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A Uniform Specification of Mixed Reality Interface Components
Pablo Figueroa∗
Universidad de los Andes.
Colombia
Raimund Dachselt†
Dresden University of Technology.
Germany
Irma Lindt‡
Fraunhofer FIT, St. Augustin.
Germany
ABSTRACT
This is a short presentation of a uniform approach for specifying
mixed reality user interfaces, including 3D interaction techniques
and 3D widgets. Our main goal is to facilitate the process of reusing
previous work, so more complex applications can be built and doc-
umented in a formal and uniform way. We describe here the con-
ceptual model of user interface components, which allows us to
generalize user interface components and to port them to different
hardware settings and application contexts. An XML-based speci-
fication language implements the conceptual model and allows for
automatic processing and tool support.
CR Categories: I.3.6 [Computer Graphics]: Methodol-
ogy and Techniques—Languages D.2.1 [Software Engineering]:
Requirements/Specifications—Languages;
Keywords: 3D User Interfaces, 3D Interaction Techniques, Mixed
Reality, VR, AR, Desktop VR, 3D Widgets, Interface Description
Language
1 INTRODUCTION
There are still big difficulties in the creation of complex, portable
mixed reality (MR) applications. The lack of a standard descrip-
tion language makes difficult the processes of analyzing, compar-
ing, and reusing interaction techniques. It is also difficult to abstract
ideas from previous experiences and use them in new applications,
which may be running in different hardware setups. Finally, the
lack of a common description language also precludes the creation
of supporting tools, guidelines, and methodologies, which are im-
portant in the professional work of 3D application designers.
This work attempts to provide a unifying method for the descrip-
tion of 3D user interfaces (3DUIs). We pursue with this work to
ease accessibility of 3DUIs, lay the foundations for further and
more complex developments, and push the development of 3DUI
guidelines, tools, and standards.
2 RELATED WORK
In the field of VR numerous 3D interaction techniques have been
developed by various researchers during the past decade. A recent
overview is given in the book on 3D user interfaces by Bowman
et al. [4], where techniques are classified in terms of task decom-
position using the following categories: selection, manipulation,
travel, wayfinding, system control, and symbolic input. Figueroa et
al. presented InTml [7], an XML-based specification of interaction
techniques that was used to create a set of reusable components and
influenced this work.
∗e-mail: pfiguero@uniandes.edu.co
†e-mail: dachselt@inf.tu-dresden.de
‡e-mail: irma.lindt@fit.fraunhofer.de
3D interaction in the field of Desktop VR is usually done with
the help of 3D widgets, since they allow the subdivision of higher-
dimensional interaction tasks into sub tasks being suitable for
lower-dimensional input devices. There have been several tax-
onomies [10, 5]. In particular, the last one can be found online [13]
and contains more than 70 basic widget types from the literature.
Various interaction techniques were also developed in the field
of Augmented Reality (AR) in the past few years. The work of
Azuma et al. presents a number of advanced solutions [3]. To our
knowledge there are no detailed taxonomies nor generalized spec-
ification languages for AR, partly because of the novelty of this
research area. However, some of the objectives pursued by MR au-
thoring systems such as DART [11] and APRIL [9] are similar to
those presented here.
It can also be noticed that XML-based user interface description
languages [12] are gaining attention in the field of GUIs, especially
for mobile devices. The advantages of using XML-based languages
for flexible and parameterized interface descriptions have become
obvious with languages such as the User Interface Markup Lan-
guage (UIML) [2]. For the specification of widgets an XML-based
language was also proposed within the Contigra research project
[6, 13]. Although it is mainly suitable for Desktop VR, tailored to
Web3D applications and not sufficiently general, it influenced the
language proposed here.
3 A CONCEPTUAL MODEL FOR 3D INTERFACE COMPO-
NENTS
This section presents our model for the formal specification of in-
terface components. 3DUIs are described as a set of typed compo-
nents. Some operations defined over the type system allow us to
generalize and port components to different hardware platforms, so
we can reuse definitions at an abstract level.
In the design of our specification language, we studied the space
of interface components and the possible uses of such a language.
The dimensions of interest that we have identified for such compo-
nents are: the required interaction devices, the involved modalities
(visual, audible, or tangible), the application type in the mixed real-
ity continuum, the relationships with other components, the actual
behavior of a component, the user task supported, the required user
skills, and the target group. In this first attempt for a conceptual
model, we concentrate on devices, modalities, application types,
relationships, target groups, and behavior. Further work should be
done in order to specify user tasks and required user skills.
3.1 Definitions
A 3D Interface Component (3DIC) is an identifiable element in the
user interface of a mixed reality application employing 3D content.
The description of any 3DIC includes the following elements, in-
troduced as an example later in this paper 1: a name, the devices
involved in its execution, the abstract events that could be extracted
from the devices, a state machine, a set of parameters, the context in
which it has been run, and a description of its execution. Not all el-
1More details can be found online at [1].
ements may be required in particular cases, and current descriptions
usually cover a subset of the ideal description for any 3DIC.
A particular 3D widget, gadget, or interaction technique could
be represented by one or several 3DICs, depending on the level of
abstraction of the description. We propose a division of 3DICs,
based on how related they are to devices: Specific 3DICs (S-
3DICs) describe components as they are presented in their source,
and Generic 3DICs (G-3DICs) are abstract and reusable represen-
tations. The set of G-3DICs represent the reusable and platform
independent set of 3DICs, which may be the most important contri-
bution of this representation framework. Initially, we are assuming
that the transition from S-3DICs to G-3DICs is made by experts
in the field, which certify its quality. We envision aid tools that
will guide future developers in the process of identifying suitable
G-3DICs from their S-3DICs.
3.2 An Example
Listing 1 shows our description of an early work in the field of AR.
GraspableObjectMovement [8] :
St{ ATTACHED OBJECT DETACHED OBJECT }
Par{ contentSetOfObject3D displayRegionRegion3D }
InpEv{ trackedObjectPosSFVec3f trackedObjectOrientSFRotation }
OutEv{ virtualObjectGrabbedObject3D }
InpDev{ brickTracker }
Exec{
initialize() {
selectedObj = null;
}
trackedObjectPos( value, timeStamp ) {
prevGrabbed = selectedObj;
if( displayRegion.hasInside( value ) ) {
selectedObj = getSelectedObject( content );
if( selectedObj != null ) {
mapPos2Object( selectedObj, value );
if( prevGrabbed != selectedObj )
virtualObjectGrabbed = selectedObj;
}
}
else selectedObj = null;
}
trackedObjectOrient( value, timeStamp ) {
if( selectedObj != null )
mapOrient2Object( selectedObj, value );
}
}
Listing 1: S-3DIC Description for graspable object movement
It is read as follows: GraspableObjectMovement is an S-3DIC
defined in [8]. It can be in one of two states, if an object is attached
or not. As parameters, it requires the set of virtual objects to be
grabbed and a display region. Its input events are the tracker’s posi-
tion and orientation, and the expected output is the grabbed virtual
object. The input device is a tracker called brick, mapped to the in-
put events (not shown here). The execution shows an initialization
function, and two functions that are activated once input events are
received. trackedObjectPos updates the grabbed object, and tracke-
dObjectOrient updates the grabbed object’s orientation.
3.3 ICDL: A Unified XML-based Specification Language
We have developed the Interface Component Description Language
(ICDL), an XML schema available at [1], for the description of
generic and specific 3D interface components in terms of separate
root elements. Such a language gives us a consistent description of
3DICs, allows us to describe arbitrary components, gives us space
for future extensions, and provides the foundation for program ma-
nipulation. There are tags in ICDL for all elements in the concep-
tual model, plus descriptive elements. We reuse XML languages
for state charts, bibliographic references, and documentation.
4 CONCLUSIONS AND FUTURE WORK
We have presented a conceptual model that can be used to describe
components of 3D user interfaces in a more formal and exten-
sive way than it is currently common practice. Relevant properties
and characteristics of 3DICs have been identified and a conceptual
model for 3DICs, including parameters, input and output events,
devices and device mappings, states, and execution has been pro-
posed. A detailed and extensive repository of generalized 3DICs
may increase the accessibility of existing concepts and may support
their selection and reuse. More details can be found at a publicly
available repository, where people can access and upload specifica-
tions of 3DICs. A first version of such a repository can be found
online at [1]. These community efforts along with concluding re-
finement and extension of the proposed model and language might
eventually lead to their standardization.
REFERENCES
[1] Website with additional material for this work (contains the ICDL
XML Schema and several examples of 3DICS). http://www.3D-
components.org/3DIC, 2005.
[2] Marc Abrams, Constantinos Phanouriou, Alan L. Batongbacal,
Stephen M. Williams, and Jonathan E. Shuster. UTML: An appliance-
independent XML user interface language. In WWW ’99: Proceed-
ing of the eighth international conference on World Wide Web, pages
1695–1708, New York, NY, USA, 1999. Elsevier North-Holland, Inc.
[3] Ronald Azuma, Yohan Baillot, Reinhold Behringer, Steven Feiner, Si-
mon Julier, and Blair MacIntyre. Recent advances in augmented real-
ity. IEEE Comput. Graph. Appl., 21(6):34–47, 2001.
[4] Doug Bowman, Ernst Kruijff, Jr. Joseph J. LaViola, and Ivan
Poupyrev. 3D User Interfaces: Theory and Practice. Addison Wesley,
July 2004.
[5] Raimund Dachselt and Michael Hinz. Three-dimensional widgets re-
visited - towards future standardization. In IEEE VR 2005 Workshop
‘New Directions in 3D User interfaces’. Shaker Verlag, 2005.
[6] Raimund Dachselt, Michael Hinz, and Klaus Meissner. Contigra: An
XML-based architecture for component-oriented 3d applications. In
Seventh International Conference on 3D Web Technology, pages 155–
163, Tempe, Arizona (USA), 2002. ACM Press, New York.
[7] Pablo Figueroa, Mark Green, and H. James Hoover. InTml: a descrip-
tion language for vr applications. In Web3D ’02: Proceeding of the
seventh international conference on 3D Web technology, pages 53–58.
ACM, ACM Press, 2002.
[8] George W. Fitzmaurice, Hiroshi Ishii, and William Buxton. Bricks:
Laying the foundations for graspable user interfaces. In CHI, pages
442–449, 1995.
[9] Florian Ledermann and Dieter Schmalstieg. APRIL a high-level
framework for creating augmented reality presentations. In Proceed-
ings of IEEE Virtual Reality Conference 2005 (VR’05), pages 187–
194, 2005.
[10] Ulrich Leiner, Bernhard Preim, and Stephan Ressel. Development of
3d-widgets - Overview (only in German). In Simulation und Anima-
tion, pages 170–188, Magdeburg, 1997. SCS Europe, Erlangen.
[11] Blair MacIntyre, Maribeth Gandy, Steven Dow, and Jay David Bolter.
Dart: a toolkit for rapid design exploration of augmented reality expe-
riences. ACM Trans. Graph., 24(3):932–932, 2005.
[12] Shari Trewin, Gottfried Zimmermann, and Gregg Vanderheiden. Ab-
stract user interface representations: how well do they support uni-
versal access? In CUU ’03: Proceedings of the 2003 conference on
Universal usability, pages 77–84, New York, NY, USA, 2003. ACM
Press.
[13] Online 3d widget classification. http://www.3d-components.org.

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Specification of Mixed Reality Interface Components

  • 1. A Uniform Specification of Mixed Reality Interface Components Pablo Figueroa∗ Universidad de los Andes. Colombia Raimund Dachselt† Dresden University of Technology. Germany Irma Lindt‡ Fraunhofer FIT, St. Augustin. Germany ABSTRACT This is a short presentation of a uniform approach for specifying mixed reality user interfaces, including 3D interaction techniques and 3D widgets. Our main goal is to facilitate the process of reusing previous work, so more complex applications can be built and doc- umented in a formal and uniform way. We describe here the con- ceptual model of user interface components, which allows us to generalize user interface components and to port them to different hardware settings and application contexts. An XML-based speci- fication language implements the conceptual model and allows for automatic processing and tool support. CR Categories: I.3.6 [Computer Graphics]: Methodol- ogy and Techniques—Languages D.2.1 [Software Engineering]: Requirements/Specifications—Languages; Keywords: 3D User Interfaces, 3D Interaction Techniques, Mixed Reality, VR, AR, Desktop VR, 3D Widgets, Interface Description Language 1 INTRODUCTION There are still big difficulties in the creation of complex, portable mixed reality (MR) applications. The lack of a standard descrip- tion language makes difficult the processes of analyzing, compar- ing, and reusing interaction techniques. It is also difficult to abstract ideas from previous experiences and use them in new applications, which may be running in different hardware setups. Finally, the lack of a common description language also precludes the creation of supporting tools, guidelines, and methodologies, which are im- portant in the professional work of 3D application designers. This work attempts to provide a unifying method for the descrip- tion of 3D user interfaces (3DUIs). We pursue with this work to ease accessibility of 3DUIs, lay the foundations for further and more complex developments, and push the development of 3DUI guidelines, tools, and standards. 2 RELATED WORK In the field of VR numerous 3D interaction techniques have been developed by various researchers during the past decade. A recent overview is given in the book on 3D user interfaces by Bowman et al. [4], where techniques are classified in terms of task decom- position using the following categories: selection, manipulation, travel, wayfinding, system control, and symbolic input. Figueroa et al. presented InTml [7], an XML-based specification of interaction techniques that was used to create a set of reusable components and influenced this work. ∗e-mail: pfiguero@uniandes.edu.co †e-mail: dachselt@inf.tu-dresden.de ‡e-mail: irma.lindt@fit.fraunhofer.de 3D interaction in the field of Desktop VR is usually done with the help of 3D widgets, since they allow the subdivision of higher- dimensional interaction tasks into sub tasks being suitable for lower-dimensional input devices. There have been several tax- onomies [10, 5]. In particular, the last one can be found online [13] and contains more than 70 basic widget types from the literature. Various interaction techniques were also developed in the field of Augmented Reality (AR) in the past few years. The work of Azuma et al. presents a number of advanced solutions [3]. To our knowledge there are no detailed taxonomies nor generalized spec- ification languages for AR, partly because of the novelty of this research area. However, some of the objectives pursued by MR au- thoring systems such as DART [11] and APRIL [9] are similar to those presented here. It can also be noticed that XML-based user interface description languages [12] are gaining attention in the field of GUIs, especially for mobile devices. The advantages of using XML-based languages for flexible and parameterized interface descriptions have become obvious with languages such as the User Interface Markup Lan- guage (UIML) [2]. For the specification of widgets an XML-based language was also proposed within the Contigra research project [6, 13]. Although it is mainly suitable for Desktop VR, tailored to Web3D applications and not sufficiently general, it influenced the language proposed here. 3 A CONCEPTUAL MODEL FOR 3D INTERFACE COMPO- NENTS This section presents our model for the formal specification of in- terface components. 3DUIs are described as a set of typed compo- nents. Some operations defined over the type system allow us to generalize and port components to different hardware platforms, so we can reuse definitions at an abstract level. In the design of our specification language, we studied the space of interface components and the possible uses of such a language. The dimensions of interest that we have identified for such compo- nents are: the required interaction devices, the involved modalities (visual, audible, or tangible), the application type in the mixed real- ity continuum, the relationships with other components, the actual behavior of a component, the user task supported, the required user skills, and the target group. In this first attempt for a conceptual model, we concentrate on devices, modalities, application types, relationships, target groups, and behavior. Further work should be done in order to specify user tasks and required user skills. 3.1 Definitions A 3D Interface Component (3DIC) is an identifiable element in the user interface of a mixed reality application employing 3D content. The description of any 3DIC includes the following elements, in- troduced as an example later in this paper 1: a name, the devices involved in its execution, the abstract events that could be extracted from the devices, a state machine, a set of parameters, the context in which it has been run, and a description of its execution. Not all el- 1More details can be found online at [1].
  • 2. ements may be required in particular cases, and current descriptions usually cover a subset of the ideal description for any 3DIC. A particular 3D widget, gadget, or interaction technique could be represented by one or several 3DICs, depending on the level of abstraction of the description. We propose a division of 3DICs, based on how related they are to devices: Specific 3DICs (S- 3DICs) describe components as they are presented in their source, and Generic 3DICs (G-3DICs) are abstract and reusable represen- tations. The set of G-3DICs represent the reusable and platform independent set of 3DICs, which may be the most important contri- bution of this representation framework. Initially, we are assuming that the transition from S-3DICs to G-3DICs is made by experts in the field, which certify its quality. We envision aid tools that will guide future developers in the process of identifying suitable G-3DICs from their S-3DICs. 3.2 An Example Listing 1 shows our description of an early work in the field of AR. GraspableObjectMovement [8] : St{ ATTACHED OBJECT DETACHED OBJECT } Par{ contentSetOfObject3D displayRegionRegion3D } InpEv{ trackedObjectPosSFVec3f trackedObjectOrientSFRotation } OutEv{ virtualObjectGrabbedObject3D } InpDev{ brickTracker } Exec{ initialize() { selectedObj = null; } trackedObjectPos( value, timeStamp ) { prevGrabbed = selectedObj; if( displayRegion.hasInside( value ) ) { selectedObj = getSelectedObject( content ); if( selectedObj != null ) { mapPos2Object( selectedObj, value ); if( prevGrabbed != selectedObj ) virtualObjectGrabbed = selectedObj; } } else selectedObj = null; } trackedObjectOrient( value, timeStamp ) { if( selectedObj != null ) mapOrient2Object( selectedObj, value ); } } Listing 1: S-3DIC Description for graspable object movement It is read as follows: GraspableObjectMovement is an S-3DIC defined in [8]. It can be in one of two states, if an object is attached or not. As parameters, it requires the set of virtual objects to be grabbed and a display region. Its input events are the tracker’s posi- tion and orientation, and the expected output is the grabbed virtual object. The input device is a tracker called brick, mapped to the in- put events (not shown here). The execution shows an initialization function, and two functions that are activated once input events are received. trackedObjectPos updates the grabbed object, and tracke- dObjectOrient updates the grabbed object’s orientation. 3.3 ICDL: A Unified XML-based Specification Language We have developed the Interface Component Description Language (ICDL), an XML schema available at [1], for the description of generic and specific 3D interface components in terms of separate root elements. Such a language gives us a consistent description of 3DICs, allows us to describe arbitrary components, gives us space for future extensions, and provides the foundation for program ma- nipulation. There are tags in ICDL for all elements in the concep- tual model, plus descriptive elements. We reuse XML languages for state charts, bibliographic references, and documentation. 4 CONCLUSIONS AND FUTURE WORK We have presented a conceptual model that can be used to describe components of 3D user interfaces in a more formal and exten- sive way than it is currently common practice. Relevant properties and characteristics of 3DICs have been identified and a conceptual model for 3DICs, including parameters, input and output events, devices and device mappings, states, and execution has been pro- posed. A detailed and extensive repository of generalized 3DICs may increase the accessibility of existing concepts and may support their selection and reuse. More details can be found at a publicly available repository, where people can access and upload specifica- tions of 3DICs. A first version of such a repository can be found online at [1]. These community efforts along with concluding re- finement and extension of the proposed model and language might eventually lead to their standardization. REFERENCES [1] Website with additional material for this work (contains the ICDL XML Schema and several examples of 3DICS). http://www.3D- components.org/3DIC, 2005. [2] Marc Abrams, Constantinos Phanouriou, Alan L. Batongbacal, Stephen M. Williams, and Jonathan E. Shuster. UTML: An appliance- independent XML user interface language. In WWW ’99: Proceed- ing of the eighth international conference on World Wide Web, pages 1695–1708, New York, NY, USA, 1999. Elsevier North-Holland, Inc. [3] Ronald Azuma, Yohan Baillot, Reinhold Behringer, Steven Feiner, Si- mon Julier, and Blair MacIntyre. Recent advances in augmented real- ity. IEEE Comput. Graph. Appl., 21(6):34–47, 2001. [4] Doug Bowman, Ernst Kruijff, Jr. Joseph J. LaViola, and Ivan Poupyrev. 3D User Interfaces: Theory and Practice. Addison Wesley, July 2004. [5] Raimund Dachselt and Michael Hinz. Three-dimensional widgets re- visited - towards future standardization. In IEEE VR 2005 Workshop ‘New Directions in 3D User interfaces’. Shaker Verlag, 2005. [6] Raimund Dachselt, Michael Hinz, and Klaus Meissner. Contigra: An XML-based architecture for component-oriented 3d applications. In Seventh International Conference on 3D Web Technology, pages 155– 163, Tempe, Arizona (USA), 2002. ACM Press, New York. [7] Pablo Figueroa, Mark Green, and H. James Hoover. InTml: a descrip- tion language for vr applications. In Web3D ’02: Proceeding of the seventh international conference on 3D Web technology, pages 53–58. ACM, ACM Press, 2002. [8] George W. Fitzmaurice, Hiroshi Ishii, and William Buxton. Bricks: Laying the foundations for graspable user interfaces. In CHI, pages 442–449, 1995. [9] Florian Ledermann and Dieter Schmalstieg. APRIL a high-level framework for creating augmented reality presentations. In Proceed- ings of IEEE Virtual Reality Conference 2005 (VR’05), pages 187– 194, 2005. [10] Ulrich Leiner, Bernhard Preim, and Stephan Ressel. Development of 3d-widgets - Overview (only in German). In Simulation und Anima- tion, pages 170–188, Magdeburg, 1997. SCS Europe, Erlangen. [11] Blair MacIntyre, Maribeth Gandy, Steven Dow, and Jay David Bolter. Dart: a toolkit for rapid design exploration of augmented reality expe- riences. ACM Trans. Graph., 24(3):932–932, 2005. [12] Shari Trewin, Gottfried Zimmermann, and Gregg Vanderheiden. Ab- stract user interface representations: how well do they support uni- versal access? In CUU ’03: Proceedings of the 2003 conference on Universal usability, pages 77–84, New York, NY, USA, 2003. ACM Press. [13] Online 3d widget classification. http://www.3d-components.org.