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Alternatívne spôsoby práce v trojrozmernom priestore

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1. if yes why and what 4 6 Moving left or right 4 6 1 How often did you use it 4 6 2 Did you find it intuitive 4 6 3 Did you find it comfortable and easy to use 4 6 4 Would you map a different interaction to it if yes why and what 4 7 Moving up or down 4 7 1 How often did you use it 4 7 2 Did you find it intuitive 4 7 3 Did you find it comfortable and easy to use 4 7 4 Would you map a different interaction to it if yes why and what 4 8 Moving away or closer to the user 4 8 1 How often did you use it 4 8 2 Did you find it intuitive 4 8 3 Did you find it comfortable and easy to use 4 8 4 Would you map a different interaction to it if yes why and what 4 9 Were you able to accomplish every desired action if not what did it lack 4 10 How suitable do you find this technique for mobile phones 4 11 How suitable do you find this technique for tablets 4 12 Did you notice that you can simultaneously move the cube in all directions 4 13 At most in how many directions simultaneously did you move the cube 4 14 Did you notice that you cannot simultaneously rotate the cube in all directions Yes No 4 15 Did you miss the possibility to roll the cube while rotating in other directions 4 16 Comments 5 Interaction custom design in general 5 1 Which interaction technique
2. object rotation about the z axis yaw object rotation about the y axis roll object rotation about the x axis pitch The first proposed is a two finger technique based on the Rotate N Translate RNT algorithm 12 This technique lacks the yaw DoF as smaller displays such as mobile phone displays cannot take full advantage of the RNT algorithm Table 2 Hancock et al two finger multi touch interaction technique DoF Action Result yaw 1F drag rotate about the Z axis by moving the point of contact closer to the finger forward back 1F vertical drag translate along the Y axis left right 1F horizontal drag translate along the X axis roll 2F vertical drag rotate about the Y axis roll pitch 2F horizontal drag rotate about the X axis pitch up down 2F pinch translate along the Z axis The second proposed technique is a three finger multi touch technique The mappings are listed in the table below Table 3 Hancock et al three finger multi touch interaction technique DoF Action Result forward back 1F vertical drag translate along the Y axis left right 1F horizontal drag translate along the X axis yaw 2F drag rotate about the Z axis up down 2F pinch translate along the Z axis roll 3F vertical drag rotate about the Z axis roll pitch 3F horizontal drag rotate about the X axis pitch In their work they state that there has been a general consensus about the separability of rotation and translation
3. 3 13 At most in how many directions simultaneously did you move the cube 3 14 Did you notice that you can simultaneously rotate f e Yes No the cube in any direction 3 15 At most in how many directions simultaneously did you rotate the cube 3 16 Comments 4 Interaction custom design 1F 2F user evaluation 4 1 Was the interaction intuitive 0 1 2 3 4 5 6 7 8 9 4 2 Was the interaction comfortable 0 1 2 3 4 5 6 7 8 9 4 3 Left or right rotation 4 3 1 How often did you use it 0 1 2 3 4 5 6 7 8 9 4 3 2 Did you find it intuitive 0 1 2 3 4 5 6 7 8 9 4 3 3 Did you find it comfortable and easy to use 0 1 2 3 4 5 6 7 8 9 4 3 4 Would you map a different interaction to it if yes why and what 4 4 Up or down rotation 4 4 1 How often did you use it 0 1 2 3 4 5 6 7 8 9 4 4 2 Did you find it intuitive 0 1 2 3 4 5 6 7 8 9 4 4 3 Did you find it comfortable and easy to use 0 1 2 3 4 5 6 7 8 9 4 4 4 Would you map a different interaction to it if yes why and what 4 5 Rolling clockwise or counter clockwise 4 5 1 How often did you use it 0 1 2 3 4 5 6 7 8 9 4 5 2 Did you find it intuitive 0 1 2 3 4 5 6 7 8 9 4 5 3 Did you find it comfortable and easy to use 0 1 2 3 4 5 6 7 8 9 4 5 4 Would you map a different interaction to it
4. It is widely believed that input is superior if these are kept separate but on the other hand at the end of their work they state that People are not only capable of separable simultaneous control of rotation and translation but prefer i We believe that whether it is an advantage or a disadvantage depends from the target application Tabletop displays require fast and imprecise manipulation with objects and therefore do not suffer from minor undesired transformations Geometry applications on the other hand could become frustrating to use especially on smaller screens where finger precision is not as accurate as on larger screens Martinet et al 13 embrace Hancock et al s three finger technique as the Z technique and compare it to the standard viewport technique enhanced with multi touch capabilities Their controlled experiment shows that both techniques are equivalent in performance but the Z technique was preferred by most participants 4 SPECIFICATION In this chapter we deduce requirements based on set goals with the aim to create an application that will help us to find an effective and intuitive mean of interaction with abstract objects in a 3D world 4 1 Goals So far we have analyzed various applications that have something in common with interaction in 3D environments Based on our research we were able to specify the following goals which will be discussed in more detail in this chapter geometry edu
5. USA 227 228 DOI 10 1145 1643928 1643978 http doi acm org 10 1145 1643928 1643978 Michael Heim 2000 Virtual Realism 1st ed Oxford University Press Inc New York NY USA Mario Zechner 2011 Beginning Android Games Apress USA ISBN 13 978 1 4302 3042 7 de Cotret S amp de Cotret P R 2005 Cabri 3D User Manual Cabrilog APPENDICES Appendix A A 1 Multi touch technique for medium sized screens A 2 Multi touch technique for small sized screens Appendix B B 1 Student questionnaire B 2 Questionnaire evaluation Appendix C C 1 Class model Appendix D D 1 IIT SRC 2012 Paper D 2 IIT SRC 2012 Poster Appendix E E 1 NordiCHI 2012 Short paper Appendix F F 1 Compact disk contents APPENDIX A We have designed two interaction techniques In order to describe these interactions we devised a simple table annotation that maps finger count and action to a single DoF Here we would like to explain this annotation as well as the designed techniques on a series of illustrations For each DoF we will show an explanatory illustration and explain the notation A 1 Multi touch technique for medium sized screens The technique has been defined as follows DoF Action Result left right 3F horizontal drag translate along the X axis up down 3F vertical drag translate along the Y axis forward back 3F pinch translate along the Z axis pitch 2F vertical drag rotate about the X axis yaw 2F horizontal drag rotate abo
6. ko pochopite n nie to e te pou ite n Z ver V sledkom na ej pr ce je n vrh dvoch techn k interakcie Dvojprstov technika je vhodn pre mobiln telef ny ktor ch obrazovka neposkytuje dostatok priestoru na pohodln interakciu troma prstami Trojprstov techniku odpor ame pre tablety pri ktor ch sa ve kosti obrazovky pohybuj od 7 palcov vy ie Ke e tablety sa pr ve dost vaj do popredia je teraz ten spr vny as na zavedenie nov ho tandardu Interkacia v trojrozmernom priestore by v razne a ila z navrhnutej trojprstovej interakcie
7. 2 Introd ctio as 1 World D EE wean Mv nde tans EE 2 Zl Virtual RN e eco a ee edo 2 2 2 Virtual Reality Learning Environments cinc ee erre 4 Diet HOT Seige cack vhs o TS 5 2 3 1 Target environment sens 5 2 3 2 Target UIC a Ma aa a dae Et 6 2 3 3 Devices and technologies inner 7 2 3 4 Action PFO CES E 9 Evaluating existing approaches issue 11 3 1 VISI M is qee a add eee re dns detre en en it nent 11 3 2 Existing applications ui 11 3 2 1 a nn Re Ee mes din ain Mundo nent 11 3 2 2 Mobile ApplicatiONS ii nantais nent 13 3 3 Common multi touch interaction approach ENEE 18 3 3 1 Research based techniques ne 19 Specification OS 21 AAN 21 4 1 1 Geometry education sus 21 4 1 2 Mobile device nidad aii 23 4 1 3 Multi to ch interaction micci n ii il Aaa aci 23 4 1 4 MOTIVATION D 25 4 2 REQUIEM OS DA RON AE 26 4 2 1 Functional requirements nee 26 4 2 2 Non Functional requirements ne 27 CCS 3D Software dei M nn MR EE EE 28 SL e Sens ARR Da la ih ala rv 28 5 1 1 CCS ZD COMPONEN td O 28 5 1 2 Solid geometry COMPONENT nn 29 5 1 3 Framework component una 29 5 1 4 Multi touch interpreter component sen 29 5 2 A O OS 30 5 3 SIE EE EE Ee 31 Ni OH 33 6 11 The Prototipo 33 6 1 1 The AT AMC WO iii an 33 6 1 2 The prototype application coccion 34 62 Di 35 7 Technique usabilidad 36 4 1 Prototype evaluation A en 36 42 CES 3D betastestin iia an 37 7 3 BECHET 38 7 3 1 OST SECU Pit a rn mn a la lid 38 7
8. 2 Non Functional requirements As this thesis focuses on multi touch interaction the device that will run our application has to have multi touch support Most devices running nowadays have multi touch capable screens To support older devices as well however apart from having an adequate screen the device has to run on Android 2 0 or higher as lower versions do not support multi touch The following are the non functional requirements e Android 2 0 Eclair e Multi Touch screen e Screen size gt 3 Optional e Accelerometer e Internet access NI 5 CCS 3D SOFTWARE DESIGN In the first part of this chapter the general architecture of our application is discussed and presented in UML notation After a brief overview the individual components are discussed in more detail The next part describes the application features with a set of use cases And at the end of this chapter a simple user interface has been sketched 5 1 Architecture The designed application will consist of 3 basic modules as displayed on the following diagram Figure 9 cmp Component Model CCS 3D 5 Solid geometry Framework Multi touch interpreter J 7 a a OpenGL Figure 10 Component model 5 1 1 CCS 3D component This core component is the game itself It contains the logic that ties the other components together The role of this component is to allocate assets communicate with the device make sure it me
9. 3 2 Kee E 39 7 3 3 Test PES Uli iaa 40 Z EA tia 42 TEE e EE A4 Qs ROTO Sii A dar a daa 45 Appendice AA ti aie a heet b A 1 Multi touch technique for medium sized screens b A 2 Multi touch technique for small sized screens e Appendix Bicis ds i BI Student questionnaire s nn i B 2 Questionnaire evaluation n Appendix Cari Rs o Gilt Clas e ET EE o heeten o do se o do rd S DT MTESRC2OL2Z PAPET miian nn S DZ SPT SRE201 2 POS eri hd Z ele aa E 1 NordiChi 2012 Short paper inner aa Appendix Elaine ff RI Compactdisk contents mi ff LIST OF FIGURES AND TABLES Figure tat Dt ebe 12 Figure 2 SAS CUIP TO in ban DANS den nat rt 14 Figure 3 DU tdo 15 Figure 4 gt LookAtCAD a A A EE 15 Figure 5 1ZGVIEWET cis Ae a hi ARR wet ai Lee E 16 Figure 6 ModelVie Wii 17 Figure 7 AUTOCAD WS corvina all a 18 Figure 8 Functional requirements nee 26 Figure 9 Optional functional requirements sen 27 Figure 10 Component Model isa 28 Figured Use cases dla TM A Ada 30 Figure 12 User interface de Nic 32 Table 1 Fiorella et al multi touch interaction technique 19 Table 2 Hancock et al two finger multi touch interaction technique 19 Table 3 Hancock et al three finger multi touch interaction technique 20 Table 4 Custom multi touch interaction technique 24 Table 5 Detailed multi touch interaction technique description 24 Table 6 Prototype multi touch interaction technique 34 Table 7 N
10. 3D environment ensure that students are motivated to test our application Based on the empirical evaluation of our first interaction technique we were able to improve it and design a better one Both will be compared in extensive user testing and upon evaluation adjustments should be made to provide the best interaction technique Thanks to our prototype we were able to empirically come to the conclusion that complex three finger gestures are difficult to use because three fingers obscure the objects displayed on the screen and therefore lack visual feedback most phones screen sizes limit the user workspace as they are not big enough and finger movements are limited to only short strokes gestures that in combination allow rotations around more than one axis simultaneously are difficult to adopt unless simulate real world experience Filip Hlav cek 5 5 Designed interaction technique In our work we have analyzed various applications related to interaction in 3D environments Our primary goal is to design an effective interaction interface that will give the users maximum freedom of interaction within a 3D environment As mentioned earlier most existing applications lack the 6 DoF Our aim was to experiment with various interaction approaches and evaluate them Based on assumptions that we developed through the examination of techniques mentioned above we designed our own technique Table 4 that we implemented in our pr
11. 5 Tovi Grossman Daniel Wigdor and Ravin Balakrishnan 2004 Multi finger gestural interaction with 3d volumetric displays In Proceedings of the 17th annual ACM symposium on User interface software and technology UIST 04 ACM New York NY USA 61 70 DOI 10 1145 1029632 1029644 http doi acm org 10 1145 1029632 1029644 6 HoSiyong A Kenny C Evaluation of on screen navigational methods for a touch screen device Human Robot Interaction HRI 2010 5th ACM IEEE International Conference on vol no pp 83 84 2 5 March 2010 doi 10 ea ane 2010 RA mber 5453161 7 Ahsanullah Mahmood A K B Sulaiman S Investigation of fingertip blobs on optical multi touch screen Information Technology ITSim 2010 International Symposium in vol 1 no pp 1 6 15 17 June 2010 doi 10 1109 ITSIM 2010 5561307 URL http ieeexplore ieee org stamp stamp jsp tp amp arnumber 5561307 amp isnu mber 5561289 8 Abu Saleh Md Mahfujur Rahman M Anwar Hossain and Abdulmotaleb El Saddik 2010 Spatial geometric approach to physical mobile interaction based on accelerometer and IR sensory data fusion ACM Trans Multimedia Comput Commun Appl 6 4 Article 28 November 2010 23 pages DO1 10 1145 1865106 1865112 http doi acm org 10 1145 1865106 1865112 9 Raffa G Jinwon Lee Nachman L Junehwa Song Don t slow me down Bringing energy efficiency to continuous gesture recognition Wearable Computers ISWC 2010 Internationa
12. 9 3 5 4 Would you map a different interaction to it if yes why and what 3 6 Moving left or right 3 6 1 How often did you use it 0 1 2 3 4 5 6 7 8 9 3 6 2 Did you find it intuitive 0 1 2 3 4 5 6 7 8 9 3 6 3 Did you find it comfortable and easy to use 0 1 2 3 4 5 6 7 8 9 3 6 4 Would you map a different interaction to it if yes why and what 3 7 Moving up or down 3 7 1 How often did you use it 0 1 2 3 4 5 6 7 8 9 3 7 2 Did you find it intuitive 0 1 2 3 4 5 6 7 8 9 3 7 3 Did you find it comfortable and easy to use 0 1 2 3 4 5 6 7 8 9 3 7 4 Would you map a different interaction to it if yes why and what 3 8 Moving away or closer to the user 3 8 1 How often did you use it 0 1 2 3 4 5 6 7 8 9 3 8 2 Did you find it intuitive 0 1 2 3 4 5 6 7 8 9 3 8 3 Did you find it comfortable and easy to use 0 1 2 3 4 5 6 7 8 9 3 8 4 Would you map a different interaction to it if yes why and what 3 9 Were you able to accomplish every desired action if not what did it lack 3 10 How suitable do you find this technique for mobile 0 1 2 3 4 5 6 7 8 9 phones 3 11 How suitable do you find this technique for tablets 0 1 2 3 4 5 6 7 8 9 3 12 Did you notice that you can simultaneously move A Yes No the cube in all directions
13. In their research they uncover several principles unique to volumetric displays True 3D displays remove a layer of abstraction between input and display space and thus tend to better afford gestural interactions Because the display space is limited by the physical enclosure all objects are within arm s reach As a result traditional 3D interaction techniques don t necessarily apply necessitating the development of new techniques Given that the display area is within an enclosure gestures on and above its surface can be quite directly mapped to actions within Various input methods are being used nowadays to control content displayed on volumetric displays but as stated in the work mentioned above people have a tendency of touching the 3D imaginary floating in the display Therefore the interaction with the outer envelope of the display seems the most natural choice The interaction itself is based on tracking the positions of multiple fingers and can be categorized as simple motion tracking Finger tracking could be used for any kind of volumetric display as it can be used independently on the display device Haptic surfaces Haptic surfaces known as touch surfaces are nowadays present in most mobile devices be it mobile phones tablets or notebooks trackpads They provide a more direct way of input than common input devices like mice With the emergence of multi touch surfaces trackpads have made another great step towa
14. can be attributed to habit and user unwillingness to embrace something new As this technology is young there is still room for setting a new standard The three fingers technique has clearly more potential than the two fingers technique The technique is also more suitable for 3D environments and when embraced it can deliver higher efficiency and usability results Through extensive research and a thorough design of an efficiently usable intuitive and easy to master technique we bring VR one step closer to the mobile device users 9 REFERENCES 1 Horne M and Thompson E M 2008 The role of virtual reality in built environment education Journal for Education in the Built Environment 3 1 pp 5 24 ISSN 1747 4205 http hdl handle net 10145 108455 2 Andy Yeh 2004 VRMath knowledge construction of 3D geometry in virtual reality microworlds In CHI 04 extended abstracts on Human factors in computing systems CHI EA 04 ACM New York NY USA 1061 1062 DO1 10 1145 985921 985979 http doi acm org 10 1145 985921 985979 3 Nechvatal Joseph 1999 Immersive Ideals Critical Distances Inquiry no 14 http www eyewithwings net nechvatal iicd pdf 4 Hannes Kaufmann and Dieter Schmalstieg 2006 Designing Immersive Virtual Reality for Geometry Education In Proceedings of the IEEE conference on Virtual Reality VR 06 IEEE Computer Society Washington DC USA 51 58 DO1 10 1109 VR 2006 48 http dx doi org 10 1109 VR
15. did you like better 2 amp 3 fingers 1 2 2 fingers 5 2 Why 6 CCS 3D application evaluation 6 1 How would you rate the application 0 1 2 3 4 5 6 7 8 9 6 2 Wasit easy to use 0 1 2 3 4 5 6 7 8 9 6 3 Was the graphical user interface intuitive 0 1 2 3 4 5 6 7 8 9 6 4 What did you miss in the application 6 5 What did you dislike in the application 6 6 Comments 6 7 Bugs 7 Task evaluation observer point of view 7 1 Without knowing guessing 7 1 1 Try rotating the cube left or right 7 1 2 Try rotating the cube up or down 7 1 3 Try rolling the cube to the sides 7 1 4 Try moving the cube left or right 7 1 5 Try moving the cube up or down 7 1 6 Try moving the cube to the back or to the front With given tutorial 7 2 1 Try rotating the cube left or right 7 2 2 Try rotating the cube up or down 7 2 3 Try rolling the cube to the sides 7 2 4 Try moving the cube left or right 7 2 5 Try moving the cube up or down 7 2 6 Try moving the cube to the back or to the front 7 2 7 Try the CCS 3D functions 7 2 8 Solve the cross section 7 2 8 1 Was it easy A A A BOT BY 7 2 8 2 How long did it take vou to solve it B 2 Questionnaire evaluation The first part contains the interaction evaluation The first table presents the average rating for th
16. ivderadkoh With new technologies emerging daily and providing users with all kinds of different possibilities the need to evolve interaction methods grows rapidly The value of a VR without intuitive or at least fast learnable interaction methods degrades rapidly as the users are demotivated and unwillingly forced to concentrate on the fact that the VR environment they act in is not real Also the fact that most multi touch practices nowadays focus purely on 2D environments and the interaction methods in 3D environments are not yet standardized proves that there is a y gap that needs to be taken care of sooner or later N Ki Re andy ss HOW edog By analyzing works of other researchers as well as examining available appli cation mostly on mobile devices we designed a few interaction techniques The way they evolved is displayed in the tables below These techniques are being tested on our Android application aimed at cube cross sections Hancock et ol 2 custom design 1 1F horizontal drag 1 F horizontal drag 1F vertical drag gt 1F vertical drag w2F pinch 3F vertical drag WHEN V As technologies evolve at lightening speeds soon the need for an interaction standard for 3D environments will arise Command lines were straight forward to interact with Entering the second dimension brought the mouse pointer With multi touch capable touch pads it now became a standard to pan and zoom with two finge
17. pou vate a n ti oboznamova sa v ka dej aplik cii samostatne s nov m sp sobom interakcie Preto sme sa rozhodli navrhn na e techniky tak e by boli univerz lne pou ite n pecifik cia Na z klade spom nanej anal zy sme si stanovili nasledovn ciele e v u ba stereometrie e mobiln zariadenia e multi dotykov ovl danie e adoplnkovy cie motiv cia Pre prv dva ciele sme si stanovilo r zne po iadavky a n roky na kone n aplik ciu Medzi mobiln zariadenie ktor n s zauj maj patria inteligentn mobilne telef ny a tablety Pre tieto zariadenia sme navrhli na z klade anal zy prvotn techniku interakcie Cie om n ho n vrhu ovl dania je pon knu pou vate om v etk ch 6 stup ov vo nosti V nasleduj cej tabu ke je mapovanie jednotliv ch vybran ch gest na stupne vo nosti DoF DoF Akcia Posun v avo vpravo 1 prstom horizont lny posun Posun dole hore 1 prstom vertik lny posun Posun vpred vzad 3 prstami vertik lny posun Nat anie hore dole 2 prstami vertik lny posun Ot anie do str n vpravo a v avo 2 prstami horizont lny posun Nakl anie ot anie v smere a proti smeru hodinov ch ru i iek 2 prstami kr enie Implement cia Nasledovala implement cia prototypu Na prototype sme interne experimentovali s al mi komplexn mi n vrhmi zameran mi na z skanie poznatkov z r znych uhlov poh adu Po prototypovan sme dospeli k z veru
18. pr ci sa zameriavame na viac dotykov interak n techniky s cie om navrhn rie enie ktor by si ahko osvojili aj be n pou vatelia Aby sme tento cie mohli dosiahnu za ali sme anal zou existuj ceho v skumu v tejto oblasti a aplik cii ktor s dostupn be n m pou vate om Na e techniky definujeme s cie om zachovania iestich stup ov vo nosti Pl novan prototyp bude aplik cia pre opera n syst m Android a mal by by schopn pom c iakom stredn ch k l s u en m sa stereometrie konkr tne rezov kockou K ov slov stereometria virtu lna realita viac dotykov interakcia mobiln zariadenia vii ACKNOWLEDGMENT I would like to express my gratitude to my supervisor Dr Alena Kov rov whose expertise understanding and patience are reflected in every single page of this thesis I would especially like to thank her for her everlasting optimism and enthusiasm which drove me forward at a steady pace allowing me to reach so far the biggest milestone in my life my master s degree I owe my deepest gratitude to my entire family without whose support through my entire life I would not be able to achieve any of this A very special thanks goes to my mom for were it not for her sacrifices despite these grave times I would not have finished this thesis In conclusion I would like to thank everyone else who helped me one way or another TABLE OF CONTENTS 1
19. simply thinking of it These 8 http www xbox com kinect 2 http www emotiv com devices are still under heavy development and should they someday be available to generic IT consumers environments will have to be adjusted in order to be able to efficiently collaborate with mind reading devices as completely different interaction approaches will have to be used 3 EVALUATING EXISTING APPROACHES 3 1 Vision From the analysis above some of our aims are already clear Our primary goal is to find an effective interaction method for mobile devices equipped with multi touch screens As most multi touch practices focus purely on 2D environments the interaction methods in 3D environments are not yet standardized 3D games running on mobile devices with Android and iOS operating systems use some common guidelines but those would not satisfy our needs as they do not grant the user the six degrees of freedom DoF Our secondary goal is to create a simplified VRLE where students are motivated by means of game and competitiveness to improve their knowledge in geometry specifically of cube cross sections Therefore the main goals are find an efficient multi touch interaction method create a VRLE for geometry education environment that can be characterized as a video game target devices are mobile devices with multi touch capacitative displays 3 2 Existing applications Our interest falls into two application types As we want to
20. stroke hardly rotates the object This application is an example of user unfriendly interaction AutoCAD WS 21 This android application lets users explore complex 2D and 3D models The application itself comes with a few samples to demonstrate the application capabilities The interaction technique is very intuitive and one of the best we came across It uses common approaches and lets the user rotate the object with one finger and translate with two The roll action is mapped to a two finger circle gesture What we found unpleasant was that the rotation by one finger dragging depends on where you start the gesture Therefore it behaves inconsistently and some users might find it confusing Apart from this minor flaw the application has the best interaction technique we have noticed so far 21 https play google com store apps details id com autodesk autocadws House_Plan dwg 3D Wireframe 3D Solid Figure 7 AutoCAD WS Other applications There are a few more probably relevant applications on the mobile market But as they are paid applications were not accessible for us and we found no relevant information we could not categorize them as the ones mentioned above Among these applications are iCrosss iOS 3d Geometry iOS 3 3 Common multi touch interaction approach This section examines multi touch interaction techniques that are backed up by scientific research We start off by presenting solutions of exis
21. successfully solve cube cross section tasks should lead us to building the core of the application in a manner that will allow further implementation of other solid geometry curriculum The application itself should allow students to solve constructive problems using methods they learn at school Basically the functionality our application has to allow is almost the same as the application Rezy kocky22 That would be 1 vertices creation selection positioning and removal of vertices on existing lines rays line segments and even planes 2 lines rays line segments creation selection transformation and removal defined by two vertices parallel lines defined by a source line and a vertex that the parallel line will pass through 3 planes creation selection transformation and removal defined by 3 vertices that are not part of a single line defined by a line and a vertex that is not part of the line the slicing plane can be directly manipulated 4 cross section wizard the teacher animated hints animated step by step tutorial instant solution 5 the cube the cube itself can be manipulated as well un folding the net splitting the cube into two separate pieces 6 measurements and calculations in later development phases support for measuring distances angles and calculation of volumes could be implemented 22 http www infovek sk predmety matem index php k 313 4 1 2 Mobile devices Present fast pac
22. the specific application would not convince the user to adapt to using three fingers In the prototype an experimental technique Table 6 was applied as well Its mappings were not designed to be intuitive but mapped all the three rotational DoF to three fingers Based on this experiment we further came to the conclusion that complex three finger gestures are difficult to use because e three fingers obscure the objects displayed on the screen and therefore lack detailed visual feedback e most phones screen sizes limit the user workspace as they are not big enough and finger movements are limited to only short strokes e gestures that in combination allow rotations around more than one axis simultaneously are difficult to adopt unless simulate real world experience e unintuitive gestures will not be adapted by the general user With regard to these revelations a new technique has been proposed after our alpha testing This technique described in the Table 8 focuses on the following e gesture grouping for separate interaction categories o 1 finger for selection o 2 fingers for rotation o 3 fingers for translation e intuitive use o XY plane common gesture approaches simple dragging results in translation on the XY plane touchpad like o pinch gesture translation on the Z axis Translation has been chosen to have the three finger gestures mapped because it is the easier task Rotation being more difficult should be
23. vpravo 2 prstami horizont lny posun Posun dole hore 2 prstami vertik lny posun Posun vpred vzad 2 prsty k sebe od seba Nat anie hore dole 1 prstom vertik lny posun Ot anie do str n vpravo a v avo 1 prstom horizont lny posun Nakl anie ot anie v smere a proti smeru hodinov ch ru i iek 1 prstom kr enie Testovanie Jednou z najrelevantnej ch ast na ej pr ce je testovanie Spom nan techniky boli testovan na tudentoch gymn zia na Huben ho ulici 23 Dokopy sa n m podarilo nazbiera 19 vzoriek Test pozost val z vypl ovania dotazn ka ainterakcie s mobiln m zariaden m Testovanie prebehlo na mobilnom telef ne HTC EVO 3D Aplik cia na ktorej boli spom nan techniky testovan bola na a CCS 3D aplik cia ktor pon ka pou vate om mo nos rie i kon trukciu rezov kocky vtrojrozmernom priestore Cie om tudenta bolo zostroji rez s vyu it m na ej trojprstovej techniky Na z klade zozbieran ch v sledkov sme dospeli k nasledovn m tvrdeniam e pou vatelia preferuj jednoduchos m menej prstov t m lep ie e triprsty na obrazovke mobiln ho telef nu je prive a e pou vatelia preferuj gest s ktor mi sa u stretli e simult nne ovl danie transl cie vo v etk ch troch stup och vo nosti je hodnoten pozit vne a dok e zv i efekt vnos e simult nna rot cia do str n a hore a dole je preferovan ale v kombin cii s nakl an m je a
24. what it feels like when he does not master a lecture and later on has problems with following lectures as it is not easy to catch up Nowadays technologies and high end devices available to almost everyone can be used to motivate students with new educational approaches In order to be able to stimulate students knowledge construction this application has to be intuitive fast to master and efficiently provide relevant information to the students In order to fulfill these requirements we have designed a new multi touch technique approach with the aim to provide enhanced but easy to learn interaction possibilities This thesis is divided into 9 chapters This short introduction concludes the first chapter In the 2nd chapter we thoroughly analyze virtual reality and human computer interaction as the comprehension of these two areas is of essential importance in order to design a meaningful application The 3rd chapter follows with a more detailed description of the existing approaches and techniques as well as a list of applications that support interaction in a virtual 3D world The application requirements are described in chapter 4 and are followed with the software design in chapter 5 The 6 chapter contains information regarding the implementation of our CCS 3D application Chapter 7 presents a thorough evaluation of the results acquired in the individual stages of our thesis In the 8 chapter we summarize our achievements as well as future
25. when Douglas Engelbart a young engineer and former naval radar technician was one of the first to think of computers as tools for digital display At that time his futuristic concepts were not taken into account Later on in the year 1965 after the emergence of first displays an ARPA scientist named Ivan Sutherland published his essay The Ultimate Display The ultimate display would of course be a room within which the computer can control the existence of matter A chair displayed in such a room would be good enough to sit in Handcuffs displayed in such a room would be confining and a bullet displayed in such room would be fatal This essay full of wild futuristic thoughts as well as precise predictions planted the seed of VR into the minds of many scientists Three years later Sutherland created one of the first head mounted augmented reality display systems The following years VR emerged in different areas notably in military flight simulators movies and at last in video games 1 http www eng utah edu cs6360 Readings UltimateDisplay pdf N Nowadays everyone knows that there is something called Virtual Reality everyone has an idea of what it theoretically is but no one truly knows how to exactly define it What I envision is not so much a pre programmed virtual world that you might play as a game but rather a virtual world that you can change from the inside that people use as a form of express
26. with our senses Without having to imagine or think of what those virtual objects would feel look and sound like were they real we eliminate that subconscious feeling that they are artificial By feeding various inputs to our senses we can concentrate more on the experience than on the act of perceiving the virtual environment as reality Immersive VR is a term characterized as a total lack of physical distance between the immersant s body image and the immersive environment 14 In other words Total immersion is implied complete presence within the insinuated space of a virtual surrounding where everything within that sphere relates necessarily to the proposed reality of the world s cyberspace and where the immersant is seemingly altogether disconnected from exterior physical space 3 2 http www britannica com EBchecked topic 630181 virtual reality VR It takes different doses of VR for people to achieve this state of mind For some it is enough to fool visual and auditory senses others need tactile feedback as well Some might need in addition to the previously mentioned senses to perceive the virtual environments by olfactory and gustation senses as well Immersive VR is not very common as the equipment required to manipulate one s mind to lose total awareness of reality is expensive and has not yet found its way into the market 2 2 Virtual Reality Learning Environments By being able to
27. 09 Steven N Spencer Ed ACM New York NY USA 227 228 4 Cohen C A amp Hegarty M 2007 Sources of Difficulty in Imagining Cross Sections of 3D Objects The 29th Annual Conference of the Cognitive Science Society Nashville Tennessee USA 5 Donato Fiorella Andrea Sanna Fabrizio Lamberti 2010 Multi touch user interface evaluation for 3D object manipulation on mobile devices Journal on Multimodal User Interfaces Springer Berlin Heidelberg 6 Hannes Kaufmann and Dieter Schmalstieg 2006 Designing Immersive Virtual Reality for Geometry Education Proc IEEE VR 06 IEEE Computer Society Washington DC USA 51 58 7 Mark Hancock Sheelagh Carpendale and Andy Cockburn 2007 Shallow depth 3d interaction design and evaluation of one two and three touch techniques Proc CHI 07 ACM New York NY USA 1147 1156 8 Russell Kruger Sheelagh Carpendale Stacey D Scott and Anthony Tang 2005 Fluid integration of rotation and translation Proc CHI 05 ACM New York NY USA 601 61 APPENDIX F F 1 Compact disk contents application apk source code documents thesis UIT SRC2012 NordiCHI2012 questionnaire template collected data RESUM V dne nej dobe postupuje v voj technol gii m ov mi krokmi Len ned vno sa roz rili inteligentn mobiln telef ny medzi be n ch pou vate ov hlavne v aka cenovej dostupnosti a atrakt vnej ponuke V posledn ch rokoch sa stali tan
28. Clear selection 1F drag origin unselected vertex add each vertex on drawn path to selection selection active 1F drag origin selected vertex selection active 1F drag target origin object void selection active 1F drag selection inactive selection active selection active selection inactive selection inactive 2F horizontal drag 2F vertical drag 2F horizontal drag 2F vertical drag 2F pinch selection active 2F pinch selection inactive 2F circle selection active 2F circle selection inactive 3F vertical drag selection active remove each vertex on drawn path from selection move selection along the X and Y axis pan camera left right up and down rotate selection about the Y axis yaw rotate selection about the X axis pitch rotate camera about the Y axis yaw rotate camera about the X axis pitch change selection size camera zoom in and zoom out rotate selection about the Z axis roll rotate camera about the Z axis roll translate selection along the Z axis 3F vertical drag selection inactive move camera along the Z axis Apart from multi touch interaction we would like to implement the possibility to control the environment using the accelerometer available in most smartphones nowadays as the hardware input can be mapped straight to the 6 DoF 4 14 Motivation One might wonder why we focus on motivating potential users as early as in design stages By motivating users we aim
29. D In the last phase of our implementation the prototype has been turned into our CCS 3D application Due to limited time we had only the core functions were implemented The application has not become a game but it sufficed to be able to evaluate the interaction technique The application consists of three activities SurfaceCutTest This is the prototype version of the second application mode where the user manipulates a plane cutting the cube The plane can be rotated and moved around in the 3D space F12CCS This is the Cube Cross Section construction mode with the two finger technique used Apart from 6 DoF camera manipulation users are presented with 6 icons They provide the following functionality e Toggle point names e Construct parallel line when a user select two points on an existing segment or line he can click on this icon to activate the construction of a parallel line after that he just needs to select a point through which the new parallel line should pass e Toggle segment toggles visibility and in case no such segment exist a new one is created e Toggle line toggles visibility and in case no such line exist a new one is created e Toggle selection when this icon is clicked it deselects all selected points and temporarily stores their state in case the user wants to return to the previous selection he simply clicks the button again e Evaluate cut when all points of the cut are selected and this button
30. D and on an HTC EVO 3D We name only a few of the tested applications 1Sculptorl 1Dough2 LookAtCAD 13dViewer ModelView3 Nao3d Viewer Free AutoCAD WS There is no consistency in the interaction techniques designed for these applications however some of them can be regarded as sufficient Apart from analyzing the existing applications we examined multi touch interaction techniques backed up by scientific research The various techniques are analyzed in detail in tables that follow interactions are noted as number of fingers touching the screen F action Table 1 explains the degrees of freedom mapping used in the rest of the tables Fiorella et al 5 conducted an experiment comparing classic button user interfaces Uls with multi touch Uls Their multi touch interaction technique supports only 4 DoF see Table 2 This is probably the reasons which lead them to the conclusion that further work is needed in order to achieve a completely satisfactory gesture mapping implementation Hancock Carpendale and Cockburn have designed three interaction techniques to manipulate 3D objects on tabletop displays 7 However only their multi touch techniques support six degrees of freedom see Table 3 Their aim was to develop shallow depth interaction techniques for tabletop displays the up down DoF is swapped with the forward back DoF as we look straight at the top of a table DoF Action left r
31. D video projections allow the user s to experience virtual environments with visual and motor sense 2 3 2 Target audience Human beings are unique and each and every one of us thinks in a different way Special interaction approaches are required in order to satisfy the needs of different users Generic user Focusing our VR environments on single user interaction allows us to focus on the interaction quality as there are no other attributes that need to be taken into account in 5 http www cyberwalk project org order to create an intuitive or even a realistic interaction Creators can focus purely on the way a single user interacts with the environment Specific user types Specific users have different needs Especially handicapped people who already interact differently with the real world need to be treated specially when designing interaction methods 2 3 3 Devices and technologies Depending on the device in question different interaction approaches have to be used Some devices allow more straightforward techniques minimizing the abstraction between the reality and the virtual environment Volumetric displays Volumetric displays unlike traditional flat screens that simulate the third dimension by various effects display the object in three physical dimensions In the work of Tovi Grossman Daniel Wigdor and Ravin Balakrishnan 5 an autostereoscopic display is enveloped by a sphere that users can interact with
32. Slovak University of Technology in Bratislava FACULTY OF INFORMATICS AND INFORMATION TECHNOLOGIES FIIT 5208 35196 Bc Filip Hlav ek ALTERNATIVE INTERACTION APPROACHES IN THREE DIMENSIONAL ENVIRONMENTS ON THE SCREENS OF MOBILE DEVICES Master s thesis Study program Information Systems Field of study 9 2 6 Information Systems Institute of Applied Informatics Faculty of Informatics and Information Technologies Slovak University of Technology in Bratislava Supervisor Dr Alena Kov rov 2012 May ANNOTATION Slovak University of Technology in Bratislava FACULTY OF INFORMATICS AND INFORMATION TECHNOLOGIES Degree Course INFORMATION SYSTEMS Author Bc Filip Hlav ek Diploma project Alternative Interaction Approaches in Three dimensional Environments on the screens of Mobile Devices Supervisor Dr Alena Kov rov 2012 May Human computer interaction HCI plays an essential role in today s technology Large displays various input devices high end mobile phones all need to adopt specific HCI approaches in order to present their true potential to the common user Just recently multi touch displays became a standard for mobile devices Common interaction techniques for 2D environment manipulation have already been adopted but 3D interaction techniques are in development In this thesis we focus on multi touch interaction techniques with the aim to design a solution that others would adopt To reach this goal
33. Table 2 Fiorella et al multi touch interaction technique DoF Action left right 2F horizontal drag up down 2F vertical drag forward back N A pitch 1F vertical drag yaw 1F horizontal drag roll N A http itunes apple com us app isculptor id370525280 mt 8 http itunes apple com us app idough id386752314 mt 8 3 http zerocredibility wordpress com 2010 12 07 3d model viewer for android 4 Alternative Interaction Approaches in Three dimensional Environments on the Screens of Mobile Devices Hancock Carpendale and Cockburn have designed three interaction techniques to manipulate 3D objects on tabletop displays 7 However only their multi touch techniques support six degrees of freedom see Table 3 Their aim was to develop shallow depth interaction techniques for tabletop displays the up down DoF is swapped with the forward back DoF as we look straight at the top of a table The first proposed is a two finger technique based on the Rotate N Translate RNT algorithm 8 This technique has problems with the yaw DoF as smaller displays such as mobile phone displays cannot take full advantage of the RNT algorithm Table 3 Hancock et al two and three finger multi touch interaction technique DoF Two finger technique Three finger technique left right 1F horizontal drag 1F horizontal drag up down 2F pinch 2F pinch forward back 1F vertical drag 1F vertical drag pitch 2F horizontal drag 3F horizontal drag ya
34. a pod a typu pou vate a pre ktor ho s ur en pod a zariaden a technol gii ktor vyu va pr padne pod a vstupn ho stimulu Interagova toti m eme fyzicky alebo ment lne Pri fyzickej interakcii vyu vame na e svalstvo i u rukami nohami alebo aj o ami i stami pri om pri ment lnom ovl dan sta myslie Existuj ce pr stupy V tejto asti pr ce sme sa zamerali na h adanie existuj cich rie en Zamerali sme sa op na oblasti spom nane vy ie Okrem podrobnej ej anal zy softv rov ch rie en v u by geometrie v trojrozmernom priestore sme sa venovali preva ne aplik ci m na mobiln ch zaradeniach Opera n syst my na ktor sme sa zamerali s Android aiOS ke e vdne nej dobe maj najv ie zast penie Medzi preberan aplik cie patria napr klad iDough LookAtCAD ModelView a AutoCAD WS Okrem samotn ch aplik cii prebieha v danej oblasti aj vedeck v skum Medzi v znamn publik cie v tejto oblasti patria ur ite v skumy p nov Fiorella a kolekt vu a p nov Hancock Carpendale a Cockburn Fiorella a kol navrhli techniku ktor v ak v razne obmedzovala pou vate a ke e pon ka len 4 zo 6 stup ov vo nosti DoF DoF Akcia Posun v avo vpravo 2 prstami horizont lny posun Posun dole hore 2 prstami vertik lny posun Posun vpred vzad Nat anie hore dole 1 prstom vertik lny posun Ot anie do str n vpravo a v avo 1 prsto
35. active heads up displays built in the windshield The driver can be provided with lot of relevant information ranging from velocity traction control and fuel consumption to navigation routes and destination weather A new emerging field of application is mobile devices Applications allow pedestrians to view relevant information by simply pointing their mobile devices camera at the buildings of interest Users are provided with all relevant information based on accelerometer compass and GPS data HCI for AR could be characterized as something in between of application specific and VR HCI The aim is to provide the user an UI that he can control the application with but at some point where the application begins to partially act in the role of VR enhanced interaction methods are required Virtual reality As VR environments focus on simulating reality human computer interaction must correspond to the interaction possibilities in the real world It has to be as intuitive as possible and for common tasks it should allow the users to replicate these actions and receive the expected feedback Replicating each and every possible interaction would however be impossible as even nowadays we do not posses such advanced technology We evolve at a very quick pace and what was dreamed of a decade ago is a standard nowadays Simulating immersive VR environments has been evolving at a very fast pace as mechanisms as walking platforms like CyberWalk3 and 3
36. and selection while with two fingers on the screen the canvas can be panned zoomed and rotated 3 2 2 Mobile applications As we focus on multi touch displays we analyze a few applications that are available at the Apple store and Android market Both Android and iOS operating systems support multi touch mobile devices Chosen applications are free and manipulate 3D environments and objects The devices the applications were tested on were an apple iPod 21d generation and a HTC Desire HD iSculptor16 iSculptor is a 3D modeling application for the iPhone iPod Touch and iPad By moving and editing polygons and vertices one can create 3d models that can then be imported into most popular 3D packages that accept wavefront OBJ files This application provides a huge quantity of various actions one can execute on the model The UI consists of a toolbar with buttons changing modes that determine what the various action and gestures mean A dominant part of the Ul is a thick border around the canvas Figure 2 which serves as a scroll panel and enables users to rotate the canvas around fixed axes that do not rotate with the object 11 http www yenka com 12 http www raumgeometrie de drupal en 13 http www geogebra org 14 http sourceforge net projects geomspace 15 http geocentral net geometria 16 http itunes apple com us app isculptor id370525280 mt 8 One finger interaction is used for object surface and ver
37. andard for mobile devices Common interaction techniques for 2D environment manipulation have already been adopted but 3D interaction techniques are still in development This paper reports on a research study investigating the use of virtual reality VR in conjunction with multi touch mobile devices to facilitate the knowledge construction by middle school students of 3 dimenstional 3D geometry by means of up to date education approaches Nowadays technologies and high end devices available to almost everyone can be used to motivate students with new educational approaches In order to be able to stimulate students knowledge construction such educational application has to be intuitive fast to master and efficiently provide relevant information to the students In order to fulfill these requirements we have designed a new multi touch technique approach with the aim to provide enhanced but easy to learn interaction possibilities Master degree study programme in field Information Systems Supervisor Dr Alena Kov rov Institute of Applied Informatics Faculty of Informatics and Information Technologies STU in Bratislava IIT SRC 2012 Bratislava April 25 2012 pp 1 6 2 Alternative Interaction Approaches in Three dimensional Environments on the Screens of Mobile Devices 2 World of 3D With new technologies emerging daily and providing users with all kinds of different possibilities the need to evolve the interaction methods g
38. ane Even thou that simply dragging three fingers on one hand simultaneously without changing their position relative to each other is simpler than moving two fingers away or closer to the third finger the pinch gesture is preferred due to its two finger variant which is very popular The final overall rating is 93 against 76 in favor of the two finger technique When asked to rate the suitability of the two techniques for mobile phones the two finger technique scored 89 against 70 for the three finger technique However the students rated an average of 87 for tablet suitability for both techniques When asked if the interaction technique provided them all possibilities to accomplish any kind of translation or rotation they scored 100 for both techniques By observing students way of interaction with the cube we were able to estimate the frequency of using the individual degrees of freedom individually as well as simultaneously When asked if the student realizes that the three finger technique allows simultaneous translation for all 3 DoF 65 answered yes however only 35 took advantage of it Simultaneous rotation for all 3 DoF was noticed only by 24 of the students or so they answered but only 6 used it On the other hand one students requested simultaneous translation with the roll rotation using the 2F 3F technique Based on evaluation of section 2 of the questionnaire we can clearly see that no user even considered t
39. ann and Dieter Schmalstieg 2006 Designing Immersive Virtual Reality for Geometry Education In Proceedings of the IEEE conference on Virtual Reality VR 06 IEEE Computer Society Washington DC USA 51 58 DOI 10 1109 VR 2006 48 http dx doi org 10 1109 VR 7 Mark Hancock Sheelagh Carpendale and Andy Cockburn 2007 Shallow depth 3d interaction design and evaluation of one two and three touch techniques In Proceedings of the SIGCHI conference on Human factors in computing systems CHI 07 ACM New York NY USA 1147 1156 DOI 10 1145 1240624 1240798 http doi acm org 10 1145 1240624 1240798 8 Russell Kruger Sheelagh Carpendale Stacey D Scott and Anthony Tang 2005 Fluid integration of rotation and translation In Proceedings of the SIGCHI conference on Human factors in computing systems CHI 05 ACM New York NY USA 601 610 DOI 10 1145 1054972 1055055 http do1 acm org 10 1145 1054972 1055055 D 2 IIT SRC 2012 Poster NOE TOUGH sue WHAT Our primary goal is to find an effective interaction method for mobile devices equipped with multi touch screens Our goal is to design an interaction technique usable for generic interaction in 3D environments while providing all 6 degrees of freedom DoF Our interest falls onto two application types interactive geometry software IGS and Android and OS applica tions that enable interaction with 3D objects vo Standard WHY e bod
40. ard pinch gesture is used to zoom in zoom out 17 http a2 mzstatic com us r1000 004 Purple 5c c6 c2 mzlmuwqgnrz 320x480 75 jpg 18 http itunes apple com us app idough id386752314 mt 8 Even thou this application s DoF are limited most users are more than satisfied and are able to create astonishing creations Figure 3 iDough LookAtCAD This iOS application is a simple viewer of 3D models It allows users to connect to FTP locations and download 3D object stored in different formats Later on users can load downloaded objects and observe them from different angles while the object is always centered on the screen no translations Figure 4 Rotations about the X and Y axes are allowed by simple dragging of on finger Two fingers are used to zoom in and out using the pinch gesture This application is an exhibit that demonstrates how a wrong interaction approach can demotivate the user If one wants to view an object from a specific angle he need to be very patient as rotating the object is the opposite of intuitive Figure 4 LookAtCAD i3dViewer This is another simple model viewing application but this time with a more friendly interaction approach When viewing models the user controls the camera By one finger dragging he can change the viewing angle while when dragging with two fingers he can move the camera sideways Figure 5 i3dViewer ModelView20 One of the few free Android applications ava
41. back later 26 http www technewsworld com story 75039 html 8 CONCLUSION We analyzed the most relevant areas related to virtual reality human computer interaction multi touch interaction techniques and virtual reality learning environments Based on the evaluation of existing approaches we designed an interaction technique that allows 6 DoF This technique has been improved and redesigned after an internal prototype testing Based on the feedback received from users that were presented with the three finger technique one more a simpler technique has been designed before the final evaluation In our research we compare these two techniques to techniques available in mobile applications nowadays as well as to techniques designed in other research studies on multi touch gestures Our paper regarding this research has been published in the IIT SRC proceedings and received an award from the Czechoslovakia Section of IEEE User testing was executed on our CCS 3D application which allows students to interact with a cube and construct cube cross sections Tests are designed so that students have to execute various tasks from simple cube rotations to tasks where all 6 DoF have to be put to use By evaluating the collected results we were able to conclude that the two fingers technique is the right choice for mobile phones and other devices with smaller screens For tablets the two fingers technique might be preferred as well however this
42. been redesigned and another technique for small screens has been defined In our research we compare these two techniques to techniques available in mobile applications nowadays as well as to techniques designed in other research studies on multi touch gestures Most users mastered the small screen technique easily as its mutations are nowadays used across various devices trackpads When presented with the three finger technique the users were puzzled at first but were able to interact effortlessly and use the technique efficiently after a short while Based on promising test results we believe that after thorough testing and evaluation this interaction technique could lay the foundations for the path to the standardization of 3D environment interaction on multi touch mobile screens Through extensive research and a thorough design of an efficiently usable intuitive and easy to master technique we bring VR one step closer to the mobile device users REFERENCES 1 Ahsanullah Mahmood A K B Sulaiman S Investigation of fingertip blobs on optical multi touch screen Information Technology ITSim 2010 International Symposium in vol 1 no pp 1 6 15 17 2 Andy Yeh 2004 VRMath knowledge construction of 3D geometry in virtual reality microworlds CHI EA 04 ACM New York NY USA 1061 1062 3 Anthony Martinet G ry Casiez and Laurent Grisoni 2009 3D positioning techniques for multi touch displays Proc VRST
43. cation mobile devices multi touch interaction and a special goal motivation see section 4 1 4 4 1 1 Geometry education Designing a robust system that would be capable of educating students and would cover whole middle school knowledge would require a lot more time than one can dedicate to this diploma project This goal is just a secondary goal We will focus on applying our solution in the field of solid geometry because of the following reasons 1 three dimensions as our solution focuses on the interaction in 3D environments solid geometry is the logical choice 2 user feedback teacher and student feedback on how well the application eliminates the need of a good perspective understanding in order to understand the curriculum is of great importance as a fully immersive VR would require none at all 3 education ongoing research has proven that alternative educational approaches can lead to better results with students and we would like our application to be a contribution in this area as well 4 innovation at the moment we found no 3D IGS mobile applications with our application we will be the first to offer the combination of a 3D environment educating geometry Our application as a side result of this thesis will only cover a specific subject of solid geometry We have chosen cube cross sections as our definite application domain Covering all possible actions that students are required to execute in order to
44. circle see next illustration Illustration 6 3F circle action results in rotation about the Z axis A 2 Multi touch technique for small sized screens The second technique is designed for small screens of mobile devices where the use of three fingers is cumbersome and inconvenient This technique has been defined as follows DoF Action Result left right 2F horizontal drag translate along the X axis up down 2F vertical drag translate along the Y axis forward back 2F pinch translate along the Z axis pitch 1F vertical drag rotate about the X axis yaw 1F horizontal drag rotate about the Y axis roll 2F circle rotate about the Z axis The first is the left right DoF Two fingers are required in this case to move the cube to the sides Illustration 7 2F horizontal drag resulting in left right object movement The up down DoF behaves the same as the previous DoF action down Illustration 8 2F vertical drag resulting in up down object movement The forward back movement is incorporated via the pinch gesture The notation 2F pinch means that moving fingers away from each other or closer to each other results in the translation on the Z axis Even thou Z axis translation is not the same as zooming this gesture can be used for both just needs to be treated specially by the application o gt gt Illustration 9 2F pinch gesture resulting in forward backward movement In this techniq
45. create a 3D geometric multi touch application we focus on existing IGSs Interactive Geometry Software and iOS and Android applications that somehow process 3D data While the IGSs are listed just to present different capabilities of geometry systems in the mobile application section we focus more on the interaction techniques used to manipulate objects in 3D environments From the listed applications it will become clear that no interaction approach has yet been standardized and therefore applications interpret interactions as they best suit the specific needs For comparison we analyze the DoF the application supports 3 2 1 IGS We focus on the features these systems provide in order to be able to choose an application domain for our multi touch interaction technique Cabri 3D10 From the many available 3D IGSs we have chosen Cabri 3D 16 as it is probably the best propagated one It found its way into education and helps students to comprehend the individual problems of solid geometry Cabri 3D lets students experiment with geometric objects in various ways From drawing simple points and combining them into lines and rays to unfolding 3D shapes Students are able to explore 3D objects from any view see cross sections of these shapes and toggle between wireframe and surface displays Cabri 3D connects geometry as seen in Figure 1 and algebra by measuring length angles area and volume and then attaching these numeric values directly t
46. d earlier most existing applications lack the 6 DoF Our aim was to experiment with various interaction approaches and evaluate them Based on assumptions which we developed through the examination of techniques mentioned above we designed our first technique Table 4 that we implemented in our prototype application The forward backward movement could be mapped to a different gesture e g 3F pinch or 3F horizontal drag As you can see the 2F pinch action has no DoF mapped to it In this first technique design we purposely separated the 2 finger pinch gesture to change zoom levels from the 3F drag gesture that translates along the Z axis Based on the evaluation of the designed interaction technique on our prototype application we were able to improve this technique DoF Action left right 1F horizontal drag up down 1F vertical drag yaw 2F horizontal drag pitch 2F vertical drag roll 2F circle forward back 3F vertical drag Table 4 Custom multi touch interaction technique DoF Action left right 3F horizontal drag up down 3F vertical drag forward back 3F pinch pitch 2F vertical drag yaw 2F horizontal drag roll 2F circle Table 5 Redesigned interaction technique Our redesigned technique described in the table 5 is improved by the following similar gestures for separate interaction categories 1 finger for selection 2 fingers for trans
47. dardom ve k dotykov obrazovky na ktor ch pou vate priamo interaguje s dan m prostred m Dnes je u tandardom pon ka na t chto zariadeniach viac dotykov obrazovky Na im cie om bolo zamera sa na ovl danie trojrozmern ho priestoru virtu lnej reality interagovan m viacer mi prstami s asne Oblasti z ujmu Na u pr cu sme za ali v skumom Zamerali sme sa na existuj ce rie enia ako aj anal zu oblast t kaj cich sa na ej problematiky Ke e ako dom nu na testovanie navrhnutej interakcie sme si zvolili stredo kolsk rezy kockou zauj mali n s aj existuj ce v u bov prostredia vo virtu lnej realite Tieto sa zameriavaj na poskytovanie tak ch prostriedkov pre tudentov ktor im umo uj jednoduch ie z ska dan vedomosti Zamerali sme sa na v u bu geometrie a medzi hlavn ch reprezentantov tejto kateg rie patria Cabri 3d Archimedes Geo3D GeoGebra a in Oblas interakcie loveka s po ta om sme rozoberali z viacer ch h ad sk V pr pade e sa sna me kategorizova interakciu z poh adu cie ov ho prostredia vieme typy interakcie rozdeli do troch skup n a to z visl na aplik cii obohaten realita virtu lna realita Ka d skupina by sa dala charakterizova rov ou pohltenia pou vate a Pri om pri interakcii aplika ne z vislej je takmer nulov vo virtu lnej realite sa sna dosahova maxima Sp soby interakcie v ak m eme alej kategorizov
48. decided not to use antialiasing as older devices might not support it LettersTest This activity was designed to test the description of the points of the cube with letters The SpriteBatcher class did not provide the needed functionality It lacked the ability of placing the sprites into different depths so we had to extend it into the FontBatcher class which allows us to place texture sprites containing the letters anywhere in the scene Multitouchtest Most attention was dedicated to this activity The result proves that with our framework we will be able to create a multi touch interpreter component that will handle these interaction methods We took the liberty of experimenting with a new interaction technique aimed at 3 finger gestures focused on rotation Table 6 Table 6 Prototype multi touch interaction technique DoF Action Result pitch 3F rotate 2F around fixed 1F rotate about the X axis yaw 3F pinch rotate about the Y axis roll 3F rotate 1F around fixed 2F rotate about the Z axis Testing this interaction method brought us to several conclusions which are discussed in the prototype evaluation chapter LinesTest This activity presents in a simplified form the various display options for our main objects In this activity the user can e toggle point visibility e toggle segment visibility e toggle line visibility e create a point at a random position on the wireframe remove the random point 6 2 CCS 3
49. dge to project these shapes and operations onto paper or semantics There have been many projects that have built VRLE for geometry In the case of VRMath 2 students are opted to complete various tasks that are analyzed into details in the thesis An advanced solution for a VRLE has been presented by Hannes Kaufmann and Dieter Schmalstieg 4 where students are allowed to interact with 3D objects in an immersive VR and therefore directly experience the knowledge There are many obstacles one must face in order to create an efficient VRLE Most of the mentioned VRLEs are of scientific character and are focused more on analyzing their impact on the knowledge acquisition effectiveness of students There are however a few applications such as Cabri 3D3 and GeoGebra that are already being used in classroom education 2 3 HCI With new technologies emerging daily and providing users with all kinds of different possibilities the need to evolve the interaction methods grows rapidly The value of a VR without intuitive or at least fast learnable interaction methods degrades rapidly as the users are demotivated and unwillingly forced to concentrate on the fact that the VR environment they act in is not real because they are not able to interact in a way they would in the real world Human computer interaction HCI is nowadays subject of studies in many different areas We will concentrate on HCI in the areas related to this thesis that being
50. does not inspire the users at all we designed one more technique It uses two fingers at most and focuses on being intuitive simple easy to use and based on gestures already known to the users The main advantages of this technique described in Table 8 are that most users will find already acquainted with it and that it is suitable for use with mobile phones where screens are simply too small to provide enough space for efficiently using three finger gestures Table 8 Two finger interaction technique DoF Action Result left right 3F horizontal drag translate along the X axis up down 3F vertical drag translate along the Y axis forward back 3F pinch translate along the Z axis pitch 2F vertical drag rotate about the X axis yaw 2F horizontal drag rotate about the Y axis roll 2F circle rotate about the Z axis This technique is based on approaches that are already being used The two finger translation is nowadays being used in most laptops with multi touch trackpads Even thou the application domains are mostly in a two dimensional environment we believe users will not require a different approach for three dimensional environments This technique has been implemented in CCS 3D as well and in the final evaluation compared with the three finger technique 7 3 CCS 3D user testing The two designed techniques 2F 3F and 1F 2F were presented to the users while being asked to fulfill given instructions The observations and results w
51. e navrhovan techniku treba vylep i a to z nasleduj cich d vodov e posun po osi Z nebol dostato ne intuit vny e transl cia po osi Z bola separovan od simult nnej transl cii na osiach X a Y V nasleduj cej tabu ke uv dzame upraven techniku Jej v hodou je separovanie transl cie od rot cie az rove poskytuje priestor na ubovo n mapovanie interakcie na jeden prst Transl cia je namapovan na tri prsty zd vodu e je jednoduch m konom ako rot cia Vzh adom na nezvyk a obtia nej ie pou vanie troch prstov je korektn namapova na ne jednoduch iu oper ciu Za tabu kou nasleduj ilustr cie reprezentuj ce dan techniku DoF Akcia Posun v avo vpravo 3 prstami horizont lny posun Posun dole hore 3 prstami vertik lny posun Posun vpred vzad 3 prsty k sebe od seba Nat anie hore dole 2 prstami vertik lny posun Ot anie do str n vpravo a v avo 2 prstami horizont lny posun Nakl anie ot anie v smere a proti smeru hodinov ch ru i iek 2 prstami kru nica s Pri prezentovan na ich n vrhov okoliu sme dostavali prvotn odozvu baz ruj cu na ich reakcii V ine osloven ch sa n pad stromi prstami nep il u dva prsty im pri li zbyto n Na z klade t chto impulzov sme navrhli zjednodu en met du interakcie ktor vyu va maxim lne dva prsty Uveden je v nasleduj cej tabu ke ako na a dvojprstov technika DoF Akcia Posun v avo
52. e settings highscore help and game screens In order to correctly terminate the application the user has to exit from this activity e Settings here the user will be able to change the various interaction methods We will propose a simple interaction method based on a button interface as well as multiple multi touch interaction methods Users will be able to control snapping and hints as well e Highscores here users can find a simple list of user nicknames and the points scored in the two game modes e Help this activity will contain a series of simple screens each holding a picture and text that will explain to the users how to interact with our application The following help screens will be available o ahelp screen describing the possible interactions with the cube o atleast one screen for each interaction method o ascreen describing each of the two game modes o aseries of screens explaining the construction of cube cross sections e Game screen this screen will change according the selected game mode and interaction method On this screen the cube will be displayed and users will be able to interact with it c ustom Primary Forms ee Game screen Settings f Multi touch method 1 Multi touch method 2 f Multi touch method Allow hints Disable snapping navigate navigate e in me navigate Main menu Cube Cross navi
53. e specific action The table below has the values transformed into percentage rating for easier interpretation Complete results can be found on the attached CD Interaction rating Rotate Translate Overall Calculated Y X Z X Y Z Intuitiveness 84 84 83 65 65 76 LL m u Comfort 84 84 85 65 65 73 Frequency 38 38 23 10 10 23 E Intuitiveness 94 94 90 89 89 92 LL ei Comfort 96 96 90 89 89 92 Suitability Phone Tablet a 12 Sufficiency Rating Samples 2F 3F 18 1F 2F Preference 2F 3F 1F 2F User defined actions Yaw Pitch Roll MoveX MoveY Move Z 75 90 44 89 95 0 25 10 56 11 5 100 3 DoF simultaneous use Translation Rotation Noticed 1DoF 2DoF 3DoF Noticed 1DoF Dot 3DoF 65 12 53 35 24 6 88 6 APPENDIX C C 1 Class model This appendix contains the all class diagrams of our application J class Class Model com headerko framew ork Pool Screen g FilelO EE Cube Assets GeometryMath q F12CCS Line L F23CCS Point LettersT est E PointCasing El LinesTest MultiTouchlnterpreter MultitouchTest 3 SufaceCutTest E El WireframeTest multitouch Class model 1 Top level packages class com headerko dp2 MultiTouchlnterpreter F12CCS E eme SufaceCutTest EJ A H com headerko framework Screen impl GLGame W
54. e511plus CCS 3D 7 3 2 Test execution The following scenario has been executed with each student First the student was seated and asked to answer the questions in section in this chapter 7 3 2 Test execution the term section refers purely to the sections of the questionnaire 1 General information of our questionnaire Section 2 Interaction user experience intuition evaluation was answered based on what the user did in the MultiTouch Tester application Because the first three test subjects staggered on the request to rotate the coin displayed on the screen the other respondents were first asked to do the translations which made the upcoming request to rotate the coin clearer Next section 7 Task evaluation observer point of view was filled out based on the time it took the user to execute the given tasks using the designed three finger technique 2F 3F In section 7 1 the numbers were filled only if the user managed to fulfill the task under 30 seconds If he did not manage to guess the gesture in time he was given a hint try to use three fingers Accomplishing a task after being given a hint was noted in section 7 2 After being acquainted with the interaction methods and the user interface UI the student was asked to construct the cross section section 7 2 8 Then the sections 6 CCS 3D application evaluation and 3 Interaction custom design 2F 3F user evaluation were filled out In t
55. ed evolution of mobile devices has caused that even elementary school students own smartphones with huge multi touch displays Mobile carriers often offer high end devices much cheaper with two year wireless contracts and make them available to the generic customer On the assumption that 90 23 of students own mobile phones from which 20 and growing steadily can be categorized as smartphones we conclude that developing an application for the iOS or and Android platform is the most reasonable option Application app distribution can be as simple as downloading the application directly from Apple App Store or Google Android Market We decided to develop for Android for the following reasons 1 constantly growing user base even thou Apple still holds the majority of market shares Android is catching up fast 2 extended developer support for the open source nature of Android there is a large community of developers eager to help one another 3 app distribution apart from Google Android Market apps can be distributed via third party sites and by the devices themselves 4 affordable devices Android phones as well as tablets are considerably cheaper than the Apple iPhone or iPad Android 4 0 Ice Cream Sandwich tablet NOVO724 costs just 100 As this thesis focuses on a specific interaction method to be able to experience the full potential of our app one will need a device that meets certain specifications The screen size is the mos
56. er SingleTouchHandler MultiTouchHandler Class model 6 Package com headerko framework impl APPENDIX D D 1 IIT SRC 2012 Paper This paper was published in the IIT SRC 2012 student conference proceedings It was also awarded the Czechoslovakia Section of IEEE price Multi touch Interaction Technique Designed for Three dimensional Environments on the Screens of Mobile Devices Filip HLAV CEK Slovak University of Technology in Bratislava Faculty of Informatics and Information Technologies Ilkovi ova 3 842 16 Bratislava Slovakia filip hlavacek gmail com Abstract In this paper we focus on multi touch interaction techniques with the aim to design an intuitive easy to learn and efficient solution that users would embrace To reach this goal we set out by analyzing research on advanced interaction techniques and existing approaches used in applications available on mobile devices We design our own technique with regard to the six degrees of freedom The efficiency of our solution shall be verified by applying this technique in an Android based application used by students to support cube cross section education 1 Introduction Human computer interaction HCI plays an essential role in today s technology Large displays various input devices high end mobile phones all need to adopt specific HCI approaches in order to present their true potential to the common user Just recently multi touch displays became a st
57. eras and digital compasses can also be used to control various applications Compasses can evoke rotation and IR cameras can determine relative location 8 Accelerometers have found their way into mobile video gaming industry as they can simulate actions one would do in reality Instead of steering a car by holding down buttons one can simply tilt turn the device as a steering wheel67 Classic input devices Input devices as hardware keyboards mice and pen tablets do not need to be specifically described as they represent common forms of input They are old but irreplaceable as 6 https market android com details id net osaris turbofly 7 http itunes apple com us app need for speed hot pursuit id394732447 keyboards are the fastest text input devices mice are of vital essence for every professional gamer and drawing without a pen is impossible 2 34 Action processing The action of creating the input signal can be categorized based on the required stimuli be it physical or mental Different devices and techniques aim at various user skills Physical manipulation Most devices nowadays require users to interact with the input devices by body movement Without using the muscular system one could not move the mouse nor type on the keyboard Direct physical interaction techniques are those where a user changes a state of a physical object which then sends an appropriate signal to the computer Most input hardware is based on t
58. ere noted into a questionnaire form The full questionnaire can be found in Appendix B This test should be regarded as an introductory test to verify that the designed techniques can be regarded prospective and promising There are things that can be done better in order to provide more detailed results discussed in chapter 7 4 however for our needs this test is more than sufficient 7 3 1 Test setup Our group of testers consisted of high school students from the Huben ho 23 high school Most of them 79 already passed curriculum containing cube cross sections Students that had no knowledge of cube cross section construction were tasked with simple instructions aimed at the use of the 6 DoF Such instructions included e turn the cube so that the CDHG plane is in the front e turn the cube so that the CDHG plane is in the front but the GH segment is at the bottom e zoom in e move the cube to the side so that only half of it can be seen Students were questioned one by one each sitting at a desk where the mobile device was located Other students were not present so their answers would not be influenced Approximate test duration was 10 minutes per student with cube cross section knowledge 5 minutes for the other students as they were not required to solve the cross section construction Apart from the questionnaire the following was used e stopwatch e mobile device HTC EVO 3D e applications MultiTouch Tester by th
59. ets the specified requirements call the individual activities when user navigates through the various screens etc 5 1 2 Solid geometry component This component take care of all the logic associated with geometry Classes as Point Line Plane and Cube will represent the various objects on our scene This component represents the imaginary world of a cube where all our objects that users can interact with reside This world has to be able to adapt and respond to various impulses mostly user invoked 5 1 3 Framework component Our application will be built on top of a framework The most basic subcomponents that our framework should have are Game OpenGL and Input as displayed on Figure 9 The Game subcomponent is the mastermind of the framework It delegates tasks to the various subcomponents and makes sure everything works as it is supposed to The OpenGL component as the title states takes care of OpenGL ES We decided to go with OpenGL 1 0 and 1 1 as OpenGL ES 2 0 is not supported on older devices Tasks as rendering the final frame double buffering drawing sprites applying projection and model matrices are all being executed within this component The Input subcomponent is the most relevant for us It processes all input methods and events and allows us to use the input devices in a simple manner The minimal requirements for an Input component are multi touch and accelerometer support 5 1 4 Multi touch interpre
60. everything concerning virtual reality augmented reality learning environments simulations and mobile devices In the following part of the thesis we will try to divide HCI into a few categories based on the subject of interest 2 3 1 Target environment When discussing different types of interaction methods we can divide HCI into groups based on the environment the user has to interact with Each environment is designed so that it fulfills its specific goal therefore requires a different HCI approach Application specific Simple applications not VR are designed to simply satisfy strictly defined requirements Users are often informed of how to use the given application so that they can use it The primary goal is to find interaction methods that effectively cover all application capabilities rather than to provide intuitive interaction methods It does not matter whether the user needs months of training in order to be able to use this application and years to master the whole potential What matters is that someone who has already mastered such an application is able to work effectively and without any constraints 3 http www cabri com cabri 3d html 4 http www geogebra org U Augmented reality Augmented reality AR enhances what we perceive with our senses with information that would normally be harder to compute in our minds The most relevant applications of AR can be nowadays found for example in vehicles with inter
61. ew interaction technique based on prototype evaluation 37 Table 8 Two finger interaction technique sn 38 LIST OF ABBREVIATIONS 2D 3D ADT AVD DoF GPS IGS RNT SDK UI VR VRLE Two Dimensional Three Dimensional Android Development Tools Android Virtual Device Degrees of Freedom Global Positioning System Interactive Geometry Software Infrared light Rotate N Translate Software Development Kit User Interface Virtual Reality Virtual Reality Learning Environment 1 INTRODUCTION Human computer interaction HCI plays an essential role in today s technology Large displays various input devices high end mobile phones all need to adopt specific HCI approaches in order to present their true potential to the common user Just recently multi touch displays became a standard for mobile devices Common interaction techniques for 2D environment manipulation have already been adopted but 3D interaction techniques are still in development This thesis reports on a research study investigating the use of virtual reality in conjunction with multi touch mobile devices to facilitate the knowledge construction by middle school students of 3 dimenstional 3D geometry by means of up to date education approaches New generations of young students are constantly being more difficult to educate as it is difficult to motivate them Old educational means often do not appeal to them I believe everyone knows
62. experience the knowledge 2 1 Multi touch interaction In order to be able to design a usable multi touch technique we thoroughly analyzed existing approaches as well as related HCI When researching interaction techniques we analyzed HCI from the following points of view 2 1 1 Environment with intuitive control Each environment is designed so that it fulfills its specific goal therefore requires a different HCI approach As these environments focus on simulating reality VR HCI must correspond to the interaction possibilities in the real world It has to be as intuitive as possible and for common tasks it should allow the users to easily replicate these actions and receive the expected feedback On the opposite the primary goal of application specific HCI is to find interaction methods that effectively cover all application capabilities rather than to provide intuitive interaction methods 2 1 2 Haptic surfaces and finger gestures Depending on the device in question different interaction approaches have to be used Some devices allow more straightforward techniques minimizing the abstraction between the reality and the virtual environment Haptic surfaces known as touch surfaces are nowadays present in most mobile devices be it mobile phones tablets or notebooks trackpads Multi touch surfaces have several issues that need to be addressed When designing three or more finger gestures one has to take into account the size of the sc
63. gate Simple mode Advanced mode Settings Highscores N navigate navigate navigate Highscores 1 Name Score 2 Name Score navigate 3 Name Score Back Next Figure 12 User interface design 6 IMPLEMENTATION This chapter contains details regarding the process of implementing the Cube Cross Sections 3D application There were various obstacles and challenges that we had to overcome during this process and some had impact on the application This chapter is divided into two parts the prototype and the final application 6 1 Theprototype We built a custom framework while learning Android basics We believe that this was the best choice as it allowed us to keep up with the deadlines and deliver an acceptable prototype on time The prototype itself consists of a few activities that prove that on our framework and geometry component is able to construct the final application As of our development environment we work with the following e Windows 7 Professional operating system e Java SDK Android SDK e Eclipse Indigo integrated development environment with the ADT plugin e HTC Desire HD as our testing device The Android SDK comes with an AVD Android Virtual Device manager which provides us with the option to test our applications on the Android emulator However when it comes to testing OpenGL and multi touch interaction the emulator is
64. he end the student was presented with the latter two finger technique 1F 2F After having tried it out in the application the remaining sections 3 Interaction custom design 1F 2F user evaluation and 5 Interaction custom design in general were filled out 7 3 3 Test results In most of the test guestions the students were asked to evaluate something and rate it on a scale from 1 to 10 noted as 0 9 where 1 is the worst and 10 is the best possible rating The rest were Yes No guestions as well as guestions where the user was asked to give his opinion blank fields Detailed result statistics can be found in Appendix B The rated values have been transformed into percentage values for a clearer representation The fact that 93 of the tested students rated our application with a rating above 75 leads us to the conclusion that the application was accepted positively With a usability rating of 79 and user interface rating of 89 we can conclude that the user interaction evaluation was not negatively affected by the application itself The vast majority 84 of the students asked preferred the two finger technigue 1F 2F The three main causes which led the students to this conclusion were the following e habit as 58 of the students tested own a phone with iOS or Android where 2 finger rotation and the pinch gesture are widely spread they found it a habit to use those gestures and therefore rated the interaction technigue hig
65. he use of three fingers Two fingers were suggested for the pinch gesture all students and the roll gesture 56 The assigning of two fingers for rotation or translation depended on which question the student was asked first If first asked to assign a gesture to translation he chose one finger 1F drag If first asked about rotation the most common choice was one finger drag as well If the 2 finger drag gesture has been assigned it was almost always chosen as the second choice when one finger drag has already been assigned 7 4 Evaluation As mentioned above the fact that users prefer the two finger interaction technique can be credited to screen size and habits The test results clearly show that the possibilities that the three fingers technique offers are equal to and greater than the two finger technique The main disadvantage is the use on small screens where scene obscuring occurs On the other hand the three fingers technique gives room for one finger interaction It can be used for various interaction enhancements like shape recognition path tracing etc In our CCS 3D application we let users do selecting by simply dragging one finger across the screen This cannot be done with the two fingers technique as dragging one finger is mapped to cube rotation Even thou the results indicate that both techniques are equally suitable for tablets we fear that applying a different test scenario let the user try out both and then ra
66. her e simplicity using three fingers cramped on a small screen requires practice it took time for the students to find a way of placing the fingers so that they can be conveniently moved around the screen e small screen by laying three fingers on the screen of a mobile phone and dragging them around most of the screen is covered by the users hand and therefore the lack of visual feedback decreases usability 68 rating for 2F 3F against 90 rating of 1F 2F While in the two fingers technigue students did not differentiate dramatically between the various DoF gestures the rating for the three finger technique 2F 3F has a wider spread The highest rated in the 1F 2F technique was the use of one finger for rotation score of 95 and the second best the well known pinch gesture score of 92 The remaining two finger gestures were all rated around 90 In the 2F 3F technique the two finger gestures were rated an average of 84 which compared to the two finger gestures for translation in the 1F 2F technique is 6 lower However the same gesture mapping for the roll rotation has a 6 lower rating as well therefore we believe that the individual DoF gesture rating is affected by the general technique perception As already mentioned earlier the three finger gestures have a noticeably lower rating of 68 What is interesting is that the three finger pinch gesture has 10 higher rating than the three finger gesture for translation on the XY pl
67. his principle a button has to be pressed joystick has to be tilted accelerometer has to be moved etc Each device has specific requirements that the user has to meet in order to use it efficiently Some devices are aimed at generic usage therefore do not require special knowledge or skills others however are not that easy to master especially when they are required to fulfill a specific goal Interaction techniques such as gesture recognition where a user waves his hand in front of a camera have recently become the subject of many research projects Even Grossman s et al work 5 is based on this approach as the sphere dome itself serves only for finger guidance The individual fingers are being tracked by a set of high resolution infrared cameras Another solution is digital image processing where different objects are tracked by various algorithms that process image feeds from all kinds of cameras In the Raffa s et al research 9 a pipeline for efficient continuous gesture recognition is designed Recent introduction of Xbox s Kinect controller has brought indirect gesture recognition to its highlight Mental control Recent studies have brought dreams and futuristic visions closer to reality Until now interaction with simple thoughts seemed impossible Research has once again brought down another barrier and the first mind controlling prototype devices are available By scanning the neural activity users can control objects by
68. hmood A K B Sulaiman S Investigation of fingertip blobs on optical multi touch screen Information Technology ITSim 2010 International Symposium in vol l no pp l 6 15 17 June 2010 doi 10 1109 TTSIM 2010 5561307 URL http ieeexplore ieee org stamp stamp jsp tp amp arnumber 5561307 amp isnumber 5561289 2 Andy Yeh 2004 VRMath knowledge construction of 3D geometry in virtual reality microworlds In CHI 04 extended abstracts on Human factors in computing systems CHI EA 04 ACM New York NY USA 1061 1062 DOI 10 1145 985921 985979 http doi acm org 10 1145 985921 985979 3 Anthony Martinet G ry Casiez and Laurent Grisoni 2009 3D positioning techniques for multi touch displays In Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology VRST 09 Steven N Spencer Ed ACM New York NY USA 227 228 DOI 10 1145 1643928 1643978 http doi acm org 10 1145 1643928 1643978 4 Cohen C A amp Hegarty M 2007 Sources of Difficulty in Imagining Cross Sections of 3D Objects The 29th Annual Conference of the Cognitive Science Society Nashville Tennessee USA 5 Donato Fiorella Andrea Sanna Fabrizio Lamberti 2010 Multi touch user interface evaluation for 3D object manipulation on mobile devices Journal on Multimodal User Interfaces Springer Berlin Heidelberg Issn 1783 7677 Doi 10 1007 512193 009 0034 4 Url http dx doi org 10 1007 s12193 009 0034 4 6 Hannes Kaufm
69. ight 2F horizontal drag up down 2F vertical drag forward back N A pitch 1F vertical drag yaw 1F horizontal drag roll N A Table 1 Fiorella et al multi touch interaction technique Two finger technique DoF Three finger technique 1F horizontal drag left right 1F horizontal drag 2F pinch up down 2F pinch 1F vertical drag forward back IF vertical drag 2F horizontal drag pitch 3F horizontal drag 1F moving the point of contact yaw 2F drag 2F vertical drag roll 3F vertical drag Table 2 Hancock et al two and three finger multi touch interaction technigue The first proposed is a two finger technigue based on the Rotate N Translate RNT algorithm 8 This technique has problems with the yaw DoF as smaller displays such as mobile phone displays cannot take full advantage of the RNT algorithm In their work they state that there has been a general consensus about the separability of rotation and translation It is widely believed that input is superior if these are kept separate but on the other hand at the end of their work they state that People are not only capable of separable simultaneous control of rotation and translation but prefer i We believe that whether it is an advantage or a disadvantage depends from the target application Tabletop displays require fast and imprecise manipulation with objects and therefore do not suffer from minor unde
70. ilable in the market that allow the user to view OFF and OBJ files As the author himself states this project is just a learning exercise and serves no real purposes The project started a simple OpenGL learning project I find this application worth of mentioning as there are not many like it Figure 5 One finger dragging rotates the object Dragging from side to side the object can be rotated about the Y axis while dragging vertically rotates the object about the X axis Along with the object the whole coordinate system is being rotated therefore roll rotations rotation about the Z axis are impossible to achieve Two fingers are used only for the pinch gesture that allows zooming in and out What I like about this application is its spin feature When releasing a dragged finger without stopping it first the object keeps spinning at a decelerating rate until it comes to a halt 19 http itunes apple com us app i3dviewer id371652694 20 http zerocredibility wordpress com 2010 12 07 3d model viewer for android 16 Figure 6 ModelView Nao3d Viewer Free Nao3d Viewer is another Android application for viewing 3D models This application however lacks user friendly manipulation Objects can be rotated about an invisible centre placed at their bottom by dragging one finger across the screen The relation between distance the finger travels on the screen and the angle to object rotates is set incorrectly as one finger
71. ion in which they re constantly creating things together Virtual Reality Pioneer Jaron Lanier Sun Microsystems Inc 2003 Virtual Reality the use of computer modeling and simulation that enables a person to interact with an artificial three dimensional 3 D visual or other sensory environment VR applications immerse the user in a computer generated environment that simulates reality through the use of interactive devices which send and receive information and are worn as goggles headsets gloves or body suits In a typical VR format a user wearing a helmet with a stereoscopic screen views animated images of a simulated environment 2 This perfect oxymoron Virtual Reality simply represents an artificial environment that has the ability to convince the user of its existence as a real world VR resides in the thoughts of humans in different forms and images as everyone depicts it as the means to their fabled reality That is why VR nowadays is not the same for everyone An application where a scientist immersed in a 2D simulation of molecules studies their lifecycles would not be worthy of the title Virtual Reality in the eyes of a teenager who spends most of his time living his life detached from the real world playing stereoscopic 3D games with stunning graphics and various input devices with haptic feedback The less we have to use our imagination the more realistic the environment will be We perceive reality
72. ireframeTest MultitouchTest LettersTest Class model 2 Package com headerko ccs class com headerko geometry math Vector3 Class model 3 Package com headerko geometry class com headerko fram ew ork J interface interface interface Screen Pool Fielo math al mpl mul tvuch E Vector2 Camera2D E Accelerometertandier E MultiTouchinterpreter El Vector3 el Font AndroidhlelO FontBatcher E Androidinput El LookAtCamera El GLGare E SpriteBatcher GLGraphics Texture GL Screen E TextureRegion le KeyBoardHander lal Vertices MultiTouchHandler Vertices3 El Single TouchHandler sg TouchHandier Class model 4 Package com headerko framework class gl LookAtCamera math Vector3 math Vector2 interface com headerko framew ork FilelO Texture impl GLGraphics l l l SpriteBatcher TextureRegion FontBatcher Class model 5 Package com headerko framework gl class impl A j GLGraphics com headerko framework Screen interface com headerko framew ork Game com headerko framew ork FilelO interface AndroidFilelO com headerko framew ork AccelerometerHandler KeyBoardHandler Androidlnput interface TouchHandl
73. is pressed the cutis highlighted F23CCS This is the Cube Cross Section construction mode with the three finger technique used Apart from exactly the same functionality as for the F12CCS activity this activity allows the user to do consecutive point selection by simply dragging the finger across the point without having to lift the finger off the screen to select another point 7 TECHNIQUE USABILITY After having designed a multi touch technique its usability had to be tested A series of tests were performed in various stages of the implementation Based on the evaluation of each phase the techniques were adjusted and in the end the final designs were submitted to thorough evaluation The main emphasis was on the usability and user acceptance 7 1 Prototype evaluation Based on the empirical evaluation of the first interaction technique implemented in the prototype we designed a new technique Table 7 that was later compared to the one designed in the first phase Table 4 The use of three fingers for the task of translation on the Z axis was not intuitive and limited the user to a simultaneous translation on a maximum of two axes In order to introduce three finger touch interaction it requires it to be a great improvement over various current approaches in order for the users to accept it Simply adding three fingers as a new gesture especially when translating on the Z axis is almost identical to the zooming action based on
74. l Symposium on vol no pp 1 8 10 13 Oct 2010 doi 10 1109 ISWC 2010 5665872 URL http ieeexplore ieee org stamp stamp jsp tp amp arnumber 5665872 amp isnu mber 5665849 10 11 12 13 14 15 16 Donato Fiorella Andrea Sanna Fabrizio Lamberti 2010 Multi touch user interface evaluation for 3D object manipulation on mobile devices Journal on Multimodal User Interfaces Springer Berlin Heidelberg Issn 1783 7677 Doi 10 1007 s12193 009 0034 4 Url http dx doi org 10 1007 s12193 009 0034 4 Mark Hancock Sheelagh Carpendale and Andy Cockburn 2007 Shallow depth 3d interaction design and evaluation of one two and three touch techniques In Proceedings of the SIGCHI conference on Human factors in computing systems CHI 07 ACM New York NY USA 1147 1156 DOI 10 1145 1240624 1240798 http doi acm org 10 1145 1240624 1240798 Russell Kruger Sheelagh Carpendale Stacey D Scott and Anthony Tang 2005 Fluid integration of rotation and translation In Proceedings of the SIGCHI conference on Human factors in computing systems CHI 05 ACM New York NY USA 601 610 DOI 10 1145 1054972 1055055 http doi acm org 10 1145 1054972 1055055 Anthony Martinet G ry Casiez and Laurent Grisoni 2009 3D positioning techniques for multi touch displays In Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology VRST 09 Steven N Spencer Ed ACM New York NY
75. lation 3 fingers for rotation two fingers are used for rotation as rotations are harder to master for most users Translations being simple easy to understand actions are mapped to three fingers because most users are not used to three finger interaction unspecified single finger interaction apart from selection 1t can be used with gesture drawing In our test of this technique on a mobile phone most participants were surprised with the concept of using three fingers Many participants disliked the concept because three fingers are simply one too many on small screens Based on further evaluation we came to the conclusion that on devices with small screens where three fingers touching the screen simultaneously obscure the visualization this technique is not suitable On the account on rotation separation and one finger interaction being limited to rotation only we defined a small screen interaction technique presented in table 6 DoF Action left right 2F horizontal drag up down 2F vertical drag forward back 2F pinch pitch 1F vertical drag yaw 1F horizontal drag roll 2F circle Table 6 Small screen limited interaction technique CONCLUSION We analyzed the most relevant areas related human computer interaction in conjunction with multi touch interaction Based on the evaluation of existing approaches we designed an interaction technique that allows 6 DoF This technique has
76. lation may occur Separating the roll rotation from the translations gives us a smooth stable Z axis translation without unwanted roll of the camera object In the year 2016 there shall be more tablets PCs than notebook PCs and they shall be four times as robust as the tablets available nowadays26 This computing power will allow users to use tablets for all kinds of activities such as work entertainment gaming etc Many application that present 3D environments available only on computers nowadays will become a part of mobile applications be it architect software 3D modeling or simple 3D object browsing Especially applications where work efficiency plays a key role would greatly benefit from our three finger technique for camera object manipulation As for mobiles phones and other devices with smaller screens the two finger technique is a variant among other existing similar techniques but fulfills all user expectations and requirements Further research involves thorough tests where the application should not be domain specific While testing our application not everyone had sufficient knowledge of cube cross sections and therefore the results might have been negatively affected Simple tasks as move the ball into the box etc would not limit the test subject to a specific group of people Apart from the domain the application should be enhanced to collect usage statistics and record user actions so they can be played
77. lusion We analyzed the most relevant areas related to virtual reality human computer interaction multi touch interaction techniques and virtual reality learning environments Based on the evaluation of existing approaches we designed an interaction technique that allows 6 DoF This technique has been improved and redesigned after an internal prototype testing Both techniques are suitable for the use on mobile devices with touch screens In our research we compare these two techniques to 6 Alternative Interaction Approaches in Three dimensional Environments on the Screens of Mobile Devices techniques available in mobile applications nowadays as well as to techniques designed in other research studies on multi touch gestures After extensive user testing that is planned we will issue a final verdict whether we managed to design a technique that can be easily embraced by both users and developers The testing itself will be executed on our CCS 3D application which allows students to interact with a cube and construct cube cross sections Tests are designed so that students have to execute various tasks from simple cube rotations to tasks where all 6 DoF have to be put to use At the end the collected results will be summarized and evaluated Through extensive research and a thorough design of an efficiently usable intuitive and easy to master technique we bring VR one step closer to the mobile device users References 1 Ahsanullah Ma
78. m horizont lny posun Nakl anie ot anie vsmere aproti smeru hodinov ch ru i iek Hancock akol navrhli dve techniky av ak iba ich trojprstov technika efekt vne pon ka v etk ch 6 DoF DoF Two finger technigue Three finger technigue Posun v avo vpravo 1 prstom horizont lny posun 1 prstom horizont lny posun Posun dole hore 2 prsty k sebe od seba 2 prsty k sebe od seba Posun vpred vzad 1 prstom vertik lny posun 1 prstom vertik lny posun Nat anie hore dole 2 prstami horizont lny posun 3 prstami horizont lny posun Ot anie do str n vpravo a v avo 1 prstom posun bodu kontaktu 2 prstami posun Nakl anie ot anie v smere a proti smeru 2 prstami vertik lny posun 3 prstami vertik lny posun hodinov ch ru i iek Ich rie enie bolo zameran na plytk interakt vne stoly Ich dvojprstov technika narazila na probl m e nie je efekt vne pou ite n na mal ch obrazovk ch lebo sa ned vyu i pln potenci l Rotate N Translate algoritmu Vich pr ci vyhl sili e nie len e s udia schopn separovan ho simult nneho ovl dania rot cie a transl cie ale preferuj ho Mysl me si e kombinova simult nnu transl ciu s rot ciou je vhodn len v niektor ch pecifick ch pr padov pr padne z le na aplika nej dom ne kde pod a potreby definujeme s bor niektor ch zo stup ov vo nosti ktor mi budeme naj astej ie manipulova To v ak op koncov ho
79. mapped to two fingers so that the users can concentrate on rotating instead of laying three fingers on the screen Using three fingers for the pinch gesture leaves two fingers for the pinch gesture that could be used for zooming however if not of vital importance the zooming feature should rather be left out Otherwise the user could end up confused not being able to see the difference between zooming and translation on the Z axis Table 7 New interaction technique based on prototype evaluation DoF Action Result left right 3F horizontal drag translate along the X axis up down 3F vertical drag translate along the Y axis forward back 3F pinch translate along the Z axis pitch 2F vertical drag rotate about the X axis yaw 2F horizontal drag rotate about the Y axis roll 2F circle rotate about the Z axis For a more detailed explanation of the described multi touch technique please refer to Appendix A 1 7 2 CCS 3D beta testing While developing the CCS 3D application we communicated our ideas to various users We paid attention to the reactions when presenting the idea of interacting with three fingers Around a dozen in count these users were people closely related to IT be it colleagues or fellow students The vast majority initially disliked the idea of using three fingers but when confronted and presented with the advantages the initial negative attitude slowly faded away Based on the fact that using three fingers simply
80. o DoF mapped to it We are sure that everyone uses the 2 finger pinch gesture to change zoom levels and that is not exactly the same as translation along the Z axis We believe that this technique could be used in any 3D environment that requires precise manipulation as the task of translation is separated from rotation A proposed list of detailed actions is available in the table below The current technique mapping is aimed at manipulating either the camera or an object in the scene The suitable camera types are either the look at camera where the camera is fixed on a point in the scene and rotations result in the camera being rotated around this point or a normal camera where the rotations are done by the camera itself around its center First person cameras would not benefit from these mappings However with minor changes to the various DoF gesture mappings means of controlling a first person camera could be achieved Table 5 Detailed multi touch interaction technique description Action Condition Result 1F tap target unselected vertex create new selection selection null add vertex to selection 1F tap target unselected vertex add vertex to selection selection active 1F tap target selected vertex remove vertex from selection 1F single tap target void deactivate selection 1F single tap target object activate selection 1F double tap target object add each vertex from group to selection 1F double tap target void
81. o the figure to use them in calculations or in expressions using fundamental algebraic concepts such as numbers variables and operations It takes time to master all the features this application offers but once mastered Cabri 3D can become a powerful educational tool in teacher s hands CA File Edit Display Document Window Help DA Oe v A ES Figure 1 Cabri 3d What Cabri 3D lacks is the full control over the 3D environment The scene with objects is concentrated around the XZ plane Controlling the height Y axis in which the objects are located is impossible as well as is rolling the scene rotation about the X axis The zoom in and out functionality is either missing or I simply did not figure it out in half an hour s time Even thou the interaction with the 3D environment is limited this approach partially helps the students to comprehend geometry as it eliminated the need of processing additional perspectives Apart from Cabri 3D there are many other very similar IGSs e g Yenka 3D shapes 10 http www cabri com cabri 3d html Archimedes Geo3D12 GeoGebra 3 Geomspacel Geometrial5 Aplollonius Apollonius is probably one of the first IGS applications available for mobile devices This application however works only in the field of planar geometry where the interaction techniques are relatively straightforward Single finger actions are used for object translation
82. on Cross section construction and use cases that extend them are application specific and define the behavior of our game app All the use cases are available in the following figure Figure 10 Their titles should be self explanatory uc Primary Use Cases S Cross sections by Rotate pane Le h extend plane intersection Change settings oe 7 Sp Y T N 7 extend 1 7 l Move plane l k P I include F include X l Start application 1 Start new game cube usege Evaluate solution statistics 7 Quit application extend I I san extend extend include Z 4 extend N 7 S vlz include ISLE Cross section construction Send usage statistics A bp ea ao aN SE KR ES I precedes FR SE I Se precedes Select point lt Select segment Remove point EE z include precedes Figure 11 Use cases diagram LA 5 3 User interface The user interface will allow only touch interaction so in order to navigate to the next screen the user has to touch the appropriate button or use the back button available on all Android devices The game consists of five activities see Figure 11 where an activity in Android represents a screen e Main menu when the application starts the main menu screen activity is launched From here the user can navigate to th
83. optimized in order to provide users with a smooth interaction method Also action prediction would greatly improve the user experience SLOVAK UNIVERSITY OF TECHNOLOGY IN BRATISLAVA Faculty of Informatics and Information Technologies APPENDIX E E 1 NordiChi 2012 Short paper Multi touch Interaction Technique Designed for Three dimensional Environments on the Screens of Mobile Devices ABSTRACT Human computer interaction HCI plays an essential role in today s technology Large displays various input devices high end mobile phones all need to adopt specific HCI approaches in order to present their true potential to the common user Just recently multi touch displays became a standard for mobile devices Common interaction techniques for 2D environment manipulation have already been adopted but 3D interaction techniques are still in development In this paper we focus on multi touch interaction techniques with the aim to design an intuitive easy to learn and efficient solution that users would embrace To reach this goal we set out by analyzing research on advanced interaction techniques and existing approaches used in applications available on mobile devices We design our own technique with regard to the six degrees of freedom The efficiency of our solution shall be verified by applying this technique in an Android based application used by students to support cube cross section education Author Keywords Mobile device
84. ototype application Table 4 Custom multi touch interaction technique DoF Action left right 1F horizontal drag up down 1F vertical drag yaw 2F horizontal drag pitch 2F vertical drag roll 2F circle forward back 3F vertical drag The forward backward movement could be mapped to a different gesture e g 3F pinch or 3F horizontal drag As you can see the 2F pinch action has no DoF mapped to it In this first technique design we purposely separated the 2 finger pinch gesture to change zoom levels from the 3F drag gesture that translates along the Z axis Based on the evaluation of the designed interaction technique on our prototype application we were able to improve this technique Our redesigned technique described in the table 5 focuses on the following similar gestures for separate interaction categories 1 finger for selection 2 fingers for translation 3 fingers for rotation intuitive use XY plane X axis and Y axis common gesture approaches simple dragging results in translation on the XY plane or rotation about the Y axis for a horizontal stroke Table 5 Improved interaction technique based on prototype evaluation DoF Action left right 2F horizontal drag up down 2F vertical drag forward back 2F pinch pitch 3F vertical drag yaw 3F horizontal drag roll 3F circle Based on the application domain users might prefer 2 finger gestures for rotation if it will be the more frequent task 6 Conc
85. partially manipulate human minds VR found its way into education Students have trouble acquiring new knowledge as they find it often uninteresting boring unimportant or even useless Motivation has been and will forever remain the teacher s most effective weapon VR brings the possibility to enlighten students with new teaching methods and approaches as well as explaining things without having to explain how to interpret the explanations Recently VRLEs have emerged in the field of education The goal is to provide environments for the students where knowledge can be acquired in its native form by simply experiencing the different theoretical situations in the given environment This eliminates the burden of processing theoretical knowledge presented in undefined environments where apart from focusing on the subject of interest students subconsciously process large amounts of unknown variables that define the essence of the environment in which the subject resides Our research will be conducted in the field of 3D geometry also known as solid geometry Students often have problems projecting shapes drawn on paper into a three dimensional space in their minds Further operations on these objects are difficult just to imagine therefore difficult to comprehend and learn Presenting such shapes and operations in VR enables the students to focus on the target objects and later on when already acquainted with necessary experience based knowle
86. r translations will not be used that often as most of the time the cube will be rotated Translations will be used in cases an intersection of two lines originates outside of the screen Interaction with objects in this mode mainly consists of object state existence manipulation create remove hide and rotations 3 DoF In order to be able to extensively evaluate our interaction method the application would greatly benefit if user usage statistics were collected The most important requirements for our application are summarized in the following figure Figure 7 where the core requirements are the bright ones and the gray ones represent requirement that would provide a robust application Interact with plane Interact with the cube J custom Main features Simple game mode cross section by plane Interact with segments and lines Advanced game mode cross section construction Figure 8 Functional requirements Apart from these requirements we defined a few complementary ones which are not of low importance However if the application met those requirements it would greatly benefit from them custom Optional Features Ba Submit score gt Openfeint Advanced visual effects Construct cross section automatically Measurements and calculations Cube net un folding Figure 9 Optional functional requirements 4 2
87. raction can be categorized as physical manipulation as users use the muscular system EVALUATING EXISTING APPROACHES Our primary goal is to find an effective interaction method for mobile devices equipped with multi touch screens As most multi touch practices focus purely on 2D environments the interaction methods in 3D environments are not yet standardized Our interest falls onto two application types As we want to create a 3D geometric multi touch application we focus on existing interactive geometry software IGS and Android and iOS applications that enable interaction with 3D objects While the IGS applications in our research are analyzed to present different capabilities of geometry systems the mobile applications section focuses mainly on the interaction techniques used to manipulate objects in 3D environments From the analyzed applications and research e g VRMath 2 Construct3D 6 etc it is clear that no interaction approach has yet been standardized and therefore applications interpret interactions as they best suit the specific needs DoF Result left right translate along the X axis up down translate along the Y axis forward back translate along the Z axis pitch rotate about the X axis yaw rotate about the Y axis roll rotate about the Z axis Table 1 Degrees of freedom mapping The devices the applications were tested on are an Apple iPod 2nd generation on a HTC Desire H
88. rds substituting mice The evolution of touch surfaces being more responsive of greater size and with underlying active displays motivates the search for the best interaction approach Until multi touch was introduced these surfaces were a compact tool that simply substituted the mouse in moving the cursor on the screen Multi touch allowed the users to use multiple finger combinations and with the combination of drawing gestures brought trackpads one step ahead of mice However they still lack the precision a pen tablet and velocity a mouse can offer Implementation of single touch interaction methods is straightforward as it does not differ from interaction capabilities of the mouse It relies mainly on the user interface and therefore is mostly application dependent Uls need to be optimized for specific tasks 6 where different approaches are evaluated It is often convenient to let the user decide himself which approach he prefers Multi touch surfaces have several issues that need to be addressed Two or more fingers too close to each other can be processed as a single finger on the screen and when designing three or more finger gestures one has to take into account the size of the screen as larger fingers may simply not fit the screen Fingertip blobs affect the error rate 7 and their examination may help in proposing the user interface design Accelerometers IR Additional hardware components like accelerometers infrared cam
89. reen as larger fingers may simply not fit the screen Fingertip blobs affect the error rate 1 and their examination may help in proposing the user interface design Apart from straightforward touch interaction techniques accelerometers and g sensors have found their way of interaction The action of creating the input signal is categorized based on the required stimuli into physical or mental Different devices and techniques aim at various user skills Multi touch interaction can be categorized as physical manipulation as users use the muscular system Filip Hlav cek 3 3 Evaluating existing approaches Our primary goal is to find an effective interaction method for mobile devices equipped with multi touch screens As most multi touch practices focus purely on 2D environments the interaction methods in 3D environments are not yet standardized Our interest falls onto two application types As we want to create a 3D geometric multi touch application we focus on existing interactive geometry software IGS and Android and iOS applications that enable interaction with 3D objects While the IGS applications in our research are analyzed to present different capabilities of geometry systems the mobile applications section focuses mainly on the interaction techniques used to manipulate objects in 3D environments From the analyzed applications and research e g VRMath 2 Construct3D 6 etc it is clear that no interaction approach has yet been
90. rows rapidly The value of a VR without intuitive or at least fast learnable interaction methods degrades rapidly as the users are demotivated and unwillingly forced to concentrate on the fact that the VR environment they act in is not real because they are not able to interact in a way they would in the real world Human computer interaction HCI is nowadays subject of studies in many different areas In our research we concentrate on HCI in the areas related to multi touch interaction virtual reality learning environments and mobile devices The research will be conducted in the field of 3D geometry also known as solid geometry Students often have problems projecting shapes drawn on paper into a three dimensional space in their minds 4 Further operations on these objects are difficult just to imagine therefore difficult to comprehend and learn Presenting such shapes and operations in VR enables the students to focus on the target objects and later on when already acquainted with necessary experience based knowledge to project these shapes and operations onto paper or semantics There have been many projects that have built virtual reality learning environments VRLE for geometry In the case of VRMath 2 students are opted to complete various tasks An advanced solution for a VRLE has been presented by Hannes Kaufmann and Dieter Schmalstieg 6 where students are allowed to interact with 3D objects in an immersive VR and therefore directly
91. rs By slowly but clearly entering the third dimension the need to evolve the interac tion techniques is inevitable E ai an22012 2F vertical drag gt 2F vertical drag 2F horizontal drag 2F horizontal drag XIF point distance 2F circle Hancock et al 3 ac1F horizontal drag X1F vertical drag F pinch 3F vertical drag 3F horizontal drag 2F drag 2F vertical drag F pinch 1F vertical drag 1F horizontal drag 1F circle oD 2 tdn eat ion Os 35 fastom design 2 BF horizontal drag 3F vertical drag 3F pinch 2F vertical drag 2F horizontal dra 2F circle Fiorella et al 2F horizontal drag y 2F vertical drag NAR 1F vertical drag e 1F horizontal drag N A x gt E CCS 3D This IGS application lets users construct cube cross sections in a 3D environment The application runs under Android and requires a multi touch screen On this prototype application the various methods are being tested STW ee A LE i0 EE e Lie ib slow RESULTS Users are nowadays still not used to multi touch inter action Many even when provided with multi touch intuitive and highly efficient interaction methods prefer the use of a single finger The use of 3 fingers is being highly condemned by the vast majority Also mobile screens are not big enough to allow efficient 3 finger interaction opgliention Sel Ai pet FUTURE Algorithms need to be
92. s multi touch 3D 6 degrees of freedom touch interaction interaction style multi touch interfaces ACM Classification Keywords H 5 1 Information interfaces and presentation Multimedia Information Systems Artificial augmented and virtual realities H 5 2 Information interfaces and presentation User Interfaces D 2 2 H 1 2 1 3 6 Graphical user interfaces GUD Input devices and strategies Interaction styles General Terms Design Experimentation Standardization Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page To copy otherwise or republish to post on servers or to redistribute to lists requires prior specific permission and or a fee INTRODUCTION This paper reports on a research study investigating the use of a multi touch interaction technique designed for mobile devices in conjunction with interactive geometry software to facilitate the knowledge construction of middle school students of 3 dimenstional 3D geometry With new technologies emerging daily and providing users with all kinds of different possibilities the need to evolve the interaction methods grows rapidly For example the value of a VR without intuitive or at least fast learnable interaction methods degrades rapidly a
93. s the users are demotivated and unwillingly forced to concentrate on the fact that the VR environment they act in is not real because they are not able to interact in a way they would in the real world Human computer interaction HCI is nowadays subject of studies in many different areas In our research we concentrate on HCI in the areas related to multi touch interaction virtual reality learning environments and mobile devices The research will be conducted in the field of 3D geometry also known as solid geometry Students often have problems projecting shapes drawn on paper into a three dimensional space in their minds 4 Further operations on these objects are difficult just to imagine therefore difficult to comprehend and learn Presenting such shapes and operations in VR enables the students to focus on the target objects and later on when already acquainted with necessary experience based knowledge to project these shapes and operations onto paper or semantics There have been many projects that have built virtual reality learning environments VRLE for geometry In the case of VRMath 2 students are opted to complete various tasks An advanced solution for a VRLE has been presented by Hannes Kaufmann and Dieter Schmalstieg 6 where students are allowed to interact with 3D objects in an immersive VR and therefore directly experience the knowledge Environment with intuitive control Each environment is designed so that i
94. simply not enough It has only limited OpenGL ES support and OpenGL heavy applications simply do not run as smooth as on the target device Multi touch interaction is crucial for our application and having to simulate simultaneous touches with a single mouse pointer would be frustrating and slow us down Therefore all testing was done exclusively on the HTC Desire HD 6 1 1 The framework The framework was developed while getting to know Android programming We closely followed the book Beginning Android Games 15 that allowed us to understand all the details and complexity of the framework in question The framework is aimed at OpenGL games We omitted parts of it that were of no interest to us parts like audio streaming OBJ file importers etc Our framework contains only classes that are needed for our application for more details consult Appendix B 6 1 2 Theprototype application The prototype application itself is made of 4 test activities Each of them tests a certain area Apart from the visual output on the device we use LogCat in Eclipse to access debug messages sent from the device WireframeTest This simple activity was the first one created It served us to learn how to rendering the cube The cube is being drawn with the GL10 GL_LINES OpenGL primitives The lines are a bit jagged so we tried applying antialiasing However this resulted in very thin hardly visible lines which ignored line width parameters In the end we
95. sired transformations Geometry applications on the other hand could become frustrating to use especially on smaller screens where finger precision is not as accurate as on larger screens Martinet et al 3 embrace Hancock et al s three finger technique as the Z technique and compare it to the standard viewport technique enhanced with multi touch capabilities Their controlled experiment shows that both techniques are equivalent in performance but the Z technique was preferred by most participants IMPLEMENTATION Designed techniques have been evaluated on an application see Figure 1 Attractive OpenGL ES rendering of a 3D environment motivates others to play with the application Figure 1 Cube Cross Sections 3D application Based on the empirical evaluation of our draft interaction technique we were able to improve it and redesign it to a better one Thanks to our application we were able to empirically come to the conclusion that complex three finger gestures are difficult to use because e three fingers obscure the objects displayed on the screen and therefore lack visual feedback e most phones screen sizes limit the user workspace as they are not big enough and finger movements are limited to only short strokes e gestures that in combination allow rotations around more than one axis simultaneously are difficult to adopt unless simulate real world experience DESIGNED INTERACTION TECHNIQUE As mentione
96. standardized and therefore applications interpret interactions as they best suit the specific needs For comparison we analyze the degrees of freedom DoF the applications allow Tested applications are available at the Apple store or the Android market for free The devices the applications were tested on are an Apple iPod 2 generation and a HTC Desire HD We name only a few of the tested applications Sculptor iDough LookAtCAD i3dViewer ModelView Nao3d Viewer Free Apart from analyzing the existing applications we examined multi touch interaction techniques backed up by scientific research The various techniques are analyzed in detail in tables that follow interactions are noted as number of fingers touching the screen F action Table 1 explains the degrees of freedom mapping used in the rest of the tables Table 1 Degrees of freedom mapping DoF Result left right translate along the X axis up down translate along the Y axis forward back translate along the Z axis pitch rotate about the X axis yaw rotate about the Y axis roll rotate about the Z axis Fiorella et al 5 conducted an experiment comparing classic button user interfaces UIs with multi touch UIs Their multi touch interaction technique supports only 4 DoF see Table 2 This is probably the reasons which lead them to the conclusion that further work is needed in order to achieve a completely satisfactory gesture mapping implementation
97. t fulfills its specific goal therefore requires a different HCI approach As these environments focus on simulating reality VR HCI must correspond to the interaction possibilities in the real world It has to be as intuitive as possible and for common tasks it should allow the users to easily replicate these actions and receive the expected feedback On the opposite the primary goal of application specific HCI is to find interaction methods that effectively cover all application capabilities rather than to provide intuitive interaction methods Haptic surfaces and finger gestures Depending on the device in question different interaction approaches have to be used Some devices allow more straightforward techniques minimizing the abstraction between the reality and the virtual environment Haptic surfaces known as touch surfaces are nowadays present in most mobile devices be it mobile phones tablets or notebooks trackpads Multi touch surfaces have several issues that need to be addressed When designing three or more finger gestures one has to take into account the size of the screen as larger fingers may simply not fit the screen Fingertip blobs affect the error rate 1 and their examination may help in proposing the user interface design The action of creating the input signal is categorized based on the required stimuli into physical or mental Different devices and techniques aim at various user skills Multi touch inte
98. t relevant because we will be using three finger gestures and comfortable use can be hindered by fingers covering up the whole environment visualization area of small screens 4 13 Multi touch interaction Our primary goal is to design an effective interaction interface that will give the users maximum freedom of interaction within a 3D environment As mentioned in the analysis most existing applications lack the 6 DoF Our aim is to experiment with various interaction approaches and evaluate them 23 http www textually org textually archives 2005 02 007109 htm 24 http www ainovo com Based on assumptions that we developed through the examination of techniques mentioned above we designed our own technique Table 4 that will be implemented in our prototype application By conducting a series of experiments and user testing we will then be able to modify and improve this solution Table 4 Custom multi touch interaction technique DoF Action Result left right 1F horizontal drag translate along the X axis up down 1F vertical drag translate along the Y axis yaw 2F horizontal drag rotate about the Y axis pitch 2F vertical drag rotate about the X axis 2F pinch change size zoom roll 2F circle rotate about the Z axis forward back 3F vertical drag translate along the Z axis The forward backward movement could be mapped to a different gesture e g 3F pinch or 3F horizontal drag As you can see the 2F pinch action has n
99. te both of them at once and even testing on a tablet would result in a better tablet suitability score for the two finger technique However that would be just because the two finger technique consists of common gestures When taking into account all revelations the following facts can be stated e users want to keep things simple the fewer fingers the better e three fingers on the screens of mobile phones are one too many e users prefer gestures they are already acquainted with like the pinch gesture e simultaneous translation in all 3 DoF is appreciated and can increase efficiency e simultaneous rotation is preferred for pitch and yaw only simultaneous use of all three rotation DoF is very hard to understand and even harder to use Based on these facts we suggest the two fingers technique be used on mobile phones devices with smaller screens and our three fingers technique on tablets The advantage of the three finger technique is the mapping transparency It is important to understand the difference between gestures triggering certain action and gestures being directly translated into actions When simply rotating a picture by 45 degree steps the gesture just triggers the rotation On the other hand in an application where the user wants to rotate with less than a degree steps such gesture requires to be directly translated In the latter case if the roll rotation is allowed simultaneously with translation unwanted roll or trans
100. ter component Probably most of the frameworks will need to be adjusted or provide some extension capability in order to support our various multi touch interaction methods And that is where our Multi touch interpreter component will be used Connected with the framework Input component it will be able to process the various events into predefined gestures and output easy to interpret values that can be used to alter the objects states Apart from providing the user with a means of interaction this component would be responsible for detailed input data collection It would collect information on how the users interact with the application This data will contain information such as when a finger touched the screen how long was this finger down what distance did it travel were any other fingers down at that time etc This data output combined with information regarding the state of the game world the cube will allow us to later examine what actions did a user take to accomplish various tasks 5 2 Use cases Based on the defined requirements we defined a number of use cases that describe how users can interact with our application The most important use cases which are crucial for our application are the ones that extend the Start new game use case The others such as Start application Change settings etc are of minor importance and can be applied to almost any game app However the Cross section by plane intersecti
101. tices selection as well as object transformation in the different modes where selected objects are to be transformed Two finger interactions are used for panning the canvas as well as for zooming by using the pinch gesture iPod gt RW 53 PM SE e o Baa Figure 2 iSculptor17 iDough18 Another application aimed at Apple mobile devices This application was one of the first I encountered that used multiple fingers for something else than the pinching gesture Aimed as much at professionals as at beginners this application is a powerful portable sculpting tool Control over the 3D environment is rather limited as the application provides only one object to interact with This object is always positioned in the center of the screen and no translations are required Rotations are however limited as well Rotation about the Y axis is not limited but rotation about the X axis is limited to an angle of 180 Rotating about the Z axis is done indirectly through a series of rotations of the other two planes Rotations are applied to the coordinate system itself One finger interaction executes the selected command on the object independent on whether the finger just taps the object or is dragged along start point must be on object Two fingers dragged from side to side rotate the object about the Y axis while dragging two fingers from top to bottom or the other way around makes the object rotate about the X axis The stand
102. ting contributions in this area of research The various techniques are analyzed in detail in tables containing the following columns DoF which DoF this action covers Action o as lt fingers on screen count gt F action o 3 pinch would mean that 3 fingers need to be in contact with the screen and the pinch gesture has to be performed Result 18 3 3 1 Research based techniques Fiorella et al 10 conducted an experiment comparing classic button Uls with multi touch Uls Their multi touch interaction technique supports only 4 DoF I suspect this to be the reasons which lead them to the conclusion that further work is needed in order to achieve a completely satisfactory gesture mapping implementation Table 1 Fiorella et al multi touch interaction technique DoF Action Result forward back N A roll N A yaw 1F horizontal drag rotate about the Y axis pitch 1F vertical drag rotate about the X axis pitch left right 2F horizontal drag translate along the X axis up down 2F vertical drag translate along the Y axis Hancock Carpendale and Cockburn have designed three interaction techniques to manipulate 3D objects on tabletop displays 11 However only their multi touch techniques allow the six degrees of freedom Their aim was to develop shallow depth interaction techniques for tabletop displays therefore their main aim was to provide only 5 DoF x amp y the position on the surface of the table
103. to 1 receive better feedback better in quality as well as quantity 2 increase knowledge acquisition effectiveness Motivation can be achieved in various ways We decided to go with the school by play principle Apart from simply being an educational tool we would like to turn Cube Cross Sections 3D into a game where students can compete against each other The game highlights would be player rankings on the mobile social gaming network openfeint25 gained points are effected by o speed time it takes to solve the puzzle o accuracy number of actions taken stunning animations e g particle effects 25 http openfeint com 4 2 Requirements After reviewing our goals we were able to transform them into requirements and plans that helped us to develop our prototype application We decided to name this application Cube Cross Sections 3D or CCS 3D in short 4 2 1 Functional requirements Based on the analyzed goals we set the following functional requirements Users or rather players can choose between two game modes The first simple mode lets the users manipulate a plane By moving and rotating the plane various cross sections can be achieved and the full potential of the 6 DoF can be unleashed In the advanced game mode the goal is to construct the cross section plane starting with just 3 points on the cube net In this advanced mode the user has to interact with points segments and lines Howeve
104. uation 2 1 How would you rotate the cube to the left or right 2 2 How would you rotate the cube up or down 2 3 How would you roll the cube to the side 2 4 How would you move the cube to the left or right 2 5 How would you move the cube up or down 2 6 How would you move the cube closer to you or away from you 3 Interaction custom design 2F 3F user evaluation 3 1 Was the interaction intuitive 0 1 2 3 4 5 6 7 8 9 3 2 Was the interaction comfortable 0 1 2 3 4 5 6 7 8 9 3 3 Left or right rotation 3 3 1 How often did you use it 0 1 2 3 4 5 6 7 8 9 3 3 2 Did you find it intuitive 0 1 2 3 4 5 6 7 8 9 3 3 3 Did you find it comfortable and easy to use 0 1 2 3 4 5 6 7 8 9 3 3 4 Would you map a different interaction to it if yes why and what 3 4 Up or down rotation 3 4 1 How often did you use it 0 1 2 3 4 5 6 7 8 9 3 4 2 Did you find it intuitive 0 1 2 3 4 5 6 7 8 9 3 4 3 Did you find it comfortable and easy to use 0 1 2 3 4 5 6 7 8 9 3 4 4 Would you map a different interaction to it if yes why and what 3 5 Rolling clockwise or counter clockwise 3 5 1 How often did you use it 0 1 2 3 4 5 6 7 8 9 3 5 2 Did you find it intuitive 0 1 2 3 4 5 6 7 8 9 3 5 3 Did you find it comfortable and easy to use 0 1 2 3 4 5 6 7 8
105. ue all translation DoF have been mapped to 2 finger gestures and rotations are mapped to 1 and 2 finger gestures In order to pitch the cube the user has to do drag one finger vertically 2 Len I Illustration 10 1F vertical drag is used to rotate the cube around the X axis Yaw is controlled by simply one finger horizontally as displayed on the next illustration gq Dos Illustration 11 1F horizontal drag results in rotations about the Y axis The most complex to implement is the 2F circle gesture The circle descriptor means that the fingers are moved as if on a ring of a circle see next illustration roll Illustration 12 2F circle action results in rotation about the Z axis APPENDIX B B 1 Student questionnaire 1 General information 1 1 Person 1 1 1 Age 1 1 2 Sex Male Female 1 2 Mobile devices 1 2 1 Do you own a mobile phone Yes No 1 2 2 Do you own an Android or iOS phone Yes No 1 2 3 Does your phone have a multi touch screen Yes No 1 2 4 Do you own other mobile devices not phones Yes No 1 2 5 What do you use your mobile devices for 1 3 Applications 1 3 1 Do you know any 3D applications 1 3 2 What 3D geometry or 3D modeling applications do you know 1 3 3 Did you ever use them Yes No 1 3 4 What is your knowledge of cube cross sections 0 1 2 3 4 5 6 7 8 9 2 Interaction user experience intuition eval
106. ut the Y axis roll 2F circle rotate about the Z axis The first is the left right DoF The notation 3F means that three fingers are required to be touching the screen When dragged horizontally the cube moves to the sides rove Illustration 1 3F horizontal drag resulting in left right object movement The up down DoF has the notation 3F vertical drag assigned It behaves the same as the previous DoF action down Illustration 2 3F vertical drag resulting in up down object movement The forward back movement is incorporated via the pinch gesture The notation 3F pinch means that the finger move away from each other or closer to each other depending on whether we want to move the cube towards us or away from us Illustration 3 3F pinch gesture resulting in forward backward movement In this technique all translation DsoF have been mapped to 3 finger gestures and rotation is mapped to 2 finger gestures In order to pitch the cube the user has to do the 2F vertical drag gesture Two fingers simply dragged up or down Illustration 4 2F vertical drag is used to rotate the cube around the X axis Yaw is controlled by simply dragging 2 fingers horizontally as displayed on the next illustration Illustration 5 2F horizontal drag results in rotations about the Y axis The most complex to implement is the 2F circle gesture The circle descriptor means that the fingers are moved as if on a ring of a
107. w 1F moving the point of contact 2F drag roll 2F vertical drag 3F vertical drag In their work they state that there has been a general consensus about the separability of rotation and translation It is widely believed that input is superior if these are kept separate but on the other hand at the end of their work they state that People are not only capable of separable simultaneous control of rotation and translation but prefer 1 We believe that whether it is an advantage or a disadvantage depends from the target application Tabletop displays require fast and imprecise manipulation with objects and therefore do not suffer from minor undesired transformations Geometry applications on the other hand could become frustrating to use especially on smaller screens where finger precision is not as accurate as on larger screens Martinet et al 3 embrace Hancock et al s three finger technique as the Z technique and compare it to the standard viewport technique enhanced with multi touch capabilities Their controlled experiment shows that both techniques are equivalent in performance but the Z technique was preferred by most participants 4 Implementation Designed techniques have been evaluated on a prototype application The application is aimed for the Android platform as related devices are of different sizes and therefore enable us to evaluate our research more extensively A custom game framework and OpenGL ES rendering of a
108. we set out by analyzing research on advanced interaction techniques and existing approaches used in applications available to basic users We design our own techniques with the aim to provide all six degrees of freedom The prototype is an Android OS application that should help students to acquire knowledge in the field of solid geometry specifically cube cross sections Keywords 3D geometry Virtual Reality VR Virtual Reality Learning Environment VRLE Multi touch interaction Mobile devices 6 DoF vi ANOT CIA Slovensk technick univerzita v Bratislave FAKULTA INFORMATIKY A INFORMA N CH TECHNOL GI tudijn program INFORMA N SYST MY Autor Bc Filip Hlav ek Diplomov projekt Alternat vne sp soby pr ce vtrojrozmernom priestore na obrazovk ch mobiln ch zariaden Vedenie diplomov ho projektu Mgr Alena Kov rov PhD m j 2012 Interakcia loveka s po ta om ICP zohr va v dne nej modernej dobe v znamn lohu Obrovsk obrazovky rozli n vstupn zariadenia pi kov mobiln telef ny v etky tieto zariadenia potrebuj pecificky pristupova k ot zke ICP aby ich potenci l mohol vyu i aj oby ajn pou vate Len ned vno sa viac dotykov obrazovky stali tandardnou v bavou mobiln ch zariaden Existuj u v eobecne zau van techniky interakcie v dvojrozmernom prostred ale interakcia v trojrozmern ch priestoroch je st le vo v voji V tejto
109. work The thesis ends with the list of references in the 9 chapter 2 WORLD OF 3D Computers first emerged to serve the human race to facilitate different types of tasks Nowadays computers run production lines with minimal human intervention or simply entertain us One of the main aims is to provide users with simplified virtual environments where they can simulate different actions without having to face real world consequences or create environments that eliminate various negative effects or even threats while interacting with very rare precious expensive or dangerous objects be it a space shuttle a human heart or even an entire ecosystem To prevent that we end up controlling these applications with simple text commands these environments cannot simply focus on providing the simulated object s functionality but have to take into account the way people will interact with such applications Otherwise one would have to acquire excessive knowledge just in order to be able to accomplish the most basic tasks With today s technologies we are however able to enhance such applications with all kinds of different input and output devices that provide the real feel and therefore an intuitive interaction And that is where both Virtual Reality VR environments and Human Computer Interaction HCI have found their way into science 2 1 Virtual Reality Itis said that the origins of virtual reality can be traced back to the early 1950s 1

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