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AR Magic Lenses - Computer Science and Software Engineering PDF

261 Pages·2008·5.55 MB·English
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AR Magic Lenses: Addressing the Challenge of Focus and Context in Augmented Reality A thesis submitted in partial fulfilment of the requirements for the Degree of Doctor of Philosophy in the University of Canterbury by Julian Looser Examining Committee Associate Professor Andy Cockburn Supervisor Professor Mark Billinghurst Co-Supervisor Professor Bruce Thomas Examiner Professor Hans Gellersen Examiner University of Canterbury 2007 Declaration All contributions described in this thesis are entirely my own, with the exception of cases where I collaborated with other researchers. The follow- ing list identifies such parts of my research, and clarifies the roles of the contributors. Chapter 5 - Stencil Lenses: Theworkonstencil-basedARMagicLenses was primarily my own. I developed the software, explored the application space, and wrote the majority of the paper describing the work. The publi- cation, presented at GRAPHITE 04, was written with the assistance of my supervisors, Mark Billinghurst and Andy Cockburn. Chapter 5 - TankWar: The Augmented Reality game, TankWar, de- scribed in this chapter was the idea of Trond Nilsen, and became the topic of his Masters research (Nilsen 2006). My contribution to TankWar was software development of the first OpenGL version, which included the AR Magic Lens interaction techniques and a transitional (AR-VR) interface. In addition, I provided technical advice on the development of Trond’s sec- ond iteration of TankWar, built with Open Scene Graph. I co-authored a paper about TankWar with Trond and Steven Linton (Nilsen, Linton and Looser 2004), and helped demonstrate TankWar at the New Zealand Game Developers Conference in 2004. Chapter 6 - osgART: The software library, osgART, was originally my invention, as I was individually responsible for developing the first version. osgART has since become a collaborative project, being actively maintained and improved by myself, Hartmut Seichter, Rapha¨el Grasset and Phil Lamb. osgART has been released under GPL and commercial licenses, and was presentedattheIndustrialWorkshopatISMAR06(Looser,Grasset,Seichter and Billinghurst 2006). Chapter 7 - AR Selection Experiment: The experiment evaluating AR Magic Lenses as a selection technique was designed and run by myself. The resulting publication, presented at GRAPHITE 07, was written with the assistance of Rapha¨el Grasset and Mark Billinghurst. Chapter 8 - Flexible Sheet Lenses: Theinventionofflexiblesheetlenses is my own, and I wrote the software implementation. This work was ex- ploratory and I had many discussions about potential applications and inter- action techniques with Rapha¨el Grasset. Our publication about the flexible lens, presented by Rapha¨el at ISMAR 07, was written with the additional assistance of Mark Billinghurst. Dedicated to Alan and Frieda Abstract In recent years, technical advances in the field of Augmented Reality (AR), coupled with the acceleration in computer and graphics processing power, have brought robust and affordable AR within the reach of the wider research community. While the technical issues of AR remain heavily re- searched, there is also a growing amount of work on user interface develop- ment and evaluation, heralding the convergence of traditional Human Com- puter Interaction (HCI) and AR. Magic Lenses are 2D interface components that provide alternative rep- resentations of objects seen through them. In this way, they can be used to provide Focus and Context in the interface, especially when visualising layered information. There are very few, if any, formal evaluations to guide the development of lens-based interfaces. This thesis describes the development and evaluation of Magic Lenses as a tool for AR interfaces. The work starts with a comprehensive survey of many Focus and Context techniques, which are classified based on the way they present views to the users { for example, a Magic Lens is a spatially sep- arated multiple view technique. A formal evaluation of 2D Magic Lenses in a GIS scenario found that users strongly preferred the lens-based interaction technique to others, largely because it reduced the effort of interaction. Ac- curacy was high with the lenses, but a simple “global view” interface allowed significantly faster performance. This positive result motivated further work on Magic Lenses within AR, where the lens metaphor can reinforce the tangible interaction methods that link virtual and real content. To support rapid exploration of interaction alternatives with AR Magic Lenses, I describe the design and architecture of osgART, an AR development toolkit that is available to the research com- munity as open-source software. Object selection and manipulation is a fundamental interaction require- ment for all AR interfaces, and I establish an empirical foundation of per- formance in this task with a variety of AR interaction techniques, including Magic Lenses. Results show that performance with all techniques is suc- cessfully modelled by Fitts’ Law, and that Magic Lenses outperformed other techniques. Finally, I examine new interaction techniques based on Magic Lenses, particularly a Flexible Sheet Lens, which allows concurrent bimanual speci- fication of multiple parameters within the visualisation. Table of Contents List of Figures v List of Tables x Chapter 1: Introduction 1 1.1 Overview of Thesis and Research Approach . . . . . . . . . . . 1 1.2 Chapter Summary . . . . . . . . . . . . . . . . . . . . . . . . 3 1.3 Contributions . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Chapter 2: Related Work 6 2.1 Focus and Context . . . . . . . . . . . . . . . . . . . . . . . . 6 2.1.1 An Overview of Graphical User Interfaces . . . . . . . 6 2.1.2 MVC: The Separation of Views from Models . . . . . . 10 2.1.3 Multiple View Systems . . . . . . . . . . . . . . . . . . 11 2.2 A Taxonomy of Views for Supporting Focus and Context . . . 13 2.2.1 Single View Focus and Context . . . . . . . . . . . . . 14 2.2.2 Multiple View Focus and Context . . . . . . . . . . . . 33 2.2.3 Summary of Focus and Context . . . . . . . . . . . . . 45 2.3 Magic Lenses . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 2.3.1 2D Magic Lens Systems . . . . . . . . . . . . . . . . . 49 2.3.2 3D Magic Lens Systems . . . . . . . . . . . . . . . . . 55 2.3.3 Summary of Magic Lens Systems . . . . . . . . . . . . 62 2.4 Augmented Reality . . . . . . . . . . . . . . . . . . . . . . . . 62 2.4.1 The History of Augmented Reality . . . . . . . . . . . 65 2.4.2 Providing an AR Experience . . . . . . . . . . . . . . . 66 2.4.3 Usability Testing in Augmented Reality . . . . . . . . . 72 2.4.4 Applications for AR . . . . . . . . . . . . . . . . . . . 74 2.4.5 Summary of Augmented Reality . . . . . . . . . . . . . 76 2.5 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Chapter 3: Fundamentals of Magic Lenses 77 3.1 Properties of Magic Lenses . . . . . . . . . . . . . . . . . . . . 77 3.2 Analysis of Magic Lens Applications . . . . . . . . . . . . . . 84 3.3 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Chapter 4: 2D Magic Lens Evaluation 90 4.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 4.2 Scenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 4.3 Experimental Design . . . . . . . . . . . . . . . . . . . . . . . 93 4.3.1 Apparatus . . . . . . . . . . . . . . . . . . . . . . . . . 93 4.3.2 Interfaces . . . . . . . . . . . . . . . . . . . . . . . . . 94 4.3.3 Participants . . . . . . . . . . . . . . . . . . . . . . . . 96 4.3.4 Procedure . . . . . . . . . . . . . . . . . . . . . . . . . 99 4.4 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 4.4.1 Subjective Results . . . . . . . . . . . . . . . . . . . . 107 4.5 Additional Analysis of Manipulation Cost . . . . . . . . . . . 110 4.5.1 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 4.5.2 Visual Analysis of Mouse Movement . . . . . . . . . . 115 4.5.3 Summary of Manipulation Cost . . . . . . . . . . . . . 115 4.5.4 Reducing the cost of Magic Lens Manipulation . . . . . 117 4.6 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 Chapter 5: Augmented Reality Magic Lenses 124 5.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 5.2 Motivation for AR Magic Lenses . . . . . . . . . . . . . . . . . 124 5.3 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . 127 5.4 AR Magic Lens Applications . . . . . . . . . . . . . . . . . . . 132 5.5 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142 Chapter 6: osgART 144 6.1 Scene Graphs . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 6.2 Open Scene Graph and ARToolKit Integration . . . . . . . . . 145 6.2.1 Implementation of osgART . . . . . . . . . . . . . . . . 147 6.2.2 osgART Example Code . . . . . . . . . . . . . . . . . . 149 6.3 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151 ii

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ond iteration of TankWar, built with Open Scene Graph. 2.8 Fisheye explained . API, low D) and a few important global stories (high API, high D). People.
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