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COVER FEATURE Developing a Generic Augmented-Reality Interface

The Tiles system seamlessly blends virtual and physical objects to create a work space that combines the power and flexibility of computing environments with the comfort and familiarity of the traditional workplace.

Ivan n augmented-reality (AR) interface dynam- virtual objects to a 2D tabletop surface,4 Tiles allows Poupyrev ically superimposes interactive computer full 3D spatial interaction with virtual objects any- Sony CSL graphics images onto objects in the real where in the physical . A tangible inter- world.1 Although the technology has come face, it lets users work with combinations of digital a long way from rendering simple wire- and conventional tools so that, for example, they Desney S. A 2 Tan frames in the 1960s, AR interface design and inter- can use sticky notes to annotate both physical and Carnegie Mellon action space development remain largely unex- virtual objects. Because our approach combines tan- University plored. Researchers and developers have made great gible interaction with a 3D AR display, we refer to advances in display and tracking technologies, but it as tangible augmented reality. Mark interaction with AR environments has been largely We do not suggest that tangible AR interfaces are limited to passive viewing or simple browsing of perfect for all conceivable applications. Therefore, Billinghurst 3 University of virtual information registered to the real world. although our interface techniques can be applied Washington To overcome these limitations, we seek to design broadly, we ground our design in a real-world appli- an AR interface that provides users with interactiv- cation: the rapid prototyping and collaborative Hirokazu ity so rich it would merge the physical space in which evaluation of aircraft instrument panels. we live and work with the virtual space in which we Kato store and interact with digital information. In this INTERFACE DESIGN SPACE DICHOTOMY Hiroshima City University single augmented space, computer-generated enti- As the “Short History of Augmented Reality ties would become first-class citizens of the physical Interface Design” sidebar indicates, interface design environment. We would use these entities just as we space has been divided along two orthogonal Holger use physical objects, selecting and manipulating approaches. Regenbrecht them with our hands instead of with a special-pur- A 3D AR interface provides spatially seamless DaimlerChrysler AG pose device such as a mouse or joystick. Interaction augmented space where the user, wearing a head- would then be intuitive and seamless because we mounted display, can effectively interact with both Nobuji would use the same tools to work with digital and 2D and 3D virtual objects anywhere in the working Tetsutani real objects. environment. To interact with virtual content, how- ATR MIC Labs Tiles is an AR interface that moves one step closer ever, the user must rely on special-purpose input to this vision. It allows effective spatial composi- devices that would not normally be used in real- tion, layout, and arrangement of digital objects in world interactions. Thus, interaction discontinu- the physical environment. The system facilitates ities break the workflow, forcing the user to switch seamless two-handed, three-dimensional interac- between virtual and real interaction modes. tion with both virtual and physical objects, with- Tangible interfaces, on the other hand, propose out requiring any special-purpose input devices. using multiple physical objects tracked on the aug- Unlike some popular AR interfaces that constrain mented surface as physical handlers or containers

2 Computer 0018-9162/02/$17.00 © 2002 IEEE Short History of Augmented Reality Interface Design

In 1965, Ivan Sutherland built the first track the position of paper documents the Patient,” Proc. SIGGRAPH 92, ACM head-mounted display and used it to and the user’s hands on an augmented Press, New York, 1992, pp. 203-210. show a simple wireframe cube overlaid table. The user can seamlessly arrange 2. S. Feiner, B. MacIntyre, and D. Selig- on the real world, creating the first aug- and annotate both real paper and virtual mann, “Knowledge-Based Augmented mented-reality interface. Developers of documents using the same physical tools Reality,” Comm. ACM, vol. 36, no. 7, early AR interfaces, who followed —a pen and a finger. Graspable9 and tan- 1993, pp. 53-62. Sutherland, similarly designed them gible user interfaces further explore the 3. J. Rekimoto, and K. Nagao, “The mostly to view 3D virtual models in real- connection between virtual objects and World through Computer: Computer world contexts for applications such as the physical properties of input devices, Augmented Interaction with Real World medicine,1 machine maintenance,2 or per- using simple wooden blocks to manipu- Environments,” Proc. UIST 95, ACM sonal information systems.3 Although late virtual objects projected on a table’s Press, New York, pp. 29-36 these interfaces provided an intuitive surface, for example. 4. K. Kiyokawa, H. Takemura, and N. method for viewing 3D data, they typi- Most importantly, tangible interfaces Yokoya, “Seamless Design for 3D cally offered little support for creating or allow for seamless interaction, because a Object Creation,” IEEE Multimedia, modifying the augmented-reality content. single physical device represents each vol. 7, no. 1, 2000, pp. 22-33. interface function or object. The device 5. D. Schmalstieg, A. Fuhrmann, and G. Content Modification occupies its own location on an aug- Hesina, “Bridging Multiple User Inter- Recently, researchers have begun to mented surface, and users can access face Dimensions with Augmented Real- address this deficiency. Kiyoshi Kiyokawa4 interface functions and use traditional ity Systems,” Proc. ISAR 2000, IEEE CS uses a magnetic tracker, while the tools in the same manner—through man- Press, Los Alamitos, Calif., 2000, pp. Studierstube5 project uses a tracked pen ual manipulation of physical objects. 20-29. and tablet to select and modify aug- Information display in tangible inter- 6. T. Hollerer et al., “Exploring MARS: mented-reality objects. More traditional faces can be a challenge, however. Because Developing Indoor and Outdoor User input techniques, such as handheld mice6 changing an object’s physical properties Interfaces to a Mobile Augmented Real- and intelligent agents,7 have also been dynamically is difficult, these interfaces ity System,” Computers & Graphics, investigated. usually project virtual objects onto 2D sur- vol. 23, 1999, pp. 779-785. However, in all these cases the user faces.10 The users, therefore, cannot pick 7. M. Anabuki et al., “Welbo: An Embod- must work with special-purpose input virtual objects off the augmented surface ied Conversational Agent Living in devices, separate from tools used to inter- and manipulate them in 3D space as they Mixed Reality Spaces, Proc. CHI 2000, act with the real world. This limitation would a real object—the system localizes ACM Press, New York, 2000, pp. 10-11. effectively results in two different inter- the interaction to an augmented surface 8. P. Wellner, “Interaction with Paper on faces—one for the physical workspace and cannot extend beyond it. Given that the Digital Desk, Comm. ACM, vol. 36, and another for the virtual one. the tangible interface user cannot seam- no. 7, 1993, pp. 87-96. Consequently, interaction discontinuities, lessly interact with virtual objects any- 9. G. Fitzmaurice and W. Buxton, “An or seams, disrupt the natural workflow, where in space—by, for example, moving Empirical Evaluation of Graspable User forcing the user to switch between virtual a virtual object between augmented and Interfaces: Towards Specialized, Space- and real operation modes. nonaugmented —the tangible Multiplexed Input, Proc. CHI 97, ACM interface introduces spatial seam into inter- Press, New York, 1997, pp. 43-50. Tangible Interfaces action. 10. J. Rekimoto and M. Saitoh, “Aug- For more than a decade, researchers mented Surfaces: A Spatially Continu- have been investigating an alternative References ous Work Space for Hybrid Computing approach: computer interfaces based on 1. M. Bajura, H. Fuchs, and R. Ohbuchi, Environments,” Proc. CHI 99, ACM physical objects. The Digital Desk pro- “Merging Virtual Objects with the Real Press, New York, 1999, pp. 378-385. ject8 uses computer vision techniques to World: Seeing Ultrasound Imagery Within

for interacting with virtual objects projected onto We believe that these opposing approaches also the surface. Tangible interfaces do not require any complement each other. In Tiles, we design inter- special-purpose input devices, and thus provide an faces that bridge 3D AR and tangible interactions intuitive and seamless interaction with digital and and thus produce a spatially and interactively seam- physical objects. However, spatial discontinuities less augmented workspace. do break the interaction flow because the interface is localized on augmented surfaces and cannot be DESIGNING TILES extended beyond them. Further, tangible interfaces In Tiles, the user wears a lightweight head- offer limited support for interacting with 3D vir- mounted display with a small camera attached, tual objects. both of which connect to a computer. The video

March 2002 3 Tracking and Registration in Tiles

An augmented-reality system’s fundamental ele- ments include techniques for tracking user position and viewpoint direction, registering virtual objects relative to the physical environment, then rendering and presenting them to the user. We implemented the Tiles system with our ARToolKit, an open source library for developing computer-vision-based AR applications. To create the physical tiles, we mark paper cards measuring 15 cm × 15 cm with simple square pat- terns consisting of a thick black border and unique symbols in the middle. We can use any symbol for identification as long as each symbol is asymmetri- cal enough to distinguish between the square bor- der’s four possible orientations. The user wears a Sony Glasstron PLMS700 head- set. Lightweight and comfortable, the headset provides an 800 × 600-pixel VGA image. A miniature NTSC Toshiba camera with a wide-angle lens attaches to the headset. The system captures the camera’s video stream at 640 × 240-pixel resolution to avoid inter- lacing problems. The image is then scaled back to 640 × 480 pixels using a line-doubling technique. By tracking rectangular markers of known size, the system can find the relative camera position and ori- entation in real time and can then correctly render vir- tual objects on the physical cards, as Figure A shows. Although the wide-angle lens distorts the video image, our tracking techniques are robust enough to correctly track patterns without losing performance. We imple- mented our current system on a 700 MHz Pentium III PC running Linux, which allows for updates at 30 frames per second. For more information on the ARToolkit, see http://www.hitl.washington.edu/ artoolkit/.

Figure A. The three-step process of mapping virtual objects onto physical tiles so that the user can view them with a head-mounted display.

capture subsystem uses the camera’s output to Design requirements overlay virtual images onto the video in real time Although we developed the Tiles system specifi- as described in the “Tracking and Registration in cally for rapid prototyping and evaluation of air- Tiles” sidebar. The system then shows the resulting craft instrument panels, we believe that this task’s augmented view of the real world on the head- requirements have broad application to many com- mounted display so that the user sees virtual mon AR interface designs. objects embedded in the physical workspace, as Aircraft instrument panel design requires the col- Figures 1 and 2 show. Computer-vision tracking laborative efforts of engineers, human factors spe- techniques determine the 3D position and orien- cialists, electronics designers, and pilots. Designers tation of marked real objects so that virtual mod- and engineers always look for new technologies els can be exactly overlaid on them.5 By that can reduce the cost of developing the instru- manipulating these objects, the user can control ment panels without compromising design quality. the virtual objects associated with them without Ideally, they would like to evaluate instrument pro- using any additional input devices anywhere in totypes relative to existing instrument panels, with- space. out physically rebuilding them. This inherently

4 Computer collaborative design activity involves heavy use of existing physical plans, documents, and tools. Using observations of current instrument panel design, DASA/EADS Airbus and DaimlerChrysler engineers produced a set of interface requirements.6 They envisioned an AR interface that would let developers collaboratively outline and lay out a set of virtual aircraft instruments on a board that sim- ulates an airplane cockpit. Designers could easily add and remove virtual instruments from the board using an instrument catalog. After placing the instruments on the board, they could evaluate and rearrange the instruments’ position. The interface Figure 1. Tiles users collaboratively arrange tangible data containers and data should also allow use of conventional tools—such tiles on the whiteboard and use traditional tools to add notes and annotations. as whiteboard markers—with physical schemes and documents so that participants could docu- ment problems and solutions.

Basic concepts We designed the Tiles interface around a set of simple interface principles that produce a generic and consistent AR interface. The Tile is a small cardboard card with a marker. It serves as a physical handle for interacting with virtual objects. Conceptually similar to icons in a , the tile acts as a tangible interface control that lets users interact with vir- tual objects just as they would with real objects, by physically manipulating the corresponding tiles. The resulting seamless interface requires no addi- tional input devices to interact with virtual objects. Figure 2. The user, wearing a lightweight head-mounted Although the tiles resemble physical icons, or display with an attached camera, can see real objects and the virtual images registered on tiles. phicons,3 they exhibit important differences. Phicons propose a close coupling between physical and virtual properties so that their shape and with data tiles at any time using operator tiles. appearance mirror their corresponding virtual The user physically manipulates tiles to invoke object or functionality. operations between them, such as controlling the The Tiles interface decouples the physical prop- proximity between tiles, their distance from the erties of interface controls from the data to create user, or their orientation. The augmented work- universal and generic data containers that can hold ing space is spatially seamless—aside from cable any digital data or no data at all: The tile is a blank length, the user has no restriction on interacting object that has no associated data until the user with the tiles. creates an association at run time. Hence, tech- niques for performing basic operations, such as Tiles interface attaching data to tiles, remain the same for all tiles, The Tiles interface consists of a metal white- resulting in a consistent and streamlined user inter- board, a book, and two stacks of magnetic tiles that face. each measure approximately 15 cm × 15 cm. Sitting We use two separate tile classes. Operation tiles in front of the whiteboard, the user wears a light- define the interface’s functionality, and provide weight, high-resolution Sony Glasstron head- tools to perform operations on data tiles. The Tiles mounted display with a video camera attached, as system always attaches animated 3D icons to Figure 1 shows. operation tiles so that the user can identify them. The various tangible interface elements serve dif- Data tiles act as generic data containers. The user ferent purposes. The whiteboard provides the can associate or disassociate any virtual objects workspace where users can lay out virtual aircraft

March 2002 5 Figure 3. Operation tiles. (a) The printed design of the physi- cal tiles that repre- sent the delete, copy, and help oper- Invoking operations. All tiles can be freely manip- ations, and (b) the ulated in space and arranged on the whiteboard. virtual icons that (a) The user simply picks up a tile, examines its con- represent the same tents, and places it on the whiteboard. The user three operations in can invoke operations between two tiles by mov- the augmented- ing them next to each other. reality interface. For example, to copy an instrument to a data tile, the user first finds the desired virtual instrument in (b) the book, then places any empty data tile next to it. After a one-second delay, a copy of the instru- ment smoothly slides from the menu page to the Figure 4. The user tile and can be arranged on the whiteboard. cleans a data tile by Similarly, the user can remove data from a tile by moving the trash moving the trash can tile close to the data tiles, can operator tile which removes the instrument from it, as Figure 4 next to it. shows. Using the same technique, we can implement copy and paste operations using a copy operation tile. The user can copy data from any data tile to the clipboard, then from the clipboard to any number of empty data tiles by moving empty tiles next to the virtual clipboard that has data in it, as Figure 5 shows. The clipboard’s current contents can always be seen on the virtual clipboard . Users can dis- play as many clipboards as they need—the current Figure 5. Copying implementation has two independent clipboards. data from the clip- Getting help. The Tiles interface provides a help board to an empty system that lets the user request assistance with- data tile. The user out shifting focus from the main task. This moves the tile approach is more suitable for AR interfaces than close to the virtual traditional desktop help systems, which either dis- clipboard and, after tract users with a constant barrage of help mes- a one-second delay, sages or interrupt their work by making them the virtual instru- search explicitly for help. ment slides Figure 6 shows the two AR help techniques that smoothly into Tiles provides. With Tangible Bubble Help, simply the data tile. placing the help tile beside the tile the user requires help with brings up a text bubble next to the help icon, as Figure 6a shows. In some cases, however, users only need short reminders, or tips, about a particular tile’s functionality. Alternatively, the Tangible technique triggers the display of instruments. The book serves as a catalog, or menu a short text description associated with a tile when object that shows a different virtual instrument the user moves the tile within arm’s reach and tilts model on each page. One tile stack stores blank it more than 30 degrees away from the body, as data containers, which show no content until users Figure 6b shows. copy virtual objects onto them. The remaining tiles Mixing physical and virtual tools. The Tiles interface function as operator tiles that perform basic oper- lets users seamlessly combine conventional physi- ations on the data tiles. Each operation has a cal and virtual tools. For example, the user can unique tile associated with it. Currently supported physically annotate a virtual aircraft instrument operations include deletion, copying, and a help using a standard whiteboard pen or sticky note, as function. Each operation tile bears a different 3D Figure 7 shows. virtual icon that shows its function and differenti- Multiple users. We designed Tiles with collabora- ates it from the data tiles, as Figure 3 shows. tion in mind. Thus, the system lets several users

6 Computer Figure 6. Tangible help in Tiles. (a) To access Tangible Bubble Help , users place the help tile next to the tile they interact in the same augmented workspace. All need assistance users can be equipped with head-mounted displays with, which causes and can directly interact with virtual objects. textual annotations Alternatively, users who do not wear head- (a) to appear within a mounted displays can collaborate with immersed bubble next to the users via an additional monitor that presents the tile. (b) For less augmented-reality view. Because all interface com- detailed explana- ponents consist of simple physical objects, both tions, Tangible the nonimmersed and immersed user can perform ToolTips displays an the same authoring tasks. associated short text description TILES IN OTHER APPLICATIONS when the user Our initial user observations showed that devel- moves the tile opers of tangible AR interfaces must focus on both closer and tilts it. the interface’s physical design and the virtual icons’ (b) computer graphics design. Physical component designs can convey additional interface semantics. For example, the physical cards can be designed to snap together like pieces in a jigsaw puzzle, result- Figure 7. Physically ing in different functionality profiles depending on annotating virtual their physical configuration. objects in Tiles. The interface model and interaction techniques Because the printed introduced in Tiles can be extended easily to other tiles offer a physi- applications that require AR interfaces. Object mod- cal anchor for vir- ification techniques, for example, can be introduced tual objects, users into Tiles by developing additional operator cards can make notes that would let the user dynamically modify objects adjacent to them through scaling, color changes, employing hand ges- using marking pens tures, and so on. The interaction techniques we pre- and sticky notes. sent here will remain applicable, however. We found that the tight coupling of 3D input and display in a single interface component—the tile— let users perform complex functions through essen- tially simple spatial manipulation and physical within a single seamless augmented work space. arrangements of these tangible interface compo- AR interfaces also offer an ad hoc, highly recon- nents. Thus, Tiles provides an application-inde- figurable environment. Unlike traditional GUI and pendent interface that could lead to the 3D VR interfaces, in which the designer determines development of generic AR interface models based most of the interface layout in advance, in Tiles on tangible augmented-reality concepts. users can freely place interface elements anywhere they want: on tables or whiteboards, in boxes and folders, arranged in stacks, or grouped together. The lthough developing additional interaction interface configuration and layout of its elements techniques would let users apply Tiles to many emerges spontaneously as the results of users’ work A different application scenarios, in AR envi- activity, and evolves together with it. How the inter- ronments the user can already switch easily between face components should be designed for such envi- the AR workspace and a traditional environment. ronments, and whether these systems should be Some tools and techniques better suit augmented aware of the dynamic changes in their configura- reality, while others work best in traditional form. tion, pose important research questions. Therefore, we believe that development of AR inter- faces should not focus on bringing every possible interaction tool and technique into the AR work- Acknowledgments space. Instead, it should focus on balancing and dis- This work represents a joint research initiative tributing features between the AR interface and carried out with support from DASA/EADS Airbus other interactive media so that they all can be used DaimlerChrysler AG and ATR International. We

March 2002 7 thank Keiko Nakao for designing the 3D models Ivan Poupyrev is an associate researcher in Sony and animations used in Tiles. Computer Science Labs’ Interaction Lab, Tokyo, where he investigates the interaction implications of computer-augmented environments. Poupyrev References received a PhD in computer science from Hiroshima 1. R. Azuma, “A Survey of Augmented Reality,” Pres- University. Contact him at poup@csl. sony.co.jp. ence: Teleoperatore and Virtual Environments, vol. 6, no. 4, 1997, pp. 355-385. Desney S. Tan is a PhD candidate at Carnegie Mel- 2. I. Sutherland, “The Ultimate Display,” Proc. Int’l lon University. His research interests include design- Federation of Information Processing, Spartan ing human computer interfaces that augment Books, Wash., D.C., 1965, pp. 506-508. human cognition, specifically to leverage existing 3. H. Ishii and B. Ullmer, “Tangible Bits Towards Seam- psychology principles on human memory and spa- less Interfaces Between People, Bits and Atoms,” tial cognition in exploring multimodal, multidis- Proc. CHI 97, ACM Press, New York, 1997, pp. play information systems. He received a BS in 234-241. computer engineering from the University of Notre 4. B. Ullmer and H. Ishii, “The MetaDesk: Models and Dame. Contact him at [email protected] or see Prototypes for Tangible User Interfaces,” Proc. UIST http:// www.cs.cmu.edu/~desney. 97, ACM Press, New York, 1997, pp. 223-232. 5. H. Kato and M. Billinghurst, “Marker Tracking and Mark Billinghurst is a researcher at the University HMD Calibration for a Video-Based Augmented of Washington, Seattle’s Human Interface Tech- Reality Conferencing System,” Proc. 2nd Int’l Work- nology Laboratory. His research interests include shop Augmented Reality, IEEE Press, Los Alamitos, augmented and virtual reality, conversational com- Calif., 1999, pp. 85-94. puter interfaces, and wearable computers, with his 6. I. Poupyrev et al., “Tiles: A Mixed Reality Author- most recent work centering around using aug- ing Interface,” Proc. Interact 2001, IOS Press, mented reality to enhance face-to-face and remote Netherlands, 2001, pp. 334-341. conferencing. Billinghurst received a PhD in elec- trical engineering from the University of Washing- ton Contact him at [email protected].

Hirokazu Kato is an associate professor at Faculty of Information Sciences, Hiroshima City Univer- sity. His research interests include augmented real- ity, computer vision, pattern recognition, and human-computer interaction. Kato received a PhD in engineering from Osaka University. Contact him at [email protected].

Holger Regenbrecht is a scientist at the Daimler- Chrysler Research Center in Ulm, Germany. His research interests include interfaces for virtual and augmented environments, virtual-reality-aided design, perception of virtual reality, and AR/VR in automotive and aerospace industry. Regenbrecht re- ceived a doctoral degree from the Bauhaus Univer- sity Weimar, Germany. Contact him at regenbre@ igroup.org.

Nobuji Tetsutani is the head of Department 3 in ATR Media Information Science Laboratories. His research interests include application development for high-speed networks. Tetsutani received a PhD in electrical engineering form Hokkaido Univer- sity, Hokkaido, Japan. Contact him at tetsutani@ atr.co.jp.

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