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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Series</journal-title>
      </journal-title-group>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Control of Depth-Sensing Camera via Plane of Interaction</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Radoslav Gargalík</string-name>
          <email>radoslav.gargalik@gmail.com</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Zoltán Tomori</string-name>
          <email>tomori@saske.sk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Inst. of Computer Science, Faculty of Science P. J. Šafárik University in Košice</institution>
          ,
          <country country="SK">Slovakia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Inst. of Experimental Physics Slovak Academy of Sciences</institution>
          ,
          <addr-line>Košice</addr-line>
          ,
          <country country="SK">Slovakia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2014</year>
      </pub-date>
      <volume>1214</volume>
      <fpage>34</fpage>
      <lpage>39</lpage>
      <abstract>
        <p>Depth-sensing cameras (e.g. Kinect or Creative Gesture Camera) are exploited in many computer vision and augmented reality applications. They can also serve as a key component of natural user interaction via virtual keyboard, body pose or hand gestures. We integrated both these functions proposing the “Plane of Interaction” (POI) which is a solid flat surface placed on the reference plane (table top, floor). Calibrated camera/projector system automatically identifies the position of POI surface, projects the virtual menu buttons onto it and recognizes which button was “clicked” by hand (fingertip). The proposed POI was tested with the camera/projector prototyping setup. POI allows natural and quite robust interaction in this specific environment.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Human-computer interaction is one of the most
progressive research areas of computer science because it
simplifies the control of electronic devices and opens the door for
new potential users. Natural User Interface (NUI)
represents the latest stage trying to exploit gestures, voice
commands, gaze tracking, brain computer interface based on
the analysis of EEG signals etc. Probably the most
popular NUI outcome are touch gestures applied within last
few years into the touch tablets and smart phones.</p>
      <p>
        Low-cost depth-sensing camera Microsoft Kinect [
        <xref ref-type="bibr" rid="ref11 ref12">11,
12</xref>
        ] launched in Nov. 2010 opened a new era of 3D
computer vision applications. Color camera combined with the
depth sensor dramatically simplifies some computer vision
algorithms like e.g. segmentation of 3D scene. Easy
segmentation of the human body or hand allows calculation
of the 3D coordinates of corresponding skeletons. This
representation simplified the recognition of hand gestures
like “wave”, “circle”, “swipe”, “pinch” etc. Some new
3D cameras with built-in gestures recognition capabilities
like “Creative Senz3D Camera” [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] or “Leap Motion”
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] appeared recently. Open source libraries e.g. OpenNI
and OpenCV [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] support the broader range of such
cameras so applications like “virtual keyboard”, “air harp” and
many others are available via internet. On the other hand,
very quick progress resulted in missing official standards
in this area. Interpretation of some gestures or the other
forms of interaction can be natural in some application but
they are quite confusing in some others.
      </p>
      <p>
        Projection-based augmented reality [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ] projects
images onto the real surface using one or several projectors.
Depth-sensing camera can make such applications
interactive – user can change the shape or the position of the
real objects which is followed by the change of projected
color, image, animation etc.
      </p>
      <p>In addition to the interaction with an object, sometimes
is required also the interaction controlling the program
itself (e.g. change the mode of operation). The use of a
mouse or a keyboard would be complicated and unnatural
in this situation. Therefore we created the specific object
(plane of interaction) which is a natural part of augmented
reality environment but its function is to control the
program via the projected virtual buttons.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>There are many application areas, in which a pair
Kinect/projector can be used for augmented reality. Many
researchers developed different augmented/virtual reality
graphical user interfaces over the time. They differ in
different hardware requirements (such as haptic pens, special
virtual glasses, etc.) and features.</p>
      <p>
        Szalavari in his dissertation [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] proposed the augmented
reality panel called Personal Interaction Panel (PIP). PIP
consisted of a black board (as a panel), a haptic pen and a
head mounted display. The panel and the pen were tracked
with Polhemus Fastrak (six degree-of-freedom) tracker,
where the receiver was mounted to the head mounted
display. As the head mounted display the Virtual I/O
iglasses! was used. The base principle of this approach
is, that electomagnetic tracker tracks the panel and
haptic pen. The head mounted display is then used to
overlay graphics onto the real environment (mainly the panel).
Electromagnetic emitter and receiver worked at 30 Hz.
The disadvantage of this approach is additional hardware
requirements (haptic pen, head mounted display and
electromagnetic emitter/receiver).
      </p>
      <p>
        Poupyrev et al. in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] proposed the concept of a Generic
Augmented-Reality Interface. They used tiles, which are
printed paper cards (15 × 15 cm each) with simple square
patterns consisting of a thick black border and unique
symbols in the middle. According to authors, any
symbol can be used for identification. There are two type of
tiles: physical icons and phicons. Phicons propose a close
coupling between physical and virtual properties so that
their shape and appearance mirror their corresponding
virtual object or functionality. The user can freely
manipulate with tiles, which is also a default way of interaction
with real objects represented by tiles. User must wear
a lightweight Sony Glasstron PLMS700 head-set. Main
steps of this approach include tracking rectangular
markers of known size, calculating the relative camera position
and orientation in real-time, and finally rendering virtual
objects on the physical paper cards. The system runs at
30 FPS and was implemented with the open-source
ARToolKit software library. Although this concept is
interesting and the developed generic augmented-reality interface
can be used in many practical ways, there is also the same
disadvantage as in the previous approach – need of special
head mounted display.
      </p>
      <p>
        The similar approach was used by Geiger et al. in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]
to construct the ARGUI augmented-reality system. The
system was constructed with utilization of ARToolKit,
OpenGL and GLUT libraries. Depending on the way the
2D cursor is positioned on the augmented reality pattern,
two modes are available in the system: cursor based and
marker based interaction. Cursor based movement means
that the 2D mouse cursor is moved using a suitable input
device (such as mouse or tablet). Marker based movement
means that the video camera is moved to position the
augmented reality pattern-object under the “static” mouse
cursor. A mixture of both modes is also possible. In real
application (augmenting real paintings with additional
information about artist, painting techniques, historical
information and other important information), a head mounted
display (Eyetrek) was used with a mounted USB camera
(Phillips ToUcam). To control the cursor, a remote
control with gyrotechnology was used. Again, as in all
previous approaches, additional hardware (head mounted
display and GyroControl) must be used.
      </p>
      <p>
        Benko et al. in [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] presents a Projected Augmented
Reality Tabletop. One of the system features is a freehand
interaction. The system consists of the Kinect depth-sensing
camera, stereo projector (Accer H5360), shutter glasses
(Nvidia 3D vision), stereo sync emitter (Nvidia 3D
vision) and a table. The Kinect scans objects before the
table, so they can be projected as a mirror view. To
provide correct 3D perspective view of the virtual scene, the
user’s head location and gaze must be tracked. To track
the user’s head, the disturbing reflectivity of the shutter
glasses is used. The reflectivity creates “holes” in the
acquired depth map, so the aggregate location of those holes
can be tracked. Freehand physically realistic interactions
are simulated using a commercial Nvidia PhysX game
engine.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Plane of Interaction</title>
      <p>Our main motivation was to find a simple and easy way
how to interact with the program during experiments with
augmented reality environment using the depth sensor
instead of the mouse or keyboard. Proposed “Plane of
Interaction” (POI) is a part of scene and exploits the same
depth-sensing camera as the basic program. From the
technical point of view, POI is a planar surface which can
be placed anywhere inside the field of view of the camera,
it should be automatically identified by the camera and
exploited as a virtual touch sensor.</p>
      <p>In this section we will describe how to acquire,
calibrate and extract the important information using the POI.
In this chapter we will describe how to acquire, calibrate
and extract the important information using the POI.
3.1</p>
      <sec id="sec-3-1">
        <title>Mechanical Parts</title>
        <p>
          For prototyping purposes and for experiments with
projector-based augmented reality we constructed the
setup shown on Fig. 1. Projector P and 3D camera C share
the same mount attached to the massive stand. The
translation and possible rotation between them compensates
calibration software (see subsection 3.4 – Calibration). Plane
of Interaction is a solid planar plate, which can placed
anywhere inside the field of view of the camera.
We exploited projector BENQ MX613ST (aspect ratio 4:3,
through ratio cca. 1.0) and Microsoft Kinect [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]
depthsensing camera. We used OpenNI library to control the
camera acquisition process. It offers a set of functions to
acquire RGB and depth images and basic functions to
process them.
the projector, where the point [0, 0, 0] is inside the
projector and the z-axis is in the direction of the projection.
We can imagine the reference plane as a sea level where
the height of all objects is measured as a distance from it.
POI is oriented parallel to the reference plane (floor, table
top). Despite the precise adjustable mounting we cannot
guarantee that both Kinect and the projector are
perpendicular to the floor. Therefore we acquire the background
image which is the image of flat surface (floor, desktop)
without any objects placed on it. Then we fit the
background image by the analytical equation of the plane using
the RANSAC algorithm [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. From the resulting analytical
solution we generated again the background image which
will be subtracted from every captured depth image.
3.4
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Calibration</title>
        <p>
          The camera and the projector have different poses
(translated and rotated relative to each-other). They have
the different resolution and we have to take into account
also the recalculation of pixels to length units
(millimeters). All of these problems should be solved by the
following geometrical transformation
xP = Tx(xC, yC, zC)
yP = Ty(xC, yC, zC)
(1)
where Tx and Ty are linear transformations. It means that
each 3D point (xC, yC, zC) measured by the 3D camera is
transformed into the 2D point (xP, yP) displayed by the
projector. This problem is similar to “Bundle adjustment”
method in [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. The way how to determine transformation
functions Tx, Ty is to find corresponding pairs of camera
points VC and projector points VP and minimize the
reprojection error (solve the least square problem). Let us
denote VC = (xC, yC, zC, 1)T as the point measured by the
3D camera and VP = (xP, yP)T as the same point, which is
projected by the projector. Assuming that the difference
between position and orientation of the 3D camera and the
projector can be expressed by rotation and translation, we
can first translate the pointVC from the 3D camera
coordinate system to the 3D orthonormal coordinate system of
(2)
(3)
(4)
        </p>
        <p>VP0 = AVC
xP0</p>
        <p>
          r11
yP0 = rr2311
zP0
1 0
To transform the point from the 3D coordinate system of
the projector (VP0 = (xP0, yP0, zp0)T) to the 2D coordinate
system of the projector (VP = (xP, yP)T), we can use the
following equations
xP =
c1xP0
zP0
yP =
c2yP0
zP0
where c1 and c2 are unknown coefficients related to the
ratio of the projector and scaling from millimeters to
pixels. Further expressing of equations 4 and modification
of matrix A leads to a system of 11 linear algebraic
equations (more details can be found in[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]). If we enter more
pairs of corresponding points (VP, VC) than the number
of equations is, then we obtain an overdetermined
system which can be solved by the QR matrix decomposition.
The resulting matrix contains the coefficients describing
the transformation between the Kinect 3D camera and the
projector coordinates.
        </p>
        <p>In practice, we need cca. 30 pairs of corresponding
points to achieve reasonable precision. We have
developed a special program which simplifies their acquisition.
We project a grid to the surface and place a small disk into
all grid intersections (see Fig. 2). The program on each
intersection automatically acquires the depth image of the
disk, finds its contour and fits the contour by the model
of an ellipse. The center of such a disk determines
coordinates (xC, yC) and the height of the disc above the reference
plane is zC. Coordinates of the projector points (xP, yP) are
the known grid intersections.</p>
        <p>As the positions of the camera and the projector are
stable, the calibration should be performed only once. Then
the calibration data are saved as a part of the configuration
file. The calibration coefficients are the same for the POI
rectangle and for the rest of the depth image.</p>
        <p>It should be noted, that to obtain optimal precision of
the transformation, not all pairs of corresponding points
should lie in one plane. If all pairs of corresponding points
lie in one plane, then the error raising from inaccurate
transformation between the 3D Kinect camera and the
projector raises with the absolute distance of the measured
3D points from the plane in which pairs of corresponding
points were acquired. In that case some serious
inaccuracy can be seen on the image projected to the POI surface
if the POI surface (plane) is not quite near to the plane in
which the pair of corresponding points lie.
The image of menu buttons is projected onto the surface of
POI (see Fig. 3 Right). The goal is to identify the button
rectangle touched by a fingertip.</p>
        <p>It should be noted, that menu buttons should be
projected onto the surface regardless of the orientation of the
surface (see Fig. 3 Right). So if the surface is rotated, then
we must ensure proper orientation of the menu buttons,
too.</p>
        <p>The first step in our approach is to detect POI surface.
After that we try to find the smallest possible rectangle
(minimal area), which will contain all points from POI surface.
We also calculate its rotation.</p>
        <p>Once this is known, we calculate the affine transform
between in-memory image, which is not rotated and the
projected image, which is rotated according to the
calculated angle. Let us denote this affine matrix asM. To
calculate M we need three 2D corresponding points between
in-memory image and projected image. Those points are
depicted on Fig. 3 as points A, B and C, where superscript
S denotes source image and superscript D denotes
destination image. Clearly, all six points (AS, BS, CS, AD, BD, CD)
can be calculated automatically.</p>
        <p>Now the depth sensor watches the hand above the ROI
surface from the top. The reference plane (see Fig. 4) is
labeled R, the POI is h units above the R. Two threshold
levels T1 and T2 represent the range of sensitive distances
from POI. 3D points having z-coordinate (depth) from the
interval &lt;h + T1, h + T2&gt; create a binary image
representing a rough approximation of the fingertip (in our
experiments we used T1 = 5 and T2 = 20 millimeters). As stated
above, the POI surface can be rotated, so to find out which
button is “clicked”, we first transform the binary image of
the fingertip approximation to the in-memory menu
image coordinates using the inverse transform of matrix M.
The result of this step is depicted on Fig. 5 (Middle). To
eliminate noise (the outline of the hand and other fingers),
we apply the OPEN morphology operation to the binary
image. In our experiments we used 3 × 3 rectangle as a
kernel with an anchor point in the center of the
rectangle and OPEN morphology operation was applied in two
iterations. The difference can be seen on Fig. 5
(Middle and Right). To finally find out which virtual button
is “clicked”, we count non-zero pixels in each virtual
button rectangle from the binary image and we select the one,
which has the maximum number of white pixels in its
rectangle. To eliminate recognition of some small region as a
fingertip, we use another threshold value Tf and we
“select” some virtual button only if the counted white pixels
exceed the threshold value Tf .</p>
        <p>In our experiments we used Tf = 150 pixels. In case
we expect some smaller fingers (such as fingertips of
children), the threshold value Tf should be set to something
between 70 and 100 pixels.</p>
        <p>It should be noted that the orientation of the hand is not
critical to this approach, which is clearly an advantage. It
is possible to place the hand from any direction to the POI
surface and as we stated previously, the POI surface can
be freely rotated on the reference plane.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Augmented Reality Sandbox</title>
      <p>Science museum (called also “Theme Park”, “Science
center”, “Discovery Center”) is a modern type of museum
where most of exhibits are interactive. One such museum
was opened last year in our city where our group
participated in the construction of several exhibits. Augmented
reality sandbox is one of them, which exploits the
depthsensing camera.</p>
      <p>
        The construction of our interactive sandbox was
inspired by [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Both, Kinect camera and projector are
attached to the ceiling above the box with sand (see Fig.
6). Kinect measures the elevation of sand terrain and the
projector illuminates the sand by the corresponding
colors (hills by brown color, lakes by blue one etc.). The
change of terrain is followed by the change of color with
minimal delay. The table defining colors for individual
heights intervals can be defined by the user. The sandbox
was calibrated by the same algorithm as described in the
subsection 3.4 – Calibration.
4.1
      </p>
      <sec id="sec-4-1">
        <title>Specifics of User Interaction in the Science</title>
      </sec>
      <sec id="sec-4-2">
        <title>Museum</title>
        <p>Conditions in the science museum are very specific:
• Most of visitors are groups of children requiring
simple, robust and self-explanatory control of the
exhibits.
• No extra hardware such as keyboard, mouse, cables
etc. is acceptable.
• The virtual menu should exploit the same camera as
the exhibit itself.
• Periodical innovation and upgrade of exhibits is the
necessary condition to achieve repeating visits of the
same people.
• The museum is open daily for more than 100 of
visitors per day so the time for the installation and testing
of exhibits in real conditions is limited.</p>
        <p>From the beginning, our sandbox operated only in a single
mode as described above. However, we plan to implement
new features and modes in the near future. POI concept
described in this paper allows the easy way how to switch
between various modes of operation by “clicking” the
virtual buttons by hand.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Results</title>
      <p>We proposed a simple system of interaction with
program exploiting depth-sensing camera called “Plane of
Interaction”. POI is the integral part of virtual reality
environment with specific function – recognize the
position of finger (fingertip) and return the index of “clicked”
rectangle representing the virtual button.</p>
      <p>The proposed system works in real-time. In our
experiments we achieved more than 30 frames per second, which
is enough for real-time augmented reality applications. In
fact, because the FPS of the Kinect depth-sensing camera
is 30, more than 30 FPS is not needed.</p>
      <p>We tested POI on the prototyping system with
satisfactory results. Currently, we test POI in real conditions
of the science museum with augmented reality sandbox
exhibit.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Future Work</title>
      <p>The augmented reality sandbox installed in the science
museum was continuously tested by real visitors.
Although the anonymous survey declared mostly high and
very high satisfaction of visitors, practical experience
revealed some problems and showed new possible
improvements. The calibrated Kinect/Projector/Sandbox system
can be easily extended to create other augmented reality
applications.</p>
      <p>Anyway, technological aspects are only one side of the
coin because they must be in balance with other exhibits
in the science museum. Therefore any significant changes
in exhibits must be consulted with other authors and
designers.</p>
      <p>
        The functionality of the POI can also be extended, so
it can be used in the similar way as default touch screens
and displays widely used today. We plan to extend the
functionality of the POI concept described in this paper
with the following features:
• The function of menu must be very simple – usually
just select the mode of operation.
• Multi-select. This feature enables users to use more
than one finger to perform a multi-select. It can be
utilized to selected more objects at once or, for
example, to “check” multiple virtual check-boxes.
• Select and move. This feature is very similar to the
widely used drag &amp; drop feature and enables users to
select some object (or with the combination with the
previous features to select multiple objects at once)
and to move it somewhere else. The “select” part
of this feature will be exactly the same concept as
the one described in this paper, which is similar to
the mouse down event. To simulate mouse up event,
we just check for moving the fingertip (or fingertips)
away from the POI surface.
• Recognition of basic gestures. If it is possible to
simulate “click and move”, then we can use the points
obtained during the “move” phase as a gesture and try
to recognize it. Basic gestures (such as swipe
fingertip left/right/up/down) can be recognized quite
easily. To recognize more complicated gestures one can
use Dynamic Time Warping algorithm [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] or utilize
some machine learning approach.
• The recognition of basic drawing shapes. With the
aid of the “select and move” feature, we can enable
users to draw some basic shapes (such as a line,
circle, rectangle, etc.). To recognize such drawn shape,
we can use pattern matching or in case of simple
shapes (such as triangle, rectangle, circle, etc.) we
can find a contour of drawn shape and try to fit the
contour with a polygon. After that we can count the
number of vertices of the polygon to recognize this
basic shape.
      </p>
      <p>It should be noted, that not all improvements listed above
are directly connected to the augmented reality sandbox
described in section 4. Some of the improvements are
planned to be used in the future in our other projects.
7</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusion</title>
      <p>The plane of Interaction is the alternative to control the
exhibits in science centers with the majority of children
visitors. It is simple, self-explanatory and robust. For
interaction it does not require any extra hardware only this
included in the exhibit.</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgment</title>
      <p>This work was supported by Slovak research grant
agencies APVV (grant 0526-11).We thank to US Steel Košice
as the main contributor of Steel Park science museum and
“City of Košice” as co-founder.</p>
    </sec>
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