ORIGINAL ARTICLETangible user interface of digital products in multi-displays Jae Yeol Lee&Min Seok Kim&Jae Sung Kim& Sang Min Lee Received: 21 February 2011 / Accepted: 7 August 2011 /
Trang 1ORIGINAL ARTICLE
Tangible user interface of digital products in multi-displays
Jae Yeol Lee&Min Seok Kim&Jae Sung Kim&
Sang Min Lee
Received: 21 February 2011 / Accepted: 7 August 2011 / Published online: 8 September 2011
# Springer-Verlag London Limited 2011
Abstract Early attempts at supporting interaction with
digital products for the design review were based on CAD
and virtual reality (VR) systems However, it is not easy to
build a virtual environment of fine quality and to acquire
tangible and natural interactions with VR-based systems,
which are expensive and inflexible to be adaptable to
typical offices or collaboration rooms We present a new
method for supporting tangible interactions with digital
products in immersive and non-immersive multi-display
environments with inexpensive and convenient optical
tracking The provided environment is more intuitive and
natural to help participants to review digital products
through their functional behavior modeling and evaluation
Although vision-based image processing has been widely
used for interaction tracking, it cannot be effectively used
under a low illumination condition since most of the
collaborations and meetings take place in such conditions
To overcome this problem, the proposed approach utilizes
Wiimote™ for infrared (IR)-based optical tracking and for
capturing user's interactions and intents Thus, users can
easily manipulate and evaluate digital products with
inexpensive tools called IR tangibles in more natural and
user-friendly environments such as large displays,
tab-letops, and situational displays in typical offices and
workspaces Furthermore, the multi-view manager is
suggested to effectively support multi-views of digital products among participants by providing public and private views We will show the effectiveness and useful-ness of the proposed approach by demonstrating several implementation results and by evaluating user study of the proposed approach
Keywords Tangible user interface Human–computer interaction Multi-display Wiimote
IR-based optical tracking
1 Introduction
Design review of digital products is required to test their functionalities and characteristics, which can result in higher stability, better maintainability, and less potential errors of the products before production Shortening of development cycles demands the use of an intelligent interface for testing human–computer interactions of digital products and an efficient method for evaluating their functional behaviors [1] Many attempts at supporting digital product design and evaluation were based on traditional visual environments such as virtual reality (VR) and cave automatic virtual environment (CAVE) However, these environments are very expensive and not flexible Meanwhile, as displays increase in size and resolution while decreasing in price, various types of inexpensive multi-displays will be soon available such as situated displays or tabletops providing high-resolution visual output These large and high-resolution displays will provide the possibility of working up close with detailed information in typical office or workplace environments [2] For example, when people work collaboratively with a
J Y Lee ( *):M S Kim
Chonnam National University,
300 Yongbong-dong, Buk-gu,
Gwangju 500-757, South Korea
e-mail: jaeyeol@chonnam.ac.kr
J S Kim:S M Lee
KISTI,
Daejeon, South Korea
DOI 10.1007/s00170-011-3575-0
Trang 2digital product, its related information is often placed on a
wall or tabletop, where it is easy to view, annotate, and
organize The information can be rearranged, annotated,
and refined in order to evaluate the functional behavior of
the digital product to solve a problem For this reason,
multi-displays have been considered to be used for
collaboration, robot, engineering, and realistic visualization
and interaction [3–7] Furthermore, the availability of smart
devices and their interactions have increased dramatically
over the last decade, which provides new possibilities of
interacting techniques such as multi-touch and sensor-based
interactions [8,9]
Usually, a single-user design task in a multi-display
environment mainly requires the visualization capabilities
of a large display and demands long hours Similarly, in a
collaborative discussion where users gather around a large
conference room table, various digital contents frequently
need to be displayed on a large screen for others to see
However, it is not sufficient to simply move existing
graphical user interfaces onto multi-displays For example,
large displays afford different types of interactions than
workstations or desktops for several key reasons The large
visual display can be used to work with large quantities of
simultaneously visible material On the other hand,
inter-action is directly on the screen with a pen-like device or by
touch rather than with a keyboard and an indirect pointing
device Also, people often work together at a wall,
interweaving social and computer interactions However,
direct manipulation through pointing and clicking is still
considerably the dominant interaction paradigm in
conven-tional user interfaces [10,11]
Most of the proposals in the previous research works
require expensive display and considerable space [12] In
addition, they cannot be effectively applied to another type
of display to interact with digital products in a typical office
or workspace Furthermore, in order to support
user-oriented and tangible interactions, a vision-based tracking
has been widely used But, the vision tracking cannot be
effectively used under a low illumination condition Note
that most of the collaborations and meetings take place in
such conditions Another related problem with most vision
algorithms is the difficulty experienced when segmenting
objects under varying lighting conditions and shadows and
requires a large amount of processing time [13]
This paper presents a new method for supporting
tangible interactions with digital products in immersive
and non-immersive multi-display environments with
inex-pensive and convenient optical tracking It can be adaptable
to a large set of multi-displays such as a projected display, a
tabletop, and a situated remote display to perform
multi-touch interactions with digital products In addition, the
proposed approach makes participants review and evaluate
the functional behavior of digital products efficiently with
infrared (IR) tangibles To overcome the generic problem of the vision-based image processing approach, the proposed approach utilizes Wiimote [14] for optical tracking and for capturing user's various interactions and intentions effec-tively This approach can support the tangible user interface
of digital products in immersive and non-immersive environments where users can easily manipulate and evaluate digital products, providing more effective and user-friendly circumstances Moreover, the proposed ap-proach can be easily set up to run various environments without any difficulty such as large displays, tabletops, and situational displays in typical offices and workspaces The multi-view manager is suggested to effectively support multi-views of digital products among participants, which provides public and private views of the shared digital product We will show the effectiveness and usefulness of the proposed approach by demonstrating several imple-mentation results and by evaluating user study of the proposed approach Section 2 presents previous work Section 3 explains tangible user interactions in multi-displays with IR tangibles and IR tracking Section 4 proposes how to effectively support interactions with digital products in multi-displays for design review Section 5 presents implementation results Finally, Section 6 con-cludes with some remarks
2 Previous work
Early attempts at supporting interactions with digital products for the design review were based on computer-aided design (CAD) and VR systems Powerful and expensive tools including stereoscopic display systems, head-mounted display, data gloves, and haptic devices have been utilized and combined to construct virtual prototyping systems that provide realistic display of digital products and offer various interaction and evaluation methods[1, 15] Since it is not easy to build a virtual environment of fine quality and to acquire tangible and natural interaction with VR-based systems, many alternative solutions have been proposed
Another type of VR known as augmented reality (AR) is considered to be an excellent user interface Interacting in
AR environments can provide convincing feedback to the user by giving the impression of natural interaction since virtual scenes are superimposed on physical models in a realistic appearance Thus, AR is considered to complement
VR by providing an intuitive interface to a 3D information space embedded within physical reality Lee et al [16] proposed how to provide car maintenance services using
AR in ubiquitous and mobile environments Christian et al [17] suggested virtual and mixed reality interfaces for e-learning which can be applied to aircraft maintenance
Trang 3Regenbrecht et al [18] proposed a collaborative augmented
reality system that featured face-to-face communication,
collaborative viewing and manipulation of 3D models, and
seamless access to 3D desktop applications within the
shared 3D space However, AR depends on the marker
tracking such that a vision-based image processing is
intensively used This is a severe drawback for supporting
realistic visualization in a large display or tabletop display
since the image processing deteriorates when the resolution
increases In addition, it is very difficult to interact directly
with digital objects in AR environments since it is not
convenient and natural to interact with them through
marker-based paddles which are widely used in AR
applications
Meanwhile, to support effective and natural interactions
with digital objects in various displays, vision-based image
processing techniques have been used [4, 5, 7] The
approach in [7] tracks a laser pointer and uses it as an
input device which facilitates interactions from a distance
While the laser pointer provides a very intuitive way to
randomly access any portion of the wall-sized display, the
natural shaking of the human hand makes it difficult to use
for precise target acquisition tasks, particularly for smaller
targets The VisionWand [19] uses simple computer vision
algorithms to track the colored tips of a simple plastic wand
to interact with large wall displays both close up and from a
distance A variety of postures and gestures are recognized
in order to perform an array of interactions A number of
other systems use vision to track bare, unmarked hands
using one or more cameras, with simple hand gestures for
arms-reach interactions [20, 21] Dynamo was proposed
and implemented for a communal multiuser interactive
surface [21] The surface supported the cooperative sharing
and exchange of a wide range of media that can be brought
to the surface by users outside of their familiar
organiza-tional settings
Recently, mobile devices have been considered as
com-plementing tools to interact with virtual objects in ubiquitous
environments Much work has attempted to bridge the gap
between personal devices and multi-displays Many
researches tried to augment mobile devices of limited
capabilities with enhanced sensing or communication
capa-bilities such as remote controller [8, 9] However, this
approach is hard to effectively provide visual information
to multi-users To overcome this limitation and integrate the
interaction between smartphones and multi-displays, it is
considered to provide visually controlled interaction Few
research work has dealt with how to effectively support
visually controlled views to support individual and
cooper-ative interactions for collaborcooper-ative design review in
multi-display and smartphone environment
Although various ways have been proposed to support
the visualization and evaluation of digital products, more
research is still needed in the following aspects The interaction should be more intuitive and natural to help participants in the digital product design to make a product
of interest more complete and malfunction free before production The environment should be available at low cost without strong restriction of its accessibility and should
be adaptable to various environments and displays Moreover, for effective evaluation of the digital product, we need to define its functional behavior through forms, functions, and interactions In this paper, we address these aspects by proposing a natural interaction approach in multi-displays using convenient tangible interfaces Note that the proposed approach can be easily adaptable to various environments with low cost and much convenience
3 Proposed approach
This section explains how to effectively support tangible interactions with digital products in multi-displays using low-cost IR tracking, which provides much convenience and effectiveness for the design review of digital products
It overviews the proposed system Then, it explains tangible interfaces for directly interacting with digital products
3.1 System overview
The proposed approach consists of four layers: (1) tangible interface layer, (2) resource layer, (3) collaboration and evaluation layer, and (4) visualization layer as shown in Fig 1 The tangible interface layer supports tracking of IR tangibles and interpreting user intent through analyzing IR tangible inputs The result is used for natural and direct interactions with digital products in multi-displays such as large display, tabletop, and remote display For natural user interactions, IR tangibles are devised for the direct multi-touch interfaces To transform the user space to the visualization space, the perspective transform is calculated The collaboration and evaluation layer manages multi-views among participants and generates graphic scenes adaptable to participants' devices and contexts In particu-lar, it provides private and public views of the shared digital product among participants Each view is systematically generated by the multi-view manager which controls all the views of participants and generates adaptive views consid-ering the display context and user's preference To support the design review of digital products, the finite-state machine (FSM)-based functional model is linked to the actions that occur during the interaction with digital products [1, 22] According to the user's actions and functional evaluation, the adaptive rendering of the digital product is executed and the generated scene is sent to the reviewer In addition, according to the actions related to
Trang 4FSM, the system loads and renders corresponding virtual
objects or guides users to manipulate them on
multi-displays All the necessary digital models and functional models are stored in the resource layer Thus, participants Fig 1 System overview
Fig 2 Overall process for tangible interactions with digital products in multi-displays
Trang 5can use multi-displays for collaborative and private
inter-actions for the design review and discussion
The overall process involves three stages: (1) digital
product design, (2) tangible interaction in multi-displays,
and (3) collaboration and evaluation In the digital product
design stage, the product designer creates a product model
using a commercial CAD system, and considers design
specification and customers' requirements during the
prod-uct design that correspond to the overall functional
behavior and interface However, this consideration is
limited and subjective, and therefore cannot guarantee the
complete functional evaluation of the digital product
When the product design is completed, it is used to
construct the virtual product model in the interaction stage
The tangible digital model consists of geometry, assembly
relation, and other attributes for visualization and
interac-tion In addition, its functional model and related
multime-dia contents are generated and created Eventually, the
multimedia contents will be overlaid into the virtual model
in multi-display environments The FSM-based functional
model is linked to actions that occurred during the
interaction with the product model Each action can be
linked to a multimedia content visualization and interaction
such as menu manipulation, movie and music playing, and
color change
Then, participant(s) can evaluate and simulate the
functional behavior of the digital product by tangible
interaction in multi-displays at the collaboration and evaluation stage To support a new interface that is able to directly manipulate virtual objects in multi-touch aspect IR tangibles are provided for cost-effective and convenient interactions Two Wiimotes are used to effectively track IR tangibles fast and robustly under low illumination con-ditions Moreover, multi-views are generated since partic-ipants have different views as well as common view of the digital product To evaluate the functional behavior of the product, an FSM is embedded into the tangible interaction and visualization The concrete execution according to each action or activity is conducted during the functional simulation Finally, participants from different areas share their ideas and collaborate to find design problems and revise the overall shape and its functional behavior according the result of the design review
Figure 2 shows a tangible interaction with a digital mobile phone and its functional evaluation in multi-displays based on the above overall process Firstly, the designer designs a digital product of a new mobile phone Then, its functional behavior is modeled with an FSM, and communications between the digital model and the FSM are made by IR tangible-based interaction Each interaction plays a role in linking an action in the FSM and the actual action in the digital model Finally, its virtual model is displayed in multi-displays as a private view or common view, and thus, the user can easily evaluate its functional
Fig 3 Wiimote and infrared
camera: a Wiimote, b IR
camera module in Wiimote
Fig 4 IR tangibles interfaces: a tangible wand, b tangible cube, c tangible ring
Trang 6behavior as well as the appearance on the prototype During
the evaluation, corresponding virtual objects and
multime-dia contents are overlaid on the digital phone model to help
the evaluation When the collaboration space is
synchro-nized, participants perform collaboration and evaluate the
functional properties using tangible interfaces Normally,
the space shares the visualization model, functional model,
and related multimedia contents Thus, the proposed
tangible interface and visualization can make participants
experiment more touchable and tangible feelings compared
to existing virtual model visualization and its simulation
[15,23,24]
3.2 IR tangibles and multi-displays
Wiimote shown in Fig 3 plays the main role in efficient
and robust tracking of IR tangibles in multi-display
environments It integrates an in-built infrared camera with
on-chip processing and accelerometers, and supports
Blue-tooth communication This characteristic makes it possible
to communicate with external hardware that supports
Bluetooth, while several open-source libraries are available
to capture and process the derived information In
partic-ular, the proposed approach is very flexible since it is easily
adaptable to various displays such as large displays,
tabletops, desktops, and situated displays Moreover, it is
robust in a low illumination condition where most of the
collaborations and discussions occur, since it utilizes
infrared optical tracking (rather than vision-based tracking)
which has the advantage of an enhanced sense of presence and increased interaction among participants Furthermore, the environment setup is quite simple as it is sufficient to mount two Wiimotes on a portable support in front of multi-displays in a typical office or workplace The information derived from the Wiimote camera is used to track an IR tangible and to generate graphics corresponding
to the movements of the user These data are successively shared across multi-display environments
An IR tangible can be easily created from IR light-emitting diodes (LEDs), or alternatively by shining IR light generated via an LED array on a reflective marker attached
to the participant's hand Figure4shows tangible interfaces made by IR LEDs which can be effectively used depending
on the type of display and application The 3D coordinates
of the IR tangible are calculated by a stereo vision technique Using a real-time optical tracking algorithm that simultaneously tracks multiple IR tangibles, we can explore techniques that allow for direct manipulation on multi-displays using multi-touch gestures
By pointing a Wiimote at a projection screen or large display, we can create different types of interactive multi-displays as shown in Fig.5 Since the Wiimote can track up
to four points, up to four pens can be used In particular, using reflective tape and the LED array shown in Fig.6a and
b, we can control and interact with digital products remotely This allows us to interact with various applications simply by waving one's hands in the air, similarly to the interaction as shown in Fig.5c Fig.5demonstrates a variety of interaction Fig 5 Multi-displays and tangible interactions: a large display: direct control, b tabletop, c large display: remote control
Fig 6 Interfaces for remote
control: a reflective tape, b
LED array
Trang 7techniques that exploit the affordability of the proposed
approach, resulting in effective multi-displays such as large
displays, table tops, and remote displays There are also
circumstances where users cannot easily approach the
display and can interact only from a distance Our work
also investigates potential techniques for pointing and
clicking from a distance using the proposed approach as
shown in Fig.5c This eliminates issues related to acquiring
a physical input device, and transitions very fluidly to up
close touch screen interaction
To support interactions with digital products through IR
tangible interfaces, we need to convert the coordinates of
the IR tangibles to those in the computer that actually
manipulate objects For example, the coordinate (x, y) from
the IR LED should be mapped to the coordinate (X, Y) in
the virtual world of digital products by the perspective
transform as shown in Fig 7 In other words, we need to
find a transform that maps one arbitrary 2D quadrilateral into another [25]
A property of the perspective transform is its ability to map straight lines to straight lines Thus, given the coordinates of the four corners of the first quadrilateral, and the coordinates of the four corners of the second quadrilateral, the task is to compute the perspective transform that maps a new point in the first quadrilateral onto the appropriate position on the second quadrilateral Let us assume that the perspective transform is written as
X = Hx, where x is the vector of multi-display coordinates, and X is the vector of the virtual world of digital products
We can write this form in more detail as:
XW YW W
2 6
3 7
5 ¼
a b c
d e f
g h 1
2 6
3
7 xy 1
2 6
3 7
5 where W ¼ gx þ hy þ 1
We can rewrite the above equations as follows:
X ¼axþ by þ c
gxþ hy þ 1; Y ¼
dxþ ey þ f
gxþ hy þ 1
X ¼ ax þ by þ c gxX hXy
Y ¼ dx þ ey þ f gxY hyY Since we need to find H which contains eight unknown variables, we need four points that are already known We Fig 7 Perspective transform
Fig 8 Tangible user interfaces
using IR tangibles: a select, b
move, c rotate, d scale
Trang 8need a calibration step to obtain four points that map (x, y)
into (X, Y) from the user before interactions so that we can
find all the unknown variables in H as follows:
X 1
Y 1
X 2
Y 2
X 3
Y 3
X 4
Y 4
2
6
6
6
6
6
6
6
4
3
7
7
7
7
7
7
7
5
¼
x1 y1 1 0 0 0 x1X 1 X 1y1
0 0 0 x1 y1 1 x1Y1 y1Y1
x2 y2 1 0 0 0 x2X 2 X 2y2
0 0 0 x2 y2 1 x2Y2 y2Y2
x3 y3 1 0 0 0 x3Y3 X 3y3
0 0 0 x3 y3 1 x3Y3 y3Y3
x4 y4 1 0 0 0 x4X 4 X 4y4
0 0 0 x4 y4 1 x4Y4 y4Y4
2
6
6
6
6
6
6
6
4
3 7 7 7 7 7 7 7 5
a b c d e f g h
2 6 6 6 6 6 6 6 4
3 7 7 7 7 7 7 7 5
3.3 User interfaces with IR tangibles
The user manipulates multiple IR tangibles to select, move,
rotate, and scale multimedia and 3D digital products The
system traces the location of IR tangibles while being moved as shown in Fig.8
& Select: When the IR tangible turns on from the off status and the location of the IR tangible is close to the display, it
is considered that the user tries to select an object
& Rotate: When one of the two IR tangibles is rotating around the other, the selected object is rotated
& Scale: When the distance between the two IR tangibles becomes significant, the selected object is zoomed out
On the other hand, when it is closer, it is zoomed in
& Translate: When the IR tangible that selects an object moves, the selected object moves along the IR tangible
To support the design review and functional evaluation
of a digital product, visualization information as well as its functional model and related multimedia contents are generated and visualized The multimedia contents will be overlaid into the digital product on multi-displays To
a
b
c
Fig 9 Tangible user interface of digital products: a rotating, b changing attributes of digital product, c playing multi-media on the digital product
Trang 9evaluate the functional behavior of the product, an FSM is
embedded into the tangible interaction and visualization
The concrete execution according to each action or activity
is conducted during the functional simulation Finally,
participants from different areas share their ideas and
collaborate to find design problems and revise the overall
shape and its functional behavior according to the result of the
design review As shown in Fig 9, interactions include
playing the multimedia and changing the attribute of a digital
product such as changing color or texture Based on the
above manipulation operators, the user can perform design
review tasks in immersive and non-immersive multi-display
environments effectively
4 Collaborative design review of digital products
in multi-displays
This section explains how the proposed approach can be
utilized for the effective design review of digital products
among participants in multi-displays The user can
manip-ulate multiple IR tangibles in front of multi-displays for
interacting with digital products The interaction is analyzed
and fed into a design view and visualization of digital
products in a large display, tabletop, and remote display
4.1 Functional evaluation
During the design review, modeling and simulation of digital products are essential to test their functionalities and characteristics, which can result in higher stability, better maintainability, and less potential errors of the products before manufacturing [23, 24] To effectively support the design review and collaboration in co-location, VR and AR have been widely used However, there is no cost-effective way to support a tangible user interface of digital products in multi-displays because most of the previous research work requires expensive VR systems and inflexible visualization environments [1] For this reason, we adopt FSM to simulate the functional behavior of a digital product [22]
Every digital product has some part components that are involved in the interaction between the user and the product These include switches, buttons, sliders, indica-tors, displays, timers, and speakers They are called objects making up the basic building blocks of the functional simulation Every object has a pre-defined set of properties and functions that describe everything it can do in a real-time situation The overall behavior of a digital product can
be broken down into separate units of behavior, which are called states The state of the product can be changed to another state as shown in Fig.10a[15] This is called state
Fig 10 State transition chart: a
concept of state transition, b
state transition of a mobile
de-vice
Trang 10transition Every state transition is triggered by one or more
events associated with it Some tasks called actions can be
performed before transition to a new state In order to
define the actual behavior of the product, all the tasks
performed in each state are specified These tasks are called
activities They only occur when their state becomes active
Actions and activities are constructed using the objects'
properties and functions Each action or activity consists of
a set of statements Each statement can be the assignment of
some value to a variable, the calling of a function of an object,
or a composite statement with a conditional statement The functional behavior model for tangible interactions is used to generate a state transition chart, which represents all the states and the possible state transitions between them Figure10b shows a state-transition chart for a mobile phone [1] When the user creates an input event using IR tangibles
in multi-displays, the proposed approach checks whether or not the event is related to the functional behavior of the
Fig 12 Interaction process for the design review in multi-displays
Fig 11 Multi-view manager