside 2 cm, etc.).                                 WKHXSSHUVLGHRIREMHFW%DQG±FPWRWKHULJKWRI%7KH
A N-dimensional projection relation is a N-tuple of 1D                REMHFW'DSSHDUVFPLQWKHERWWRPULJKWDQGFPWRWKH
relations, e.g. 5 = (5 ,5 ). Each 1D relation corresponds             ULJKWVLGHRI&7KHREMHFW(DSSHDUVFPORZHUWKDQWKH
to the relationship between the N-dimensional objects in              ERWWRPVLGHRIREMHFW'DQGOHVVFPWRWKHOHIWRI'
one of the dimensions. So if Vis 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.


                                                                  3
        R1_j                                               R13_j
Ri_1




Ri_13
                                                                           Figure 6. Spatial composition of the Image-guided
                                                                                            interaction space.
  Figure 3.Relations between 2D regions adapted from [2].
                                                                       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
                  Figure 4.Spatial relationships.
                                                                       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.
                                                                       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/


                                                                   4
resources. For instance an adequate spatial integration of           the tracking system and they disappear according to user’s
the objects can facilitate the user’s interpretation.                interaction.
          
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).
As mentioned in [1] 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,                 Figure 7. Temporal composition of the Image-guided
VWDUWV, or ILQLVKHV relations). Note from table 1 that all                         surgery example given in Figure 6.
simultaneous relationships (such as RYHUODSV, GXULQJ, VWDUWV,        *+,-./01+ 21+/-3/ 14 5-6 02-, 7+5 0+/-.72/01+ ,872-,
and ILQLVKHV  can be generalized as the HTXDO relation by
inserting some delay time when it is needed. For example in          Besides spatial and temporal integration of interaction
the [EHIRUH\ relation there is a time space better than zero       space objects it is important to understand how the insertion
between [ and \ and at the [PHHWV\relation the space-time         of devices and interaction spaces in the environment can
is zero between [ and \.                                             contribute to a better interaction.
                                                                     According to the user’s focus while performing a task we
Table 1. Seven Allen’s relation and their inverse.                   have identified four spatial zones for an insertion device
                                                                     considering the level of periphery (see Figure 8):
  
Relation      ID
               1
                                    
                               Relation      ID
                                              8
                                                                     1.    Central zone: it corresponds to a device insertion
                              
                                                                           distance of 0 to 45cm from the user’s task focus.
              2                              9                       2.    Personal zone: it corresponds to a device insertion
      3                              10                            distance of 46cm to 1.2m from the user’s task focus.
      4
                                     11                      3.    Social zone: it corresponds to a device insertion
      5
                                     12
                                                                           distance of 1.3 to 3.6m from the user’s task focus.

  !"#"$%&$'   6
                               '!"#"$%&$     13
                                                                     4.    Public zone: it corresponds to a device insertion
                                                                           distance bigger than 3.6m from the user’s task focus.
   &( )'      7                                                      The four possible insertion context type discussed here will
                                                                     be used as ,QVHUWLRQB&RQWH[WB,' parameter in the
                                                                     composition tuple of mixed interaction spaces.
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:
1.   User (e.g. during execution time)
2.   System (e.g. during execution time)
3.   Third part (e.g. defined by an agent system which is
     capable of making decisions and initiating actions
     during execution time independently)                            Figure 8. Zones of insertion context according to user’s task
This classification will be used as a WHPSRUDOBFRQWUROB,'             focus. 1.Central zone; 2.Personal zone; 3.Social zone and
parameter in the composition of mixed interaction spaces.                                   4.Public zone.
Figure 7 shows the temporal synchronization diagram                  If the device is inserted in the central zone of the user’s
related to the spatial diagram illustrated in Figure 6. The          task, s/he does not need to change her/his attention focus to
text objects C, D and E appear automatically according to            perform the task. Otherwise if the user is changing the


                                                                 5
attention focus all time, then in this case it is probable that         Interaction focus on Virtual World without shared
the device is inserted outside from the central zone and so                attention (VW): in this case the interaction is focused
in a peripheral context of use (Figure 9).                                 on only one item in the virtual world. There are no
                                                                           virtual items competing for user’s attention.
In the Museum project, one application of NaviCam system
[7], the device is inserted in the central context of the user’s        Interaction focus Shared in the Real World (intra-world
tasks, therefore she doesn’t need to change her attention                  interaction focus, SRW): in this case the interaction
focus to perform the task. Otherwise if the information is                 focus is shared between items in the real world. 
                                                                        Interaction focus Shared in the Virtual World (intra-
displayed in a screen in the museum room and the user
needs to look at the screen and after that look at the painter
                                                                           world interaction focus, SVW): in this case the
and so s/he changes her/his attention focus all the time, then
                                                                           interaction focus is shared between items in the virtual
                                                                           world. 
in this case the device is inserted in peripheral context.

                                                                        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).
                                                                       The five possible interaction focus types discussed here will
                                                                       be used as ,QWHUDFWLRQB)RFXVB,' parameter in the
                                                                       composition tuple of mixed interaction spaces.
Figure 9. Example of insertion contexts regarding the user’s                       * *            * *           *
     task focus. Left picture shows insertion context of                
  interaction spaces in Personal zone and the right picture            This declarative definition should be transformed into an
    shows insertion of interaction space in Central zone.              internal representation that captures the topological,
 ,-., 0+/-.72/01+ 412,                                               directional, temporal relationships as well user’s interaction
                                                                       focus and insertion context of IS. Here we propose a
When there are multiple sources of information and two                 definition model to support these needs.
worlds of interaction (real and virtual) we must choose
what to attend to and when. At times, we need to focus our             Then the composition of a mixed interaction space consists
attention exclusively on a single item without interference            of several LQGHSHQGHQW fundamental compositions.
from other items. At other times, we may need to time-                 The term LQGHSHQGHQW implies that objects participating in
share or divide our attention between two (or more) items              these compositions are not related implicitly (either
of interest, which can be part of the same or a different              spatially, or temporally, or by interaction focus or insertion
world.
                                                                       context), except for their implicit relationship at the start
For example in the Museum project [7] the user wears a                 point .
see-through head-mounted display in which information                  Thus, all compositions are explicitly related to . We call
about an exhibit is displayed. The user is thus able to                these compositions FRPSRVLWLRQ WXSOHV, and these include
perceive real objects (the exhibit) and added synthetic                spatially and/or temporally related objects.
information. The object of the task here is the painting of
the exhibit. Therefore, the user’s interaction focus is shared                 MIS composition = {[6SDWLDOB,QWHJUDWLRQ],
between virtual and real objects.                                             [7HPSRUDOBLQWHJUDWLRQ], [,QWHUDFWLRQB)RFXV],
                                                                                         [,QVHUWLRQB&RQWH[W]}
Following the definition given by [3] the user is performing
a task in order to manipulate or modify an object of the real          Where:
                                                                       6SDWLDOB,QWHJUDWLRQ
world, and then the task focus is on the real world; or an
                                                                                              contains   the   following    optional
object of the virtual world whose task focus is on the virtual
                                                                       parameters:
world.
                                                                        >6SDWLDOB,QWHJUDWLRQ@  UHODWLRQBW\SHB,'99[\
                                                                                          VSDWLDOBFRQWUROB,' 
Therefore, by considering all possibilities of interaction
focus while the user is performing a specific task, we have
found five possible combinations:                                      5HODWLRQB7\SHB,' is given by one of the possible
 Interaction focus on Real World without shared
                                                                       relationships presented in [2], which also explores the
                                                                       possibility to extend them to 3D relationships.
    attention (RW): in this case the interaction is focused
    on only one item in the real world. There are no real              6SDWLDOBFRQWUROB,' represents who has the spatial control:
    items competing for user’s attention.                             designer, user or system, respectively.




                                                                   6
9 DQG 9 are the closest vertices between two objects $         F 
and %, respectively, and [\ are the horizontal and vertical
                                                                        > 5B B 9B& B   GHVLJQBFRQWURO  GXULQJ
distances between YLYM.
                                                                     XVHUBFRQWURO  6: @
 The 7HPSRUDOB,QWHJUDWLRQ can have the following optional
                                                                     & > 5B 9B& 9B'   GHVLJQBFRQWURO  HTXDO
                                                                     XVHUBFRQWURO  69: @
parameters:
         >7HPSRUDOB,QWHJUDWLRQ@  UHODWLRQBW\SHB,'
                                                                     '> 5B 9B'9B( GHVLJQBFRQWURO  HTXDO
                   WHPSRUDOBFRQWUROB,' 
                                                                     XVHUBFRQWURO  69: @
5HODWLRQBW\SHB,' is given by one of the Allen’s relations
                                                                     (
ID represented in Table 1.
                                                                     ,W LV LPSRUWDQW WR VWUHVV WKDW in composition tuple c3
7HPSRUDOBFRQWUROB,' represents who has the temporal
                                                                     represents the spatio-temporal origin of the Menu_options.
control: user, systems or third part, respectively.
                                                                     In this example, we have a composition of MIS (mixed
The ,QWHUDFWLRQB)RFXV and ,QVHUWLRQB&RQWH[W don’t have               interaction space). It has to be stressed that, when the host
sub-parameters, then:                                                MIS (i.e., IGS_interactionSpace) ends, all the MIS started
,QWHUDFWLRQB)RFXV corresponds to the user’s interaction
                                                                     by it are also stopped (i.e., Menu_options). There is an issue
                                                                     regarding the mapping of the spatio-temporal specifications
focus parameter during an interaction. This parameter is
                                                                     into the composition tuples: the classification of involved
defined for each composition and it can assume one of the 5
                                                                     objects. The proposed procedure is the following: For each
                                                                     object $L, we check whether it is related to objects already
possible values discussed in the previous subsection;
,QVHUWLRQB&RQWH[W corresponds to the insertion context of            classified in an existing tuple. If the answer is positive, Ai is
the interaction space into the environment. This is a                classified in the appropriate composition tuple (a procedure
parameter defined only for the main interaction space                that possibly leads to reorganization of the tuples).
composition. It can assume one of the 4 possible values              Otherwise, a new composition tuple, composed by             and
discussed in the previous subsection.                                $L, is created.
The objects to be included in a composition tuple of a MIS             /21 -,
are those that are spatially and/or temporally and/or focus          During the application development process, it is probable
shared related. In our example (Figure 6 with spatial                (especially in the case of complex and large applications)
integration description and Figure 7 with related temporal           that authors would need information related to these
integration description) A and B and C should be in the              relationships. The related queries depending on the spatial,
same composition tuple, since A relates to B and B relates
                                                                     temporal, interaction focus and insertion context
to Menu_options. On the other hand, if an object is not
                                                                     relationships maybe be classified in the following queries
related to any other object, neither spatially nor temporally,       categories:
so it composes a different tuple. The above specifications
defined in a high-level are transformed into the following           x pure spatial or temporal query: only a temporal or a
model      language    considering      our     example     of          spatial relationship is involved in the query. For instance,
IGS_InteractionSpace composition:                                       “which objects always overlap the presentation of live
FRPSRVLWLRQ ^FF`
                                                                        video A?”, “which objects spatially lie above object B in
                                                                        the interaction space?”.
F                                                                x spatio-temporal query: where such a relationship is
   > 5B B 9B$   GHVLJQHUBFRQWURO  HTXDO             involved. For instance, “which objects spatially overlap
XVHUBFRQWURO  5:  =RQH @                                          with object A during its presentation?”.
$                                                                  x MIS query: spatial or temporal layouts of the application
                                                                        considering interaction focus and insertion context. For
,*6B,QWHUDFWLRQ6SDFH                                                   instance, “what is the spatial integration (layout of MIS)
F                                                                    when the user’s interaction focus is shared between A
                                                                        and B?”, “which objects are presented when the user’s
   > 5B B 9B% B B V\VBFRQWURO         GXULQJ          focus interaction is focused on the real world?”, “when
V\VBFRQWURO  6: @                                                    the user’s focus is on the real world how is the insertion
% > 5B 9B% 9B0HQX   GHVLJQBFRQWURO               context of MIS?”, “when the user has the temporal
 GXULQJXVHUBFRQWURO  6: @                                          control of presentation where is located the user’s
                                                                        interaction focus?”
0HQXBRSWLRQV
                                                                     The answers of such queries may indicate the potential
0HQXBRSWLRQV                                                      problems during interaction such as discontinuous
FRPSRVLWLRQ ^F`
                                                                     interaction. For instance if the user has the temporal control


                                                                 7
during an interaction and his interaction focus is under                 W., E. (eds.), in Conference Proceedings of DARE2000,
some object in the real world, so he/she probably will                   ACM, Ellsinore - Denmark, April 2000, p.165-167.
change between operation modes and attention focus to                 4. Milgran, P., Herman, C. J., A Taxonomy of Real and
control, or to interact with the presentation. It characterizes          Virtual World Display Integration, in 0L[HG 5HDOLW\
a functional and perceptive discontinuity during interaction             0HUJLQJ 5HDO DQG 9LUWXDO (QYLURQPHQWV, Ohmshda &
conforming discussed in [10]. Queries like that can be                   Springer-Verlag, pp 5-30, 1999.
automatically acquired during design time.
                                                                      5. Nigay, L., Dubois, E., Renevier, P., Pasqualetti, L.,
                                                                 Troccaz, J., Mixed Systems: Combining Physical and
In this work we have reviewed and extended some                          Digital Worlds, &RQIHUHQFH SURFHHGLQJV RI +&,
approaches to design mixed interaction spaces. With that                 ,QWHUQDWLRQDO, Crete - Greece, 2003, pp.1203-1207.
we have predictively modeled user interaction to evaluate             6. Poupyrev, I., etc all. Developing a generic augmented
design strategies and support adaptation for continuous                  reality interface, ,(((&RPSXWHU, vol. 35, n.3, 2002.
interaction while dealing with mixed spaces of interaction.
                                                                      7. Rekimoto, J and Nagao, K., The World through the
As contributions of this work we have highlighted:                       Computer: Computer Augmented Interaction with Real
                                                                         World Environments, 8VHU ,QWHUIDFH 6RIWZDUH DQG
x Manage large number of options for the MIS design                     7HFKQRORJ\ 1995.
   under development of MR systems.
                                                                      8. Rekimoto, J. and Saitoh, M., Augmented Surfaces: A
x Acquire spatial, temporal and focused layouts of the MIS              spatially Continuous Work Space for Hybrid Computing
   under development of MR system for verification                       Environments. &+,¶, 15-20, May, 1999.
   purposes such as those related to continuous interaction.
                                                                      9. Trevisan, D., Vanderdonckt, J., Macq, B., Raftopoulos,
x Help designers to envision future interactive mixed                   C., ³Modeling Interaction for Image-Guided
   systems.                                                              Procedures”, Proceedings of International Conference
Finally we should be aware that specific design aspects                  on Medical Imaging SPIE2003 (San Diego, 15-20
such as spatial and temporal integration of different media              February 2003), K. Hanson, C.-T. Chen, E.L. Siegel
objects have implications for the human perception.                      (eds.), International Society for Optical Engineering,
However the information that people assimilate from a                    2003, pp.108-118.
modality of interaction (e.g., visual modality) also depends          10.Trevisan, D., Vanderdonckt, J. Macq, B., “Continuity as
on their internal motivation, what they want to find and                 Usability Property”, Proc. of 10th International
how well they know the domain.                                           Conference on Human-Computer Interaction HCI
                                                                 International’2003 (Heraklion, 22-27 June 2003), C.
                                                                         Stephanidis (ed.), Lawrence Erlbaum Associates,
We gratefully acknowledge the support from the Région                    Mahwah, 2003.
Wallonne under contract WALEO 21/5129. The work
described here is a part of the MERCATOR project                      11.Vanderdonckt, J. and Bodart, F., Encapsulating
available                                          on                    Knowledge for Intelligent Interaction Objects Selection,
http://www.tele.ucl.ac.be/PROJ/MERCATOR_MULTI_e.h                        3URFHHGLQJV RI ,QWHU&+,¶, ACM Press, New York,
tml                                                                      1993, pp. 424-429.
                                                                 12.Vazirgiannis, M., Theodoridis, Y., and Sellis, T.. Spatio-
                                                                         temporal composition and indexing for large multimedia
                                                                         applications. 0XOWLPHGLD 6\VWHPV n.6, 1998. Springer-
1. Allen, James F., Maintaining knowledge about
   temporal intervals. Communications of the ACM
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2. Delis, V., Papadias, D., Querying Multimedia                       13.Watts, Leon (2000), “The Magic Board, an Augmented
                                                                         Reality Interactive Device Based on Computer Vision”.
          By Spatiotemporal Structure. Proceedings of
   Documents
   the  ,QWHUQDWLRQDO &RQIHUHQFH RQ )OH[LEOH 4XHU\                Workshop on Continuity in Human Computer
   $QVZHULQJ 6\VWHPV, Denmark, Springer-Verlag LNCS,                    Interaction, April 2 and 3, 2000, Scheveningen,
   1998.                                                                 Netherlands.

3. Dubois, E., Nigay, L., (2000), "Augmented Reality:
   Which Augmentation for Which Reality?", in Mackay,





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