3dui 2010 contest grand prize winners

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86 November/December 2010 Published by the IEEE Computer Society 0272-1716/10/$26.00 © 2010 IEEE Applications Editor: Mike Potel 3DUI 2010 Contest Grand Prize Winners Pablo Figueroa Universidad de los Andes, Colombia Yoshifumi Kitamura Tohoku University Sébastien Kuntz I’m in VR T he first 3D user interfaces (3DUIs) date back to the 1960s. Since then, research has been ongoing on novel input devices and novel ways to visualize and manipulate information. 1,2 VR applications 3,4 include 3DUIs in a variety of domains, from games to healthcare solutions and from the oil and gas industry to car design. Also, there’s a rich set of devices for manipulating 3D information and endless approaches for mapping input events to actions in an application. The com- munity of the IEEE Symposium on 3DUIs, colo- cated with the IEEE Virtual Reality Conference, gathers annually to discuss novel advances and results in this field. This year, the symposium cre- ated another method to showcase those advances: the 3DUI Grand Prize. The competition aims to both show how much has been done in this field and encourage contestants to be innovative and passionate about 3DUIs’ pos- sibilities. We want to recognize achievements and common knowledge as well as underline innova- tions and novel approaches. Unlike formal papers, in which authors describe a few variations for a task, a contest can feature a wider variety of approaches, empirically showing what works and what doesn’t. Here, we describe this year’s contest results and reflect on its future. For more information about the contest, see http://conferences.computer. org/3dui/3dui2010/cfp/contest.html. Contest and Procedures For the contest’s first installment, we decided to favor simple, realistic entries over more abstract ones that might require more complex evaluations. As one organizer put it, “we wanted to mimic real problems that people [in industry] using 3D are facing.” We didn’t know how many contestants would accept the challenge, so we had to simplify the evaluators’ work in case of an overwhelming number of submissions. After some discussion, we decided the task should be to find some objects in a supermarket and move them to a table. We placed copies of the target objects on top of the purple table in Figure 1, and hid objects below other objects in the aisles marked with a red dot. Users should be able to travel inside the shop, find (select then manipu- late) the object similar to the one on the table, and place it beside its copy in roughly the same ori- entation (travel then manipulate). This approach Figure 1. Initial view of our supermarket. Users should travel to the aisles with red dots on top, collect some objects, return to the purple table, and place them beside their copies.

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86 November/December2010 PublishedbytheIEEEComputerSociety 0272-1716/10/$26.00©2010IEEE

Applications Editor: Mike Potel

3DUI2010ContestGrandPrizeWinnersPablo FigueroaUniversidad de los Andes, Colombia

Yoshifumi KitamuraTohoku University

Sébastien KuntzI’m in VR

The fi rst 3D user interfaces (3DUIs) date back to the 1960s. Since then, research has been ongoing on novel input devices and novel

ways to visualize and manipulate information.1,2

VR applications3,4 include 3DUIs in a variety of domains, from games to healthcare solutions and from the oil and gas industry to car design. Also, there’s a rich set of devices for manipulating 3D information and endless approaches for mapping input events to actions in an application. The com-munity of the IEEE Symposium on 3DUIs, colo-cated with the IEEE Virtual Reality Conference, gathers annually to discuss novel advances and results in this fi eld. This year, the symposium cre-

ated another method to showcase those advances: the 3DUI Grand Prize.

The competition aims to both show how much has been done in this fi eld and encourage contestants to be innovative and passionate about 3DUIs’ pos-sibilities. We want to recognize achievements and common knowledge as well as underline innova-tions and novel approaches. Unlike formal papers, in which authors describe a few variations for a task, a contest can feature a wider variety of approaches, empirically showing what works and what doesn’t.

Here, we describe this year’s contest results and refl ect on its future. For more informationabout the contest, see http://conferences.computer.org/3dui/3dui2010/cfp/contest.html.

ContestandProceduresFor the contest’s fi rst installment, we decided to favor simple, realistic entries over more abstract ones that might require more complex evaluations. As one organizer put it, “we wanted to mimic real problems that people [in industry] using 3D are facing.” We didn’t know how many contestants would accept the challenge, so we had to simplify the evaluators’ work in case of an overwhelming number of submissions.

After some discussion, we decided the task should be to fi nd some objects in a supermarket and move them to a table. We placed copies of the target objects on top of the purple table in Figure 1, and hid objects below other objects in the aisles marked with a red dot. Users should be able to travel inside the shop, fi nd (select then manipu-late) the object similar to the one on the table, and place it beside its copy in roughly the same ori-entation (travel then manipulate). This approach

Figure1.Initialviewofoursupermarket.Usersshouldtraveltotheaisleswithreddotsontop,collectsomeobjects,returntothepurpletable,andplacethembesidetheircopies.

IEEEComputerGraphicsandApplications 87

was similar to one that a company was developing. Because we couldn’t use a commercial model, we developed a supermarket model that we exported to the Virtual Reality Modeling Language (VRML), one of the most common open formats. We hoped that such a model could be easily readable by any tool contestants might use.

We created two contest categories: a video com-petition and a live competition during the con-ference. The video competition let teams freely use, integrate, and innovate devices and hardware setups—anything that was available at their own facilities but might be too difficult to transport to the conference. With the live competition, confer-ence attendees could enjoy some innovative solu-tions, and the contestants could try their solutions on knowledgeable users.

For the video evaluation, we employed a jury of experienced scientists to subjectively evaluate each demo. Each juror gave scores between 1 and 7, with 7 being the best, for travel, selection, and manipu-lation techniques; innovation; generalizability; so-lution; ease of use; and enjoyability. Jurors could add personal comments and a final score, either subjective or computed from the previous fac-tors. To facilitate the jury’s work, we put all the videos on a YouTube channel (see www.youtube.com/user/3DUI2010#g/c/21451B298805BC09). We also exploited YouTube’s rating scheme and let early registrants vote for their favorite video. All jurors and organizers met via Skype to judge the competition. We prepared a meeting summary, de-scribing YouTube’s ratings and jurors’ comments and their final scores. The scores showed clear winners, which made detailed rankings of all di-mensions unnecessary.

We also encouraged contestants to submit the average time to complete the task and the average frame rate from a set of 10 demo runs. Six teams provided such information, with values between 74 and 427 seconds for task completion and be-tween 29 and 112 frames per second. We didn’t measure some confounding factors related to this data that could have affected usability results, such as the type of graphics card and operating system or the user’s level of expertise.

Four of the 12 teams in the video category par-ticipated in the live competition. This competition was open to the public for roughly four hours and required as much time to set up, especially for teams with VR equipment. We asked the jurors (the same ones who evaluated the video compe-tition) to run the task in each demo, record the completion time, and give the solution an overall score. We asked the public which demo they pre-

ferred as they left the room, although there was no control over how many demos each person tried or the order in which they had tried them. At the competition’s end, jurors met for roughly 30 minutes and made a decision based on their own scores and the public’s rankings.

TheVideoSubmissionsTeams were creative in their video submissions, as the variety of devices (see Table 1) and interaction techniques (see Table 2) shows. In the tables, the numbers correspond to these teams:

1. Fighting Gobblers, Virginia Tech; 2. Galaxy Rats, Hasselt University; 3. GVU (Graphics, Visualization & Usability)

Twin Space, Georgia Tech; 4. Hank Lab, University of Iowa; 5. im.ve, University of Hamburg; 6. WBS (Wissensbasierte Systeme—German for

Knowledge-Based Systems) UniBi, University of Bielefeld;

7. Three Guys and Three Girls, Hasselt University; 8. UFRGS, Universidad Federal do Rio Grande do

Sul; 9. UHasselt Student Team, Hasselt University; 10. University of Minnesota Duluth; 11. BU (Bauhaus-Universität) Weimar, University

of Weimar Virtual Reality Systems Group; and 12. VRM (Virtual Reality Models), a company

from Kiev.

(Teams 1, 3, 4, and 5 also participated in the live competition.)

As Table 1 shows, the Wii Remote and several types of 6-degree-of-freedom (DOF) trackers were the most popular devices. Although the winning solutions used mostly commercial off-the-shelf devices, the most appealing and interesting demos involved custom-built ones. However, those solu-tions had performance or interaction issues, which shows that they might require more time to find an optimal balance. Two groups used two devices, four groups used three devices, four groups used four devices, and two groups used five devices. Roughly half the contestants used 3D display tech-nologies, with a variety of devices and image qual-ity. The other half used 2D screens, even though most labs now have access to 3D displays.

The first 3D user interfaces date back to the 1960s.

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Teams used an even wider set of interaction techniques (see Table 2). Pointing-based steering was the most common travel technique; ray cast-ing was the most common selection technique. Some PC-based solutions combined travel tech-niques to accelerate a task. Although not evident in this table, some immersive solutions also tried to accelerate movement through different move-ment rates. Similar interaction techniques used considerably different visual feedback, which also isn’t evident in the table. Of particular interest were the adapted 2D menus, which contestants employed mainly to let users select multiple objects from a group—for example, in virtual shopping carts. These adaptations’ visual appearance dif-fered considerably. Team 6 deserves special men-tion because they implemented the most complete set of interaction techniques and compared several solutions. Although their results were impressive, jurors had difficultly comparing their submission with others.

The rest of this article first looks at the video and live competitions’ winning solutions, in

the words of the people who created them. We then have our final say, focusing on how we can improve the competition.

References 1. J. Barrilleaux, 3D User Interfaces with Java 3D, Manning

Publications, 2001. 2. D.A. Bowman et al., 3D User Interfaces: Theory and

Practice, Addison-Wesley Longman, 2004. 3. G.C. Burdea and P. Coiffet, Virtual Reality Technology,

John Wiley & Sons, 2003. 4. W.R. Sherman and A.B. Craig, Understanding Virtual

Reality: Interface, Application, and Design, Morgan Kaufmann, 2002.

Pablo Figueroa is an associate professor at the Computing Engineering and Systems Department at Universidad de los Andes, Colombia. Contact him at [email protected].

Yoshifumi Kitamura is a professor at Tohoku University. Contact him at [email protected].

Sébastien Kuntz is an independent VR consultant. Contact him at [email protected].

Table1.Devicesusedforsubmissionstothe3DUIGrandPrizevideocompetition.

Device

Team*

1 2 3 4 5 6 7 8 9 10 11 12

Input

Wii Balance Board X X

Dance pad X

Wii Remote X X X X X X

Wii Sensor Bar X

SpaceMouse X X

Keyboard X

Mouse X X

Gamepad X

Tangible props X X X

Tangible cart X

Chair I/O X

6-degree-of-freedom tracker X X X X X X

Advanced real-time tracking Progloves X

HapticMaster X

Output

Stereoscopic screen X X

Monoscopic screen X X X X X

Tabletop display X

Touch-enabled screen X

Head-mounted display X X

Cave Automatic Virtual Environment X X

* For a list of the teams, see the section “The Video Submissions” in the main article.

IEEEComputerGraphicsandApplications 89

Our team, Three Girls and Three Guys, an-swered the design challenge with a two-person

solution, employing a HapticMaster that simulates a shopping cart in the virtual supermarket.

Overall DescriptionOur solution is based primarily on two observa-tions regarding shopping for groceries in daily life:

■ People typically use a shopping cart. ■ Many couples shop together, with one person handling the shopping cart and the other gath-ering the items from the shelves.

Figure 2 shows our solution’s setup. For travel, we used a modified HapticMaster, which can generate stronger force feedback and can employ a larger workspace than typical haptic devices. To provide input for selection and manipula-tion, we used a toy gun with a built-in flock-of-birds tracker and two custom USB-interfaced buttons (for the dominant hand), combined with another flock-of-birds tracker attached to a glove (for the nondominant hand). One person used the HapticMaster, while the other used the gun and glove. For visual feedback, we used a polarized projection screen (2.4 × 1.8 m)

Table2.Interactiontechniquesusedforthevideosubmissions.

Interaction technique

Team*

1 2 3 4 5 6 7 8 9 10 11 12

Travel

Pointing-based steering X† X X X X X X

Gaze-based steering, continuous input X X

Gaze-based steering, discrete input X X

Walking X X

Walking in place X

Exocentric view X X

Marking points along a path X X X

Grabbing air X

World in miniature X

Selection and Manipulation

Ray casting X‡ X X X X X‡ X X X X

Absolute rotation X X X

Relative rotation X X X X X X

Snapping to a surface X X

Constrained manipulation along the x-axis X

Physical props X

Image-plane pointing X

Fishing reel X X

Gesture-based techniques X§

Go-Go selection X

Control

Adapted 2D menus X X X

Ring menu X

3D widgets X

* For a list of the teams, see the section “The Video Submissions” in the main article.† With a zoom lens.‡ Plus a sphere for selecting multiple items.§ Moving and scaling based on proprioception.

TheVideoCategoryWinnersLode Vanacken, Steven Maesen, Tom De Weyer, Sofie Notelaers, Johanna Renny Octavia, Anastasiia Beznosyk, and Karin ConinxHasselt University

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with passive stereo using two DLP (Digital Light Processing) projectors.

Our Development ProcessOwing to problems with the virtual model (which we describe later), we built a virtual-environment framework based on several open source solu-tions. We combined the popular OGRE (Open Source 3D Graphics Engine; www.ogre3d.org) renderer with VRPN (Virtual Reality Peripheral Network)1 for tracker support and with H3D’s HAPI (Haptics API; www.h3dapi.org) for the Hap-ticMaster. We transformed the VRML model we received into the DotScene format that OGRE us-ers commonly use. To make sure our application achieved interactive frame rates, we implemented

occlusion culling in OGRE by placing occlusion planes between the backs of adjacent supermar-ket shelves.

Travel. To design our solution, we held weekly meetings, starting with the basics (that is, our viewpoint on shopping). We wanted to simulate a shopping cart’s motions, so we initially consid-ered using an actual shopping cart combined with tangible objects, similar to what our competitors, GVU (Graphics, Visualization & Usability) Twin Space, did. However, we felt such a solution would be too complex, so we used the HapticMaster. One advantage of the HapticMaster over some other haptic devices is that users can stand when using it, which is important when you’re mimicking a shopping cart.

Another advantage is that we could change out the HapticMaster’s end effector for a handle mim-icking a shopping cart handle (see Figure 3). To create the feeling of pushing a shopping cart, the device generates realistic force feedback. When users push the handle in any direction (primar-ily forward or backward), the device gently pushes back using a virtual spring force. This force gives the perception of pushing the cart in the direction users want to navigate. The shopping cart handle pushes the users back toward the home zone, in which no movement will occur—that is, to make sure that users can stand still we need a home zone or neutral position in which the user stands still. To steer, users rotate the handle and push it in the direction they want to move. To look up or down in the virtual environment, users pull up or push down on the handle.

Selection and manipulation. We also concentrated on an efficient selection technique. The items us-ers had to find and pick from the supermarket shelves were typically occluded and were closely surrounded by many other items. Therefore, from the beginning, we focused on a two-step selec-tion in which users first identify items of inter-est and then select a specific item. This meant we needed two buttons onto which we could easily and intuitively map the actions. So, we embedded a 6-DOF magnetic tracker inside the toy gun and provided a trigger button and a second button, accessible by the thumb, for less frequent actions. We calibrated the tracker so that users could point the gun anywhere at the screen, and a small blue transparent circle would appear in front of the selected object.

To help users find the appropriate item, we first experimented with the BalloonProbe,2 which

Figure2.Thevideocontestwinner’sdevicesimulatedashoppingcartinthevirtualsupermarket.ItemployedaHapticMasterhapticdevice,amodifiedtoygunwithatrackerandcontrollerbuttons,andaglovewithanothertracker.

Figure3.TheHapticMasterwithacustom-madehandlemimickingashoppingcarthandle.Tosteer,usersrotatethehandleandpushitinthedirectiontheywanttomove.Tolookupordowninthevirtualenvironment,userspulluporpushdownonthehandle.

IEEEComputerGraphicsandApplications 91

scatters dense objects around the boundaries of a selection volume—in our case, a sphere. The Bal-loonProbe’s continuous movement proved too dis-tracting (items popped in and out of the sphere too much). So, we kept the BalloonProbe’s sphere but applied transparency, as some of our team members had successfully done in earlier projects.3 We also used highlighting (see Figure 4a). Fur-thermore, we wanted to enable users to resize the sphere so that they could control the number of objects being hit at one time. To accomplish this, we used the distance between both hands to resize the sphere. If the nondominant hand is within a certain distance from the dominant hand, and the user doesn’t use the nondominant hand, the de-vice prevents the sphere from becoming too big. As the hands get closer to each other, the sphere shrinks, becoming almost a point in space when the hands meet.

When users are satisfied with the current high-lighted items, they press the trigger, which tempo-rarily removes those items from the supermarket and places them into a square menu (see Figure 4b). Users can select a specific item in the menu by pointing at it and again pulling the trigger. (If the menu contains incorrect items, users can cancel it by pressing the second button with the thumb.) The selected item is attached to the virtual cur-sor, and the other items go back to the supermar-ket. We chose a square menu because it efficiently holds the items; research has shown that such a menu structure works well.4 To ensure optimal item visibility, the optimal-fit algorithm resizes and rotates items to fit the menu.

Finally, users can either put the selected item back where it was in the supermarket using the second button or place (translate) it somewhere else in the virtual world by pointing at that loca-tion and pulling the trigger. To make sure that the object translates intuitively, we ensured that

the algorithm places the translated object on top of the object the user is pointing at. This way, the object won’t float in the air, and placing the object on another item, such as the table, will be easy. So, for manipulation, translation occurs separately from rotation. Placing items in the vir-tual world activates the rotation. The object clos-est to where the selected object is placed (unless no object is within 1 meter) is copied as a trans-parent ghost to the placed object’s position. Us-ers can then efficiently use this transparent copy to determine the final required rotation. Because the input device is absolute—that is, it has a cen-tral point in the real 3D world representing the starting, or zero, point in the world—we gave us-ers the ability to clutch the rotation by using the second thumb button. To finalize the manipula-tion, they pull the trigger.

Lessons LearnedTaking part in such a contest with our lab’s en-tire virtual-environment team (plus one computer graphics researcher) was a new experience for ev-eryone. Also, clearly defining a problem that we could solve by any means available really let us brainstorm about a specific problem. Our weekly meetings to discuss the new interaction mecha-nisms we had implemented the previous week re-ally helped us evaluate our solution and drove us toward necessary solutions. Furthermore, we could compare our solution with those of the other teams. Finally, we could create a complete solution

(a) (b)Figure4.Ourselectiontechnique.(a)Thesphericalselectionvolume.Usershighlighttheobjectstheyhitusinga“lightup”effectsothattheycanclearlydistinguishthehighlightingregardlessoftheobject’stextureandcolor.(b)Themenucontainingtheitemsfromtheselectionvolume.Tofinalizetheselection,usersmustselectanobjectfromthemenu.

Clearly defining a problem that we could solve by any means available really let us brainstorm about a specific problem.

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for a specific problem, something that typically doesn’t happen in a research project. Usually, proj-ects handle only one interaction technique such as selection, manipulation, or travel; integration with other techniques is less important. Integrat-ing the different techniques is important to create an intuitive, natural flow during interaction, and provided extra challenges.

Besides designing and implementing the solu-tion, we had to create a video submission. We wanted to provide the viewer with a fun, yet in-formative, overview of our solution. Because we used a toy gun for selection and manipulation, we

created a James Bond-style scenario for our video. To ensure that we provided enough information about our solution, our video ended with a mis-sion debriefing between both actors to explain our interaction techniques.

Unfortunately, our solution has drawbacks. For example, the two-step selection technique needs more research. Usually, a one-step selection is pref-erable, but a two-step technique seems promising for dense worlds or even those in which objects are aligned. More investigation of the trade-off between the two techniques is warranted.

Another drawback of our virtual shopping cart is that we couldn’t integrate the features necessary to carry multiple items at the same time. So, users can select only one item at a time and must put it on the table before retrieving something else. During design, we couldn’t solve this problem or determine how to move items in and out of the virtual cart, so we decided to leave these ques-tions unanswered for now. However, users found our shopping cart model intuitive; they claimed they immediately grasped the concept and could navigate freely around the supermarket.

A nice side effect of our two-person solution is that much fun real-life interaction occurs between two people colocated in front of the same screen, collaborating in the same virtual world and shar-ing the same experience. Although we didn’t tackle the solution from a single-user perspective, a lone user could attach the toy gun to a belt and stow

it when he or she wants to navigate the shopping cart. However, switching between the two tasks isn’t efficient with our current solution because the user would have to manipulate an object after selecting it and before navigating, which might be confusing. With two users, these tasks are nicely divided among both people.

References 1. R. Taylor II et al., “VRPN: A Device-Independent,

Network-Transparent VR Peripheral System,” Proc. ACM Symp. Virtual Reality Software and Technology (VRST 01), ACM Press, 2001, pp. 55–61.

2. N. Elmqvist, “BalloonProbe: Reducing Occlusion in 3D Using Interactive Space Distortion,” Proc. ACM Symp. Virtual Reality Software and Technology (VRST 05), ACM Press, 2005, pp. 134–137.

3. L. Vanacken, T. Grossman, and K. Coninx, “Multimodal Selection Techniques for Dense and Occluded 3D Virtual Environments,” Int’l J. Human-Computer Studies, vol. 67, no. 3, 2009, pp. 237–255.

4. D. Ahlström et al., “Why It’s Quick to Be Square: Modeling New and Existing Hierarchical Menu Designs,” Proc. 28th Int’l Conf. Human Factors in Computing Systems (CHI 10), ACM Press, 2010, pp. 1371–1380.

Lode Vanacken is a postdoc researcher at Hasselt Univer-sity’s Expertise Centre for Digital Media. Contact him at [email protected].

Steven Maesen is a PhD student and teaching assistant at Hasselt University’s Expertise Centre for Digital Media. Contact him at [email protected].

Tom De Weyer is a researcher at Hasselt University’s Exper-tise Centre for Digital Media. Contact him at [email protected].

Sofie Notelaers is a researcher at Hasselt University’s Exper-tise Centre for Digital Media. Contact her at [email protected].

Johanna Renny Octavia is a researcher at Hasselt Uni-versity’s Expertise Centre for Digital Media. Contact her at [email protected].

Anastasiia Beznosyk is a PhD student at Hasselt Univer-sity’s Expertise Centre for Digital Media. Contact her at [email protected].

Karin Coninx is a professor at Hasselt University’s Exper-tise Centre for Digital Media. Contact her at [email protected].

Integrating the different techniques is important to create an intuitive,

natural flow during interaction, and provided extra challenges.

IEEEComputerGraphicsandApplications 93

Our team, the Fighting Gobblers—a name that was given to Virginia Tech’s athletic teams

prior to 1958, designed and implemented our solu-tion using accessible hardware to provide a com-plete 3DUI comparable to complex VR systems.

Overall DescriptionAlthough researchers have designed many useful, usable 3DUIs for their research labs, the hardware to enable interaction techniques for these can be expensive and inaccessible.1 However, in recent years, novel spatial input devices have become available in video game systems such as the Nin-tendo Wii. These low-cost controllers offer new possibilities for designing more accessible 3DUIs, but they lack specialized hardware’s precision and technological advancements.1

With that in mind, our main motivation for using commodity hardware was to explore the feasibility of creating a complete, general-purpose 3DUI from these consumer-level devices. We also wanted to determine how established 3D inter-action techniques must change to accommodate such input devices and maintain overall usability.

We used six devices to implement our interface (see Figure 5):

■ The Wii Remote provides a three-axis acceler-ometer for motion and orientation tracking, in addition to a variety of buttons.

■ The Wii Sensor Bar offers infrared (IR) tracking for pointing when paired with the Wii Remote.

■ The Wii MotionPlus adds a 3D rotational sensor to the Wii Remote for more precise orientation tracking.

■ The Nunchuk includes accelerometers and a 2D analog joystick, plus two buttons.

■ The Wii Balance Board has four weight sensors that can be used to detect leaning.

■ The dance mat provides discrete buttons meant to be stepped on.

Although commercial Wii games often allow some form of 3D interaction using the devices we chose, the tasks are usually specialized for each game. For example, players control a tennis racket or a golf club through gestures using the Wii Remote, but these gestures aren’t meaningful

as general-purpose 3D interaction techniques. We wanted to use Wii input devices to build generic, context-insensitive 3D interactions for the univer-sal tasks of travel, selection, and manipulation.2

Supporting this sort of generic 3D interaction with the devices we chose is challenging because, unlike the 6-DOF tracking systems researchers typically use, these controllers provide limited interaction space and tracking. The limited inter-action space constrained our possibilities for dif-ferent interaction tasks. For example, we couldn’t design a travel technique that required physical locomotion because the Balance Board and dance mat require users to stand on or near them.

The Wii Remote’s IR (infrared) tracking sys-tem requires users to be within a certain range of the sensor bar and to be pointing in its general direction. The accelerometers, combined with 2D IR tracking, don’t let us determine the posi-tion of the user or the hand, only where on the screen the user is pointing. These limitations make using standard ray-casting or virtual-hand techniques difficult. Furthermore, the accelerome-ters alone don’t provide enough information about orientation, failing to offer absolute rotation val-ues for the Nunchuk and the Wii Remote. Even

Figure5.Thelivecontestwinner’ssetupincludessixcommercialdevices:aWiiRemote,aWiiSensorBar,aWiiMotionPlus,aNunchuk,aWiiBalanceBoard,andadancemat.

TheLiveCategoryWinnersFelipe Bacim, Regis Kopper, Anamary Leal, Tao Ni, and Doug A. BowmanVirginia Tech

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though the MotionPlus provides better orientation information with its gyroscopic tracking, it still has significant drift issues. This relative tracking (instead of the absolute tracking in typical 6-DOF devices) makes using direct-manipulation tech-niques even more difficult.

Our Design ProcessWe began designing our solution as soon as the con-test and the initial rules were announced. We met once a week until the week before the contest. In these meetings, we brainstormed about interaction metaphors and available devices. We also mapped the devices to each task (travel, selection, and ma-nipulation). This brainstorming brought up many questions about the contest rules and restrictions and helped us better understand how the contest would work. By the time registration was open and the initial 3D model was released, we had several ideas laid out, giving us time to choose which ones to keep and which to throw away on the basis of the model and the tasks. It was during these first meet-ings that we decided to use commodity hardware.

After narrowing down our techniques and de-vices, we used the Python-based Vizard Virtual Re-ality Toolkit (www.worldviz.com/products/vizard/index.html), which allows for rapid prototyping of VR applications. We wrote a dynamic linked li-brary extension in C++, which integrated the Wii-Yourself (http://wiiyourself.gl.tter.org) library and allowed access to the Wii tracking data directly from Vizard. We then split our weekly meetings into two parts: new design ideas and refinements and prototype evaluation. When we had a working prototype that supported all tasks, we presented it to our research group once a month to assess its current state. This process helped us identify ma-jor usability issues and gave us insights into how to improve our techniques to solve those issues.

To overcome the input devices’ limitations, we decomposed the interaction tasks (travel through the supermarket, object selection, and object placement) into simpler components.

Travel. We divided this task into three steps based on different DOFs that users must control: hori-zontal translation, vertical translation, and orien-tation. We made this choice to overcome our input devices’ limited control space.3

For horizontal translation, we used the Balance Board and the dance mat (see Figure 5). Users use the Balance Board for slow, precise movements by leaning in the direction of travel. They use the dance mat for faster movements by stepping in the desired direction. We also implemented discrete

speed control for fast travel. When one foot is on the Balance Board and one is on the dance mat, users travel at half speed. To travel at full speed, users step with both feet on the dance mat in the desired direction.

We used the Nunchuk’s front buttons (C and Z) for vertical translation at a constant speed; this is a natural mapping because the buttons are on a vertical surface of the device. The combination of these techniques provides a balance of precision and control for the three translation DOFs.

We used the Nunchuk’s 2D joystick to control viewpoint orientation (pitch and yaw). We didn’t implement a control for viewpoint roll because it would add complexity and confusion without en-hancing travel.

Object selection. Traditionally, 3D-object selection is a single-step action. However, in the supermar-ket model, selecting an item in one step would be difficult because the 3D model is intentionally cluttered, with a high degree of occlusion. Com-mon 3D selection techniques such as Go-Go4 or ray casting5 won’t work well in this environment because they require high precision from both the input device and the user to select a specific object. Because no selectable items are too small, users can still be precise if they travel close to the de-sired item, but that will add a long travel phase that we thought wasn’t necessary.

So, to achieve rapid yet precise selection, we divided it into two steps: low-precision, multiple-object selection followed by refinement (see Figure 6). Unlike the three travel steps, which users can perform simultaneously, these steps must occur sequentially.

For rough selection, we used sphere casting, a modified version of ray casting based on the Wii Remote’s IR tracking. This technique casts a sphere onto the nearest intersecting surface to determine which objects are selectable. The user must simply ensure that the desired object is in or touching the sphere so that he or she can select it from among the other objects in the next step. Selectable items are highlighted. To improve confidence that the desired object will be available, the sphere’s radius increases the farther the user is from the nearest intersecting surface, thus increasing the overall number of objects available in the second step. For extreme cases, the user also can control the sphere’s size by pressing the Wii Remote’s + and – buttons. Users can perform this technique at any distance from the desired object, even when the object is invisible.

Clicking the front button (A) on the Wii Remote

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distributes all objects in or touching the sphere among four quadrants on the screen, which we call the quad menu. In this step, users refine the selection by repeatedly pointing anywhere in the quadrant containing the item they’re looking for, each time reducing the number of objects per quadrant until only the desired object remains. The maximum number of selections necessary is log4n, where n is the number of items in the sphere. Items in the quad menu rotate so that us-ers can more easily distinguish the desired item. Once users select the item, they move it to an item inventory, which appears in the display’s bottom right. In the 3DUI contest task, this inventory could be thought of as a shopping cart.

Manipulation. We divided this task into three steps: selecting an item from the inventory, setting its position, and setting its orientation.

The first step is actually an instance of our selec-tion technique’s refinement step. The user points to the inventory to bring up a quad menu of all the items he or she previously selected.

The second step uses ray casting to position the selected object at the first intersecting point in the environment.

Finally, the user sets the object’s orientation us-ing a direct one-to-one mapping of the Wii Re-mote’s orientation, which we achieve using the MotionPlus’s rotational sensors. The object’s po-sition is automatically adjusted so that it main-tains contact with the surface the user previously selected independently of its orientation. This avoids the possibility that part of the object pen-etrates the surface or that the object floats above the surface. Setting the object orientation is the most difficult task in our interface, owing to the drift in the MotionPlus sensors and the difficulty of holding the Wii Remote in certain orientations. Still, decomposing 6-DOF manipulation into three steps gives users moderately fine control of the ob-

ject’s position and orientation, even with our in-put devices’ inherent limitations.

Other tools. Our interface included other tools that helped users complete the tasks. The inventory lets users carry more than one item at a time so that they don’t need to go back to the table every time they find an item. This inventory is always visible on the screen’s lower right. Also useful is the abil-ity to display a screenshot in the screen’s upper left, to let users see which objects they have to find. Finally, users can return to the starting posi-tion by pressing the Wii Remote’s Home button.

Lessons LearnedThe design process was valuable. We were able to improve our prototype design and implementation during our weekly meetings. Listing devices and metaphors helped us narrow down which ones were appropriate for the scenario and tasks. More-over, informally evaluating the prototypes let us quickly determine how to improve the techniques and our application’s overall design. For example, by adding background music and sound effects, we made searching for items more fun and engaging.

Dividing the tasks into subtasks let us use low-cost commodity devices to perform general-purpose 3D interaction. Using multiple rapid, coarse-grained selections instead of a single pre-cise selection made this interface well suited to cluttered environments and imprecise pointing devices. By splitting manipulation into position and orientation steps, our technique achieved the same expressiveness as 6-DOF manipula-tion techniques based on expensive, specialized hardware.

However, dividing the tasks could increase their complexity. During the live contest, our travel interface, in which different devices and ac-tions controlled different DOFs simultaneously, had a steeper learning curve than our selection

(a) (b)

Figure6.Itemselectiontechniques.(a)Spherecastingprovideslow-precisionselectionofmultipleobjects.(b)Thequadmenuletsusersrefinethepreviousselection.Thecombinationprovidesrapidyetpreciseselection.

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and manipulation techniques, which we broke down into sequential phases. In addition, some design choices limited our techniques’ usability. For example, we designed our selection technique so that users could select objects on the basis of their shape and color. However, it isn’t suitable for selecting objects on the basis of their spatial location or context because the quad-menu step provides no spatial or contextual information. Another minor limitation is that our manipula-tion technique lets users place objects only on surfaces, although this is a reasonable constraint for many applications.

Perhaps our interface’s most novel and suc-cessful aspect is its two-step selection. Our com-bination of sphere casting and the quad menu illuminates interesting trade-offs—primarily be-tween speed and precision. If a selection task is difficult enough (owing to small or distant objects, occlusion, or poor tracking performance), then multiple actions requiring low precision could be faster than a single action requiring high preci-sion. Traditional ray-casting selection would cer-tainly perform better in environments with large objects and little occlusion. However, our selection technique’s power lies in its ability to use impre-cise (even careless) pointing behavior when select-ing an object that’s visually small or in a cluttered environment.

Another fair comparison is between cone cast-ing and sphere casting.5 The former technique projects a cone from the input device onto the en-vironment; all objects falling inside the cone are eligible for selection. The latter reduces the selec-tion volume and is more useful in environments containing objects laid out roughly on a plane. Had we used cone casting, users would have se-lected objects on shelves behind the intended ob-ject, and in much greater quantities because the cone’s base area expands quadratically as it length-ens. This could result in a quad menu with an im-mense number of items, rendering them too small to distinguish.

Finally, quad-menu selection has some interest-ing characteristics. The growth in the number of clicks necessary to complete a selection increases logarithmically, with 64 items needing three clicks, 256 items requiring four clicks, and 1,024 items needing only five clicks. Of course, there’s a practi-cal limit on the number of items displayed in the quad menu, based on the display size and resolu-tion. The desired items must also be visually dis-tinct for this technique to work.

Certainly, our selection technique has room for improvement. For one thing, if only one item is in

the sphere, the quad menu could be suppressed, and users could select an object with one click. We could also redesign the technique to account for spatial context, rather than object uniqueness. For example, instead of showing items in a quad menu, we could display the items in the sphere us-ing different shades, keeping them in their spatial context.

Although our technique is promising, we must verify its effectiveness empirically. We’re planning a formal evaluation to demonstrate our tech-nique’s actual benefits and to explore the speed-precision trade-off.

The 3DUI contest provided a great stimulus for our creativity, and we felt it pushed us to think outside the box. We were able to develop tech-niques that let users perform general-purpose 3D interaction with high levels of usability using consumer-level technologies. We look forward to future editions of the contest.

References 1. C.A. Wingrave et al., “The Wiimote and Beyond:

Spatially Convenient Devices for 3D User Interfaces,” IEEE Computer Graphics and Applications, vol. 30, no. 2, 2010, pp. 71–85.

2. D.A. Bowman et al., 3D User Interfaces: Theory and Practice, Addison-Wesley Longman, 2004.

3. R.J.K. Jacob et al., “Integrality and Separability of Input Devices,” ACM Trans. Computer-Human Interaction, vol. 1, no. 1, 1994, pp. 3–26.

4. I. Poupyrev et al., “The Go-Go Interaction Technique: Nonlinear Mapping for Direct Manipulation in VR,” Proc. 9th Ann. ACM Symp. User Interface Software and Technology (UIST 96), ACM Press, 1996, pp. 79–80.

5. M.R. Mine, Isaac: A Virtual Environment Tool for the Interactive Construction of Virtual Worlds, tech. report, Dept. of Computer Science, Univ. of North Carolina, Chapel Hill, 1995.

Felipe Bacim is a PhD student in computer science at Vir-ginia Tech. Contact him at [email protected].

Regis Kopper is a PhD candidate in computer science at Virginia Tech. Contact him at [email protected].

Anamary Leal is a PhD student in computer science at Virginia Tech. Contact her at [email protected].

Tao Ni is a PhD candidate in computer science at Virginia Tech. Contact him at [email protected].

Doug A. Bowman is an associate professor of computer science at Virginia Tech. Contact him at [email protected].

IEEEComputerGraphicsandApplications 97

We’re grateful for our community’s participa-tion in the first 3DUI Grand Prize contest.

The solutions were interesting and innovative, and we believe we accomplished our goals. We congrat-ulate the participants for their efforts and willing-ness to endure the difficulties of this first contest.

We’d like future installments to address several things. First, comparing solutions using only video is difficult; future organizers must come up with better ways to test solutions from a distance. A clearer set of metrics at the start will provide hints about expected solutions and facilitate evaluation. It might also help to have several categories, with different metrics to encourage different approaches. For example, some solutions were innovative and intuitive but were out-performed by simpler, PC-based solutions. As Steffi Beckhaus stated in a personal email, we generally would like to aim for a scenario in which we could “provide grounds for direct comparison studies with different measures.” For example, we could evaluate how intuitive the solutions are to the users.

We also must find ways to better present and compare results from several contestants. The ta-bles we provided earlier are an initial attempt to summarize results. However, we had to leave out too many details, such as differences in rendering quality, aids such as shopping carts and moving objects (see the video from team 8), interesting props (see the videos from teams 3 and 11), and vibration and audio feedback.

We also need to provide a better virtual model that tools can easily read and manipulate. In this regard, we found little support for interaction from the models we exported from commercial tools to VRML. Specifically, the exported versions didn’t keep key elements for interactive 3D applications, such as shared geometries, object definitions, or transform hierarchies. This forced some teams to redo their original models or create their own files in other formats. In this regard, 3D creation tools can do a better job at keeping object information, identifiers, transformation hierarchies, and mul-tiple references to a particular geometry. Accord-ing to Beckhaus, other issues with the model were related to measurement units, the number of poly-gons the exporting tool generated, and the lack of texture optimization.

Finally, we need to balance task difficulty for different types of users. Novice users spent most of their time looking for objects; this difficulty disappeared once users familiarized themselves with the scenario. This issue clearly affects the average completion time. Contestants must also consider users’ cognitive loads when designing the tasks, although this could also be part of the set of evaluation metrics and therefore part of the solution.

Contact department editor Mike Potel at [email protected].

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