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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Mixed Reality System for Design Engineering: Thinking, Issues and Solutions</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Nelly de Bonnefoy</string-name>
          <email>Nelly.de-bonnefoy@eads.net</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jean-Pierre JESSEL</string-name>
          <email>jessel@irit.fr</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>EADS Corporate Research Centre, Toulouse Computer Science Research Institute</institution>
          ,
          <addr-line>(I.R.I.T.), 31700 Blagnac, France, 33(0)5 61 58 48 51</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Toulouse Computer Science Research Institute, (I.R.I.T.), Paul Sabatier University</institution>
          ,
          <addr-line>31400 Toulouse, France, 33(0)5.61.55.63.11</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Despite the extended use of Digital Mock-Up (DMU) applications during the development of complex aeronautical products, some major changes can be requested in order to correct deficiencies or to improve further products performances, especially when the first one comes out production. These changes are discussed upon the current product configuration and imply trades-off between different competencies involved in the product's lifecycle. Based on a specific use case, we first highlight the underlying issues associated to the development and introduction of Mixed Reality (MR) systems. We tackle these issues from cognitive and ergonomic points of view as well as technical. Then, we propose several MR solutions, which will be studied further during the two remaining years of our research project. Theses solutions will then be evaluated against the specific needs and requirements of the aeronautic industry.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Mixed Reality</kwd>
        <kwd>Interactions</kwd>
        <kwd>Design Review</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>INTRODUCTION
When the first product comes out production during the
development of complex aeronautical products, to correct
deficiencies or to improve further products performances,
some major changes can be requested. They are discussed
upon the current product configuration. These changes also
imply trades-off between different competencies involved
in the product’s lifecycle. It is typically a collaborative
work situation where a team of designers gather around a
table to perform a product design review. Information
sharing and negotiation movements during those review
sessions are strongly influenced by the respective speciality,
knowledge and experience of participants. Information
exchanges around the physical object aims at taking some
decisions concerning the future product configurations such
as systems segregation, ergonomics, and physical
arrangement of components. Consequently, during those
reviews, debates between the different designers can lead to
a request for an engineering change of the product.
Usually, information exchanges are made verbally helped
with hand made sketches. In those cases, it might be
difficult for a designer to make his engineering change
proposal understood by others team members. This
situation highlights a requirement implied by this kind of
meeting: the need to visualise the proposed modification, in
order to assess the potential changes impacts.</p>
      <p>Mixed Reality (MR) systems can efficiency support
interparticipants information sharing around a physical object.
As matter of fact, MR systems can bring some more
engineering information about the physical object through
“optical see through”-based visualization applications. Part
changes are made visible by adding complementary
information to the current part («Augmented reality»
concepts)(Cf. figure1). This “augmentation of reality” can
be realised with the image incrustation in the users field of
view. Incrustation are performed through, optical
seethrough head mounted displays. Those display devices
allow users to keep their environmental perception while
having intuitively access to more contextual information.
Therefore, such systems leverage the typical limitations of
paper-based systems, and add value to exchanges and
tradeoff through of their intuitive and fast access mode to
pertinent information.
SYSTEM DESCRIPTION
The investigated system allows users to virtually simulate
the integration of an engineering change by modifying
designers’ perception of the real object.</p>
      <p>
        During the meeting, all participants share the visualisation
of the actions performed on the augmented model, but the
access to the model itself must remain. So that conflicts can
be avoided. Practically, a designer must have the knack if
he desires to create virtual modifications. One design
sequence could be performed like this: he selects a virtual
geometric form in one menu, it displays in front of him, and
he can modify its attributes by using the sub-menu
associated to the virtual form. He is free to place the virtual
modification of the real object when and where he wants.
The introduction of such systems within the review
environment must preserve natural communications and
social cues between participants. Indeed, the review process
and user behaviour must not be perturbed by a complex MR
system and its multiple accessories. The use of such system
has to be as natural and intuitive as possible, this approach
is similar to the “Natural User Interface” (NUI) developed
by [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        This system comes also under the definition of
Collaborative Mixed Reality systems. Some references
already exist in the literature:
“Build-it”: a collaborative mixed reality system
which tend to be a NUI [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ],
“Arthur”: the development of an interactive task
oriented collaboration environment based on
augmented reality [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ],
“MARE”: a multi-users augmented
environment on table set-up [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
reality
INFORMATION SHARING
Information diversity
Different types of information exchanges take place during
review meetings, the next section focuses on system/user
information transactions.
      </p>
      <p>We considered two major typologies of information to be
manipulated by the user: textual information, and graphical
information. Both type can be broken down as follows:</p>
    </sec>
    <sec id="sec-2">
      <title>Text information of consists of:</title>
      <p>interface information (menus, etc.),
system messages,
annotations the user wants to add.</p>
    </sec>
    <sec id="sec-3">
      <title>Graphical Information consists of:</title>
      <p>arrows, chips, or others in order to show
something to advantage,
classic geometric shape the user will manipulate in
order to obtain the final modification,
the final change.</p>
      <p>Depending on the nature of the information to be
communicated to the user, relevant output interaction
modalities have been identified. The next section present
the various output modalities used and for each, the
different types of information associated to them, and the
best user-centred utilization.</p>
      <p>Output modalities
Three different output modalities have been considered in
order to make more perceptive actions:
the visualisation through a Head Mounted Display
(HMD),
the text-to-speech system,
and the haptic force feedback.</p>
      <p>Display of the HMD
The optical see-through HMD is a display device allowing
users to keep their environment perception while visualising
more information in their field of view, in context.</p>
      <sec id="sec-3-1">
        <title>Hardware</title>
        <p>The figure 2 describes the basic principle of the optical
seethrough Head Mounted Display:
There are two main devices interesting, the Sony Glasstron
(no more on the market) and the Nomad from Microvision.
Equipped with this device, each designer visualizes all
information in his field of vision, such as his environmental
information and system information. The system must
perform display in the most user-friendly and ergonomic
way so the user cannot be lost within the information
display density.</p>
        <p>For that, we discuss the general exploitation of the field of
view and we detail requirements display for each kind of
information.</p>
        <p>Usually, people fields of view consist of one main area that
is a zone in the sight direction where people see all things
clearly, and around it, the field of view area where people
have to move eyes to see distinctly information (Cf. Figure
3):</p>
        <p>Field of view
Direct sight access to information</p>
        <p>Indirect sight access to information
One can be noticed that, most of the time, when people
have to look at something on the right (or left), even if it is
close to them, the head moves more than eyes. People tend
to put the subject of their attention in the centre of their
field of view.</p>
        <p>Each type of information does not require the same display
modes. Displays do not have the same duration, neither the
same location imperatives (Cf. Table 1).</p>
        <p>LOCATION
Specific area, Specific area,</p>
        <p>Link with no link with
part part</p>
        <p>No specific
area, no link</p>
        <p>with part
X</p>
        <p>X
X
X
X
X</p>
        <p>X
X</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Interface (1)</title>
    </sec>
    <sec id="sec-5">
      <title>Syst messag. (2)</title>
    </sec>
    <sec id="sec-6">
      <title>Annotation (3)</title>
    </sec>
    <sec id="sec-7">
      <title>Arrows… (4)</title>
    </sec>
    <sec id="sec-8">
      <title>Geom. Shape (5)</title>
    </sec>
    <sec id="sec-9">
      <title>Final change (6)</title>
      <p>These information displays are developed hereafter.</p>
      <sec id="sec-9-1">
        <title>Interface information</title>
        <p>In order to get designers used to the location of interface
information (1), specific zones are associated to this type of
information (Cf. Figure 4). It is located as follows:
Field of view</p>
        <p>Menu</p>
        <p>Sub
Menu
Interface information are in this area because users do not
have to focus their attention upon it. Users do not need to
keep this type of information at time in the centre of their
field of view. This area is visible only if the user has the
knack.</p>
      </sec>
      <sec id="sec-9-2">
        <title>System message</title>
        <p>System messages (2) are important for users to navigate
within the application. Users must perceive this kind of
information as quick as possible. That is why they will be
displayed in the centre of their field of view. A special
colour has to be selected, in order to increase messages
ergonomic and cognitive values.</p>
      </sec>
      <sec id="sec-9-3">
        <title>Annotation and geometric shape</title>
        <p>At the beginning of the process, annotation (3) and
geometric shapes (5) do not need, necessarily, to be
connected with the real object. The system will display this
kind of information in front of the user field of view, in the
“direct sight access to information” area. They could be
modified, moved, deleted in the users own way.</p>
      </sec>
      <sec id="sec-9-4">
        <title>Final change and Arrows, chips, etc.</title>
        <p>The information category that concerned final change (6)
and arrows, chips, etc (4), is used to emphases particular
items. For example, it will be used to precise a place
through an arrow or to show the real part modification
through a virtual change.</p>
        <p>Their location in the users’ environment is important. They
depend on the real part location in the meeting room and
not on one specific user field of view area. The
modification part, which is geometric shape, has an exact
location on the real object; however, arrows and others only
require an accurate location associated to the real object.</p>
      </sec>
      <sec id="sec-9-5">
        <title>General</title>
        <p>Different colours will be used: each designer will have his
own colour, in order to differentiate users’ actions.
Different colours are associated to system information, one
for menus and one for messages. The selected menu section
will have different background than others, and if the user
goes down in sub-menus the navigation path will be
displayed as a key words list.</p>
        <p>Moreover, users have the opportunity to remove display; all
visual information will be hidden if he desires so.
Text to speech
This output modality is the sense of hearing one.</p>
      </sec>
    </sec>
    <sec id="sec-10">
      <title>The hardware is a headphone.</title>
      <p>The most important part, with this modality is to have a
good thought concerning its use. If text-to-speech is used
permanently, for all information in text form, it becomes
unbearable for users very fast. And in that case, users put
the sound off.</p>
      <p>This modality has to be used only if it gives an added value
to the system situation. That is why it is generally fitted for
classic system messages: system announcement or error
messages. Users’ attention has to be focused on this type of
information.</p>
      <p>Haptic force feedback
This output modality is used to modify, and move the
geometric shape that will become the final change and also
to touch the final change. As matter of fact, the haptic force
feedback is very important to manipulate virtual objects. To
make the system more realistic, users must perceive tactile
information. But today, without special devices, it is almost
impossible for users to catch this information from virtual
objects.</p>
      <sec id="sec-10-1">
        <title>Hardware</title>
        <p>
          There are two main different accessories: the glove and the
Phantom, which is a computer device most closely related
to the mouse. Their function is to interact with objects in a
three dimensional environment. During the last few years,
many research have been carried out in this domain, and
accessories progresses in ergonomics are significant.
There is, for example, the Cyberglove
(Cf. Figure5) with a vibrotactile
feedback [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. There are small
vibrotactile stimulators on each finger
and the palm of the cyberglove. They
can produce complex tactile feedback
patterns. Even if this glove is an
accessory, the ergonomic material
aspect is studied: users cannot feel that
they have a robot hand, they just wear
an ordinary glove.
Because the system has to be as intuitive as possible and
because there is no method without accessories, ergonomics
issues play a major role. The devices that will be selected
must allow users to keep their usual meeting behaviours.
For example, they should catch objects if they want, such as
a pen, a glass, etc.
        </p>
        <p>In an information exchange there are two communication
ways, in our case: “system (S) to user (U)” and “user to
system”. The last section explains how the user perceives
information from the system (S U). The next section deals
with the User to System communication (U S), which are
kinds of interaction the user can perform.</p>
        <p>INTERACTION – INPUT MODALITIES
Human-system interactions have the objective of
developing models, concepts, tools and methods, in order to
realise systems that answer users’ needs and aptitude.
Reproducing usual human-human communication modes,
the modalities used in this system are: voice and gestures.
This choice has been made because interactions with the
system must remain as intuitive as possible.</p>
        <p>As we already mentioned there are different types of
information to be manipulated. The user has to interact with
all of them.</p>
        <p>Speech recognition
In this system, the integration of speech recognition is done
in two stages.</p>
        <p>First, speech recognition is used to browse menus and
submenus. In this case, the system must be able to recognize
words rather than sentences. Commercial off-the-shelf
applications are enough efficient to perform these functions.
But a great deal of attention must be paid to the design of
menus and to the selection of a clear and concise
vocabulary.</p>
        <p>In the second integration stage, the speech recognition will
be used to navigate in menus, to modify virtual changes and
integrate them on the real product. This will imply that the
system will perform sentence recognition making the
system more friendly and intuitive.</p>
        <p>Gestures recognition
Like speeches, gestures are a spontaneous mean for people
to communicate with other actors. The use of gestures in
multimodal applications facilitates users interactions, in
particular in noisy environments. Moreover, users tend to
execute gestures for manipulation operations rather than
state them or access to them by using classical interfaces
like window, icon, etc.</p>
        <p>The system use gestures recognition to interact with
interface information and to modify the shape of the
changed geometric form. This feature, in some cases, will
be used simultaneously with speech recognition features.
The goal is to identify and track the gestures of the user that
has the knack. As people know, there are different ways to
make gestures recognition.</p>
        <p>
          Method with Digital Gloves
Flexion angles measurements, which are obtained with an
optic fibre positioned on each finger, give fingers
configuration and position. These angles are determined by
the luminous signal intensity sent in the fibre and with its
intensity in tip of finger. A tracker is located on the hand in
order to process the hand position and orientation. This
method gives accurate results, but it constraints users to
wear a glove generally linked to a system (depending on
technologies employed). Users do not have hands free.
Visual Methods [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]
These methods are based on computer vision and on image
processing techniques. Hands movements are recorded with
one or more video cameras. Then different techniques can
be used to process images depending on the gestures
recognition method used. It is more difficult to use this kind
of method but users get rid of physical accessories. Most of
the processing techniques consist of four operations, which
are acquisition, segmentation, characteristics extraction and
classification. They can be realised in different ways: based
on markers, on three-dimension model, on visual
appearance. The main advantage of these methods is that
users do not have to wear physical artefacts.
        </p>
        <p>This input modality will be use to navigate in interface
menu and to modify and move virtual geometric shape.
Now that all modalities have been defined, the tracking
system, which has a primordial role in Mixed Reality
System, must be tackled.</p>
        <p>TRACKING AND REGISTRATION
To perform an incrustation of a virtual object in the user
field of view, scene components need to be located
accurately. Indeed, to make a good registration, MR
systems need trackers with approximately one millimetre
accuracy in position and a low fraction of degree in
orientation. Most of commercially available trackers answer
one of the two conditions but not both.</p>
        <p>Tracked elements
In order to offer an intuitive and a free visualisation of part
modification, the system will track continuously and with
accuracy different environment elements:
the physical part,
each designer,
users points of view,
users hands.</p>
        <p>The first three elements are tracked to make an efficient
registration of the virtual modification on the real object in
each user field of vision. The last one is tracked so users
can realize virtual changes with gesture recognition, move
the virtual object, and perform haptic force feedback.
The tracking system is designed to create relationships
between each tracked element configuration (Cf. figure 6).
As people know, there are different sorts of trackers:
Electromagnetic trackers (alternating current,
direct current, compass)
Acoustic trackers (distance measurements
determined by ultrasonic time of flight),
Optical trackers (with punctual receptors
(phototransistors), or video based tracking),
Mechanical trackers (inclinometer, gyroscope,
accelerometer…),</p>
      </sec>
    </sec>
    <sec id="sec-11">
      <title>GPS trackers.</title>
      <p>The good configuration of trackers has to be found. But
some considerations have to be taken into account:
In order to make our system as natural as possible, the use
of peripheral is limited and bulky peripheral are proscribed.
The less the system uses devices, the better it is.</p>
      <p>For instance, as one device used for the haptic force
feedback, could be also used for gestures recognition as
well.</p>
      <p>Moreover, this use case takes place in a specific meeting
room that is a well-defined place and where the luminosity
is constant.</p>
      <p>Considering the huge advances made in video technologies
during the last few years, it is now possible to find little
cameras with very good resolution. This greatly improves
the quality of image processing for markers recognition.
Moreover these video cameras are now equipped with USB
communication port, providing a good data quality and
speed transfer. Practically all web cams have these
characteristics today, so a good camera could be found for a
reasonable price. To finish with, little cameras start to be
equipped of IEEE communication port, which offers the
best transfer speed and quality.</p>
      <p>For all these, the video based tracking has been selected for
our system. Possible video based tracking methods are
presented in the next section.</p>
      <p>
        Video based tracking methods [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]
As people know there are two main video-tracking
configurations:
      </p>
    </sec>
    <sec id="sec-12">
      <title>Inside out (Cf. Figure 7)</title>
    </sec>
    <sec id="sec-13">
      <title>Outside in (Cf. Figure 8) One or many video cameras are on the moving target. They watch markers fixed in the environment which are references.</title>
      <p>One or many video cameras are fixed in the environment,
they are references; they watch the target movements, on
which markers have been affixed.
Markers should be classic draws or LEDs. Once the
configuration is chosen, there are different manners to
calculate the target location. The first uses the two or more
cameras in order to calculate the target marker positions, by
using the triangulation for example. The target orientation
should be calculated by using several markers on it. The
second use the pattern recognition techniques; there is only
one video camera and some target markers geometric
knowledge.</p>
      <p>The fact that the inside-out method gives more accurate
results and a better orientation resolution than the outside-in
method should be noticed.</p>
      <p>
        Registration
The registration is one recurrent problem in such system. In
order to make the visualisation of the real object and its
virtual change realistic, an accurate registration is required.
Two types of errors can be encountered: the static and the
dynamic ones [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>The static errors are due to the optical distortion, errors of
the tracking system and differences between models or
material specifications and real material physical properties.
This kind of errors is perceived even if the user does not
move.</p>
      <p>
        The dynamic errors are due to the processing time lag that
is the delay between measurements made by the tracking
system and the display of the virtual entity. In fact, there are
due to all processing time devices and systems. Different
ways have been explored to reduce this dynamic error, by
reducing the system lag or the perceptible delay [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], by
making location prediction [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], by image matching.
To make a good registration the tracking system must
perform good locations.
      </p>
      <p>To resolve the static errors a calibration have to be made,
and as many system, ours will use Kalman filtering to
reduce dynamic errors.</p>
      <p>SYSTEM ISSUES
Hardware issues: Optical see-through Head Mounted
Display
For the moment this technology is not mature enough. As
we saw upper, there are two main devices, the Sony</p>
      <sec id="sec-13-1">
        <title>Devices</title>
      </sec>
      <sec id="sec-13-2">
        <title>Sony Glasstron</title>
      </sec>
      <sec id="sec-13-3">
        <title>Microvision HMD</title>
      </sec>
      <sec id="sec-13-4">
        <title>Resolution</title>
        <p>800 x 225
800 x 600</p>
      </sec>
      <sec id="sec-13-5">
        <title>Display length</title>
        <p>23° x 17°
There are other display devices on market, based on the
head mounted display concept, like video-see through
HMD and some video screens that can be clipped on
glasses. However, the first one does not allow users to see
their close environment directly, and the second type
proposes a small display of a computer screen, PDA screen,
etc.</p>
        <p>Real object location issue
The real part is on a
table. There is a
visualisation problem
(Cf. figure 9) if
different changes are
made in different
locations of the real
part (one of the bottom
and another at the top
for instance).</p>
        <p>The real object location needs a thorough thought in order
to permit users the visualisation of different changes.
Gestures recognition issues
Gestures recognition using visual approach, in particular
without the use of markers, is not a mature technology.
Some systems work in real time but in very specific
conditions, such as with a uniform background, a small
vocabulary, etc. Even if a system that recognises gestures,
with a visual approach without markers, in real time, in a
normal environment would add a tremendous value to
general MR systems, it remains, for the moment, a research
perspective.</p>
        <p>Moreover, as people know, in the human-human
communication, the use of speech, gestures, and facial
expressions contributes to the information exchange. In
particular during argumentative phases or solution
negotiation activities, the frequency of gestures and facial
expressions significantly increases. The case study
presented in this paper deals with one specific situation
where people will try to negotiate integrating several
different points of view. So, making the difference between
social communication gestures with actual gestures
performed to interact with the system is primordial in our
case. The system must have the possibility to distinguish
these two types of gesture, in order to avoid false
interpretations.</p>
        <p>Location of the
2nd extension</p>
        <p>First extension
Virtual modifications
Object that people can bring in a meeting room are
generally medium-sized. Moreover, changes made on a part
during the review sessions are not consistent; the general
object shape is not called into question as modifications are
localised and concern only small areas. Therefore, to keep
the visualisation as realistic as possible, the registration of
the virtual change has to be very accurate.</p>
        <p>Part modification is not necessary an extension of the real
object, it could be a suppression of a little part area. To
make an extension the system proposes to the user to mould
a classic geometric form and after to register it on the real
object. But to make small area suppression, it is more
difficult to make it realistic, the representation is more
elaborated.</p>
        <p>The system has the three-dimension model of the real
object. This will help us to make this kind of modification
as realistic as possible.</p>
        <p>Our first solution is to use a dark shape to simulate the
suppression area. But the realistic visualisation depends too
much on the user’s location (Cf. Figure10).</p>
        <p>Dark shape
Occlusions issues
Occlusion is the typical issue of this type of MR system.
All actors are situated in a close room area. In our study
case, the design review is made around a table; so all users
move and perform their task, in a confined place. In this
context, occlusions will be frequent.</p>
        <p>Solutions must be found in the room layout, in cameras
positioning and in tracking methods.</p>
        <p>CONCLUSION
This paper deals with information sharing in our MR
system for design engineering, the modalities used, the
tracking system and issues met. All these bases will allow
us to build a prototype.</p>
      </sec>
    </sec>
  </body>
  <back>
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