Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Thesis by
Sahar Ali Aseeri
Master of Science
Computer Science
Visual Computing
July, 2013
2
The thesis of Sahar Ali Aseeri is approved by the examination committee
Copyright 2013
ABSTRACT
With the use of an immersive display system such as CAVE system, the user is
able to realize a 3D immersive virtual environment realistically. However, interacting
with virtual worlds in CAVE systems using traditional input devices to perform easy
operations such as manipulation, object selection, and navigation is often difficult.
This difficulty could diminish the immersion and sense of presence when it comes to 3D
virtual environment tasks. Our research aims to implement and evaluate alternative
approaches of interaction with immersive virtual environments on mobile devices for
manipulation and object selection tasks. As many researchers have noted, using a
mobile device as an interaction device has a number of advantages, including built-in
display, built-in control, and touch screen facility. These advantages facilitate simple
tasks within immersive virtual environments. This research proposes new methods
using mobile devices like Smart-phones to perform di↵erent kinds of interactions both
as an input device, (e.g. performing selection and manipulation of objects) and as
an output device (e.g. utilizing the screen as an extra view for a virtual camera
or information display). Moreover, we developed a prototype system to demonstrate
and informally evaluate these methods. The research conclusion suggests using mobile
devices as a 3D-controller. This will be a more intuitive approach to interact within
the virtual environment.
5
ACKNOWLEDGEMENTS
My initial and foremost thanks go to Allah for endowing me with health, patience,
and knowledge to complete this thesis.
Further, I am deeply indebted and grateful to Prof.Peter Wonka, for the sup-
port, encouragement and facilities he has provided me. Thank you for everything.
Thereafter, I would like to thank, with deep gratitude and appreciation, the inspira-
tion, encouragement, valuable time and great guidance given to me by my respectable
supervisor Daniel Acevedo-Feliz. Thank you for everything.
TABLE OF CONTENTS
Copyright 3
Abstract 4
Acknowledgements 5
List of Abbreviations 8
List of Figures 9
1 Introduction 11
1.1 Problem Definition . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
1.2 Research Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
1.3 Motivation and Importance . . . . . . . . . . . . . . . . . . . . . . . 15
1.4 Definition of Terms . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
1.5 Organization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
2 Literature Review 22
2.1 Object Manipulation . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
2.2 Object Selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
2.3 Other Related Work . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
References 70
Appendices 74
8
LIST OF ABBREVIATIONS
FOV Field-Of-View
FWIP Finger Walking in Place
MR Mixed Reality
OSG OpenSceneGraph
VC Videoconferencing
VE Virtual Environment
VR Virtual Reality
9
LIST OF FIGURES
Chapter 1
Introduction
Today, virtual reality (VR) is considered one of the most important research topics
in computer graphics [1], and it has become widely used as a functional tool in many
fields. In the past, VR has typically been restricted to research universities, large
corporations, and the military for training. However, fast progress in both hardware
and software technology has helped overcome these limitations and will allow VR to
be available and useful to a much wider population [2].
Based on the previous definitions of interaction, one may conclude that the success
of tasks in IVEs usually depends on the success of the interaction device [5].To mea-
sure the success of the interaction device within the IVE; we must consider immersion
and sense of presence [1]. Developers have discovered that the strongest sense of the
user feeling immersed emerges when the interaction device is easy and interesting.
This means that interaction with inadequate interaction devices could diminish the
immersion and sense of presence [6]. Therefore, the level of the user-controls over
interactivity of virtual objects with current state-of-the-art devices such as mouse,
keyboard, and joystick/wand varies from one device to another [1].
In this research, the problem area is that interaction with objects in virtual worlds
using traditional input devices (e.g. joystick or wand) is often difficult. This difficulty
could diminish the immersion and sense of presence in 3D immersive virtual environ-
ment tasks. In an attempt to increase immersion in the virtual world, mobile devices
can be used as an interaction device. This research will present di↵erent approaches
13
for interacting with IVEs by using mobile devices for manipulation and object selec-
tion.
Figure 1.1: Our prototype system: it allows the user to interact with a single syn-
chronized scene using a mobile device.
2. The CAVE system or NexCAVE allows one user to interact with the IVE by
using traditional input devices.
15
3. Usually, traditional input uses indirect manipulation techniques to manipulate
objects using buttons.
3. To increase the immersion and sense of presence when using mobile devices in
IVEs.
4. To allow multiple users to interact with the virtual environment at the same
time using mobile devices.
The wide spread use of 3D in movie theaters, gaming, education, and the military
has motivated researchers to be concerned with making the 3D virtual world more
e↵ective. As previously mentioned, interaction is one of the most important features
in VR, helping to increase the e↵ectiveness of the 3D virtual experience. VR in-
teraction tasks depend on the interaction techniques and the interaction devices [6].
Researchers have tried to combine these two components to produce more natural
interactions inside the IVE that are more intuitive.
Interactions make use of a vast variety of input devices, including joystick, data
gloves, and instrumented objects. The level of interactivity provided by using these
16
devices - especially with 3D object manipulation tasks in the IVE - varies by device
[8]. This is important as the e↵ectiveness of the interaction techniques of 3D objects
manipulation tasks in the IVE are a↵ected by the e↵ectiveness of the interaction de-
vices. This means that there is a relation between the interaction techniques and the
interaction device to produce high-level interaction [6].
Several problems exist that relate to interaction in virtual reality. One of these
problems is object manipulation [6]. Indeed, manipulation is one of the most funda-
mental tasks in both real and IVEs. There are two kinds of manipulation interaction
techniques, direct manipulation and indirect manipulation. Indirect manipulation,
such as Nintendo Wiimote, uses indirect ways like buttons to select and manipu-
late the virtual objects. Direct manipulation, such as direct-hand manipulation, is
a natural technique that is intuitive for humans because it uses hands to select and
manipulate the virtual objects. However, using direct manipulation is not always
possible with all interaction devices [8]. If the user cannot manipulate the virtual
objects e↵ectively, then the user might be unable to complete other tasks in the IVE.
Immersion
Immersion in the IVE is a term used to describe how much the user is involved
inside the virtual world. That is, how much does the user feel part of the virtual
world physically [1].
Figure 1.4: Cornea a CAVE system at King Abdullah University of Science and
Technology (KAUST)[11].
NexCAVE
The NexCave is a kind of VR output device. It is a semi-immersive 3D virtual
environment implemented at KAUST and designed by Professor Tom DeFanti
at the California Institute for Telecommunications and Information Technology
(CalIT2) at the University of California, San Diego (UCSD). It is configured as
a 21-tile system using monitor displays [12] (see Figure [1.5]).
20
Navigation
Navigation is a kind of interaction task used in the IVE; it provides the user
with information about her/his location by moving the user from one location
to a new target location in the virtual world [6].
Tracking System
The tracking system is one of the most important components in VR systems.
It allows the user to move in the IVE, using the physical space by detecting the
user’s position using trackers [6] (see Figure [1.6]).
21
Figure 1.6: An optical tracker device used to detect the user’s position in the VE.
1.5 Organization
The rest of this research thesis is organized into several chapters. Chapter 2 provides
the review of related work in four main sections: studies related to object manipula-
tion, studies related to object selection, and studies concerned with di↵erent aspects
of VR and use of the mobile as an interaction device. Chapter 3 provides the research
methodology used in this work. It presents the system description and architecture
design. It also demonstrates the basic idea of the prototype and the tools used in the
implementation phase. Chapter 4 presents the informal evaluation and final results
phase of the system. This chapter presents a detailed description of the test evalua-
tion, test participants, and tasks, as well as final results and discussion. Chapter 5
concludes the research that has been done and proposes future works.
22
Chapter 2
Literature Review
Research work related to the use of mobile devices for VR interaction has been of
great interest to many researchers since the early 1990s. With use of virtual reality
spreading, computer scientists introduced various approaches to overcome interaction
limitations within virtual environment (VE) by using a mobile device as an interaction
device. The available literature is composed of papers that have been published in sci-
entific journals or posters that have been presented at conferences. The presentation
of these studies will be organized under the following topics:
To facilitate the object manipulation task within the VE, we used mobile devices to
move 3D objects via touch screen. Gutierrez et al.(2004) [13] shed light on using
hand-held devices as interfaces in the VE. He focused on the manipulation of 3D
23
objects, excluding articulated characters: translation, rotation and camera manage-
ment . This was coupled with creating a 3D graphical representation of characters
and objects in the VE right into the hand-held device. The name mobile animator
was given to the interface used, and a 3D representation of the objects was used in-
stead of 2D controls. Briefly, the 3D object was the hierarchical structure or skeleton
that is used to control the 3D virtual characters. The hand-held device allowed the
user to modify the character’s posture and its orientation at every joint shown in
the simulation screen (VE System) using a stylus in the hand-held. In case there
was more than one character in the VE, a list of virtual characters appeared for the
user to choose from. The system used consists of four main components: VE system,
network layer, character data, and the hand-held interface (see Figure [2.1]).
Figure 2.1: A system architecture design of the mobile animator system: the main
components of the system are VE system, network layer, character data, and hand-
held interface. [13]
The system implemented has shown efficiency by allowing more than one user
to interact in a shared VE. The main issue observed was the division of the user’s
24
attention between the hand-held and the simulation screen. The hand-held device
has been shown to be a very e↵ective tool to modify the posture and location of
the virtual characters in the VE. In our study we built a system that has the same
components used in this research. The deference that we used Smart-phones as a
hand-held device to manipulate 3D objects and camera in the VE.
Another two studies have been done about object manipulation using mobile de-
vices. The first study, done by Katzakis and Hori (2009) [14], showed some initial
evidence that a mobile device can be e↵ectively used as a wireless hand-held 3-DOF
controller in VE tasks. They explored the use of accelerometer-and magnetometer-
equipped mobile phones, instead of using a mouse or a keyboard, as 3-DOF controllers
in a 3D rotation task to manipulate a 3D object. They compared three devices – mo-
bile, mouse, and touch panel. They indicated that a 3D rotation task in a VE would
take only five minutes of practice using a mobile device, almost half the time it took
with the other devices. The results indicated that using mobile devices for 3D virtual
environment rotation tasks seems to facilitate faster interaction compared to other
devices, such as mouse or touch panel devices.
The second study was conducted by Lee et al. (2011) [15]. It introduced a new
method for 3D object manipulation: a mobile device instead of the expensive trackers
previously used. Components used in the experimental environment are: normal PC,
tracker or remote (mobile device) and Wi-Fi network. Figure [2.2] shows the user
controls the mobile device to change its pose and position and the mobile device in
turn sends data to the computer via Wi-Fi. The virtual 3D space on the computer
screen will change accordingly. According to the paper, using this method for 3D ob-
ject manipulation is expected to be accustomed to everybody, can be applied easily,
and can be used for a lot of areas.
25
Figure 2.2: A user controlling a virtual world in the screen by using a mobile device:
any movement applied on the mobile device will apply directly to the virtual world.
[15]
From the above two studies we can conclude that mobiles are e↵ective when used
as an interaction device for manipulation tasks to change the object transformations,
such as translation, rotation, and scaling. This research will concentrate on using
mobile devices for manipulation tasks to change camera and object transformations
for translation, rotation, and scaling.
To increase the immersion and sense of presence through the interactivity inside
the VE, we used touch screen to directly select and manipulate objects in the virtual
world. Chuah and Lok (2012) [8] examined the possibility of using Smart-phones as
a VR interaction device to select and manipulate objects in VEs. They discussed two
types of applications. The first application was a mixed reality (MR) game based
on general object selection and pose manipulation. It was created to evaluate the
Smart-phone’s usability as an interaction device in a (MR) environment. Overall, the
results indicated that 100 percent of the participants responded, positively to whether
they would use the mobile as an interaction device in the VE, and responded better
for both selecting and positioning objects. The second application was a Virtual Re-
ality Eye Exam, which is an example of adapting an existing real-world application
to use a Smart-phone as an interaction device (see Figure [2.3). This application
has been shown to improve the original interface (television as an output device and
Wiimote as an input device) in two ways. First, it reduces the need for training and
memorizing button mappings for each tool. Second, it combines the real and the
virtual worlds more seamlessly. Due to Smart-phone features, the adaptation of the
Smartphone was easy, quick and completely successful.
27
Figure 2.3: A user interacting with a virtual human: the virtual human follow the
smart-phone movement using a tracker. [8]
Several other studies covered other aspects related to mobile phone use as a 3D inter-
action device within VE, which are not covered in the previous studies and illustrate
that using mobile device will be a means that can be use to perform interaction
tasks. For instance, the contention between 2D and 3D interaction technique and
uncertainty as to which is appropriate and when, was known as one of the major
problems that plague the advancement of virtual world development. To overcome
these problems Watsen et al. (1999) [17] developed a new approach that can be used
to perform tasks appropriate to 2D interfaces with PDAs such as the 3Com Palm-
Pilot hand-held computer. They report the techniques that were implemented and
the specifics of using Bamboo and a Palm-Pilot for virtual world application. Despite
several limitations, the researchers indicated that the use of a PDA as an interface
28
in a VE enabled the UI techniques without forcing 2D metaphor in a 3D space or
3D metaphor in a 2D space. They concluded that this approach was promising and
further research is needed to solve the limitations.
Marsden and Nicholas (2005) [19] wrote a paper about a cultural preservation
project with the District Six Museum in Cape Town, South Africa. They were en-
gaged to create a virtual District Six as it would have appeared before mass evictions.
They tried to build on Yee’s Peephole Display work [20] to examine the possibility
of using PDAs to create a peephole time-machine that would allow users to virtually
view the old District Six while standing in the current District Six. To accomplish
this project they investigated whether the PDA can provide an e↵ective level of in-
teraction and provide an intuitive navigation scheme for viewing virtual worlds. This
was done by using client-server system where the view is on the server and the PDA
receives the view of the environment over the network as 2D images. Specifically the
study focused on the development and evaluation of using the PDA as an interaction
device. The study result confirmed that using the PDA was e↵ective for interaction
for viewing virtual worlds.
In another related study, Weberet al. (2005) [18] discussed the interaction between
remote human computers and VEs. The research relied on a thin client solution that
in turn relies on videoconferencing (VC) protocol standards connected to a VE. The
former uses H.323 (standard VC protocol), which is a protocol that supports multi-
media communications to transfer audio and video data over networks. According
to this research, the proposal was a VC interface to a VE via a PDA. The remote
user could access the VE via sight and hearing. On the PDAs, seeing and hearing
the VE was made possible by equipping PDAs with VC software. Enabling remote
human computer interactions with a VE brings new applications to the mobile plat-
29
form. This research aims to simplify the interaction between the mobile and the PC
by using the videoconferencing protocol (see Figure [2.4]). Our research will focus on
the use of mobile devices in order to access the VE visually and to interact with the
environment using the built-in display screen and touch screen facility. The VE and
mobile device will be connected using TCP/IP protocol.
Another related work was carried out by Mountain and Liarokapis (2005) [21] as
part of the Locus Project. They introduced a new way of interacting with VR scenes
using mobile devices. In their paper they discussed three prototypes that adopt di↵er-
ent ways of interaction with VR scenes based upon both screen interaction, external
sensors and a mix of both approaches. They proposed that external sensors (interac-
tion via movement and gesture) may be a more intuitive approach for mobile device
within VR scenes. They evaluate and test this hypothesis during the Locus project.
30
Research suggests there are di↵erences between using mobile devices and using desk-
top systems to interact with the VE, proposing that traditional interaction paradigms
may not be appropriate in this new context.
As a result of the need for expressive visualization for 3D data and interaction
with mobile devices, Knodelet al. (2008) [22] explored the possibility of using a new
technique that allows mobile users to interact together with di↵erent data using var-
ious hardware. As part of this research, they tried to take advantage of the recent
development of mobile technology such as multi-touch interface and overcome the
limitations, such as small buttons. They used this technique to move the camera po-
sition in the 3D environment with di↵erent sizes of hardware. The research concluded
that there is a need for more advances in using mobile devices for visualization and
interaction and proved the direct applicability of the research result with respect to
the collaborative scenario.
Another study by Kim et al. (2009 ) [5] provides new possibilities for interaction
techniques by using multi-touch screen hand-held devices such as the iPhone and the
iPod Touch for navigation in IVEs. They described implementation of a navigation
interaction technique called Finger Walking in Place (FWIP) [23], which was devel-
oped for a larger multi-touch device. The FWIP project was implemented for the
Lemur device. The project was improved to utilize the multi-touch screen hand-held
devices such as the iPhone/iPod Touch, which were used for navigation tasks in a
CAVE virtual environment. Initial results showed that the use of hand-held devices
for navigation tasks in IVEs provided sufficient precision. All in all, the paper re-
ported that using multi-touch hand-held devices is one of the approaches to navigate
tasks in 3D environment, and using it will increase the success of IVEs.
31
Further research by Benzina et al. (2011) [24] introduced what they called Phone-
Based Motion Control as a technique to interact with the VE. They used a mobile
phone with integrated sensors as a 3D input device for travel interaction to provide an
easy way to track the user’s hand. To examine the e↵ectiveness of this technique, the
researchers tried to determine how many degrees of freedom are needed to perform
the travel task as easily as possible. They also tried to investigate di↵erent mapping
functions between the user’s action and the viewpoint reaction in the VR. To accom-
plish their goals they used a phone with multi-touch capability for VE translation
or viewpoint direct control and built-in sensors. Overall the results indicated that
users perform best using mobile device with 4 DOF metaphors and that the usage of
mobile device is the desired mapping.
Moreover, fast progress in both hardware and software technology means big po-
tential for mobile devices. Gang Pan et al. (2011) [25] concentrates on taking benefits
from capacitive mobile devices, such as touch screens, built-in MEMS (micro electro-
mechanical systems) motion sensors, built-in cameras, accelerometers, magnetome-
ters, gyroscopes and finger gestures, to interact and navigate in a VR environment,
transform viewpoint, move avatars and view camera zooming. They presented and
illustrated a new interaction called Tilt and Touch, using a mobile device as a 3D-
controller in a VE. They prototyped the Tilt and Touch system, using a mobile
application on the phone and a server application on the computer connected with
Wi-Fi. In order to interact with the 3D environment, or manipulate and rotate ob-
jects on the computer, you can Tilt the mobile phone and Touch with your finger or
fingers. Figure [2.5] shows the result of the navigation application in a VE using a
mobile device. Here, the user controls a bird soaring freely in the jungle.
32
Figure 2.5: A 3D navigation scene using a mobile device: the user controls a bird in
the jungle using a mobile device. [25]
In addition Lee et al. (2011) [26] introduced a new approach for dual interactions
between multi-display and Smart-phones to share the content display views for indi-
vidual and private users. Also, they used Smart-phones for remote control and for
a dual visualization interface of the large display. The research team used Sam-sung
Galaxy based on the Android system as a mobile phone interaction and OSG library
for 3D graphics rendering and scene graph management. Further, two Wiimotes were
used to receive multi-touch inputs and capture the user’s interactions. Finally, a Wi-
Fi connection was used to establish communication between the Smart-phone and the
multi-display. The study results indicate that dual interaction between multi-display
and Smart-phone for collaborative design review and sharing among multi-users is
possible and can be adapted to various displays. Also, it is an easy way to share ideas
and interact with multimedia among the users.
33
Overall, the previous studies’ results found some evidence of the possibility of using
mobile devices as a 3D-controller for VR interaction in processes such as manipulation
and object selection. Despite this, and the growing interest in research concerned with
utilization of mobiles as a device for VR interaction, the outcome is still limited in
size and quality and more research is needed. This research will be a continuation of
previous e↵orts and will tackle some problems and add some improvements to make
the mobile device an input and output device to perform interaction tasks within the
IVEs.
34
Chapter 3
The users enter the CAVE system or NexCAVE. They wear the 3D glasses and carry
a mobile device attached with a tracker to see the 3D virtual environment through a
display screen on the mobile device. The users should find a 3D object on the scene
to apply camera manipulation and object selection tasks by the display screen and
35
the touch screen on the mobile device. Figure [3.1] shows a truck model (3D object)
appears on the NexCAVE and the mobile screen. Any task applied on the truck
whether on the mobile device or on the NexCAVE will be applied to the other side by
sending and receiving the data transformation of the truck position over the network.
In the next sections we will explain and define each component in the system and
how the tasks are applied in more detail.
Figure 3.1: A 3D truck model in the VE: the user controls the 3D truck model in the
VE by using a mobile device.
On the server side, we used an immersive display system (the NexCAVE system)
that runs the CalVR framework (see Figure [3.3]). Across the top of the NexCAVE
system is an optical tracking system (ART TrackPack4-infrared camera) that tracks
the users’ positions and movements inside the VE using tracker devices [27] (see
Figure [3.4]).
Figure [3.5] shows di↵erent kinds of tracker components attached to di↵erent de-
vices. These trackers are used to find the device’s position inside the VE. For example,
head-tracker is a pair of 3D glasses attached with a tracker, Gyro-mouse-tracker is a
wireless input device attached with a tracker, mobile-tracker is a Sam-sung Galaxy S
Smart-phone attached with a tracker.
On the client side, the Sam-sung Galaxy S Smart-phone or Tablet runs Android
2.2 as a minimum platform because there are incompatibilities in some devices with
38
the OSG library (see Figure [3.6]). Also, we used the Java Native Interface (JNI),
which is a programming framework that allows Java code to interact with code writ-
ten in other languages, such as C, C++, and assembly language. In our case, we
used Java and C++ languages. The JNI allows Java code to communicate with C++
code. This helps us to develop a Java interface based on OSG libraries to provide 3D
graphics applications on mobile devices (see Figure [3.7]).
Figure 3.6: Di↵erent kinds of hand-held devices that are used with our system.
The system is implemented as a client-server application. The CAVE server has one
open port waiting for a mobile device connection. We used the TCP/IP protocol to
send and receive reliable transformation data between the server and the client. The
TCP/IP protocol will start to send and receive segments every frame from the server
to the client and from the client to the server after the server accepts the client. The
transformation data sent from the server to the client contains two 4x4 matrices, one
for the object transformation (such as scaling, position, and orientation) and the other
for the tracker transformation (position and orientation). The transformation data
sent form the client to the server contains one 4x4 matrix for object transformation
(position and orientation).
Our system consists of a VE and a mobile device, both of which are based on OSG.
We use CalVR for our VE and OSG on the android. This creates two similar scenes:
41
one on the CalVR system and the other on the android device. In order to move these
two scenes simultaneously, we need to connect the CalVR system and android device
via the TCP/IP protocol. This delivers a single synchronized scene to the user and
enables her/him to interact with a single environment. This all happens as a result of
sending and receiving the tracker transformation data that moves the virtual camera
on the Android device. We can also send and receive the 3D object transformation
on the scene to change the object’s position in the VE on both server and client sides
(see Figure [3.9]).
Our system allows the user to perform the following two interaction tasks: camera
manipulation and object selection. In the camera manipulation task, we will use the
built-in display on the mobile device in order to see the environment on the mobile
screen. In the object selection task, we will use the screen surface on the mobile device
to select the object directly in order to move it from one place to another in the VE.
In the next sections we will explain in more detail about the interaction mechanism,
camera manipulation, and object selection.
When users enter the CAVE system or NexCAVE, they carry a mobile device con-
nected to the CAVE system via a Wi-Fi network and is ready to receive the data
transformation of the objects’ position and the tracker position coming from the
CAVE system. They are also ready to send the objects’ transformation data per-
frame to the CAVE system when clicking on the object (see Figure [3.10]). The
mobile device is attached to a tracker device to find the mobile device’s position in-
side the VE. When a user wants to select and move a 3D object from one place to
another using the mobile touch screen, she/he must first find the object by moving
the virtual camera inside the VE and then select the object to move it to another
place in the VE. Any changes applied to the 3D object will be applied immediately
to the 3D object on the CAVE system server side.
The main steps of our system are as follows:
Connect the client with the server over the TCP/IP protocol to send and receive
the transformation data.
43
Start to interact with two scenes, one on the CalVR system and the other on
the android device. Any changes in either system will be seen immediately in
the other one.
To manipulate the camera inside the virtual world we need to manipulate the mobile
device to change the view that appears on the mobile display within the VE. This
allows the user to move freely inside the VE and see everything through the mobile
screen. This method permits the user to move the virtual camera around the object
inside the VE and see the object from any side (see Figure [3.11]). Additionally, some
of the semi-immersive display systems are shaped like a semi-circle which restricts the
user’s virtual field-of-view (FOV) when interacting with the VE; however, using the
virtual camera manipulation method will allow the user to see and interact with the
VE with no limitations (see Figure [3.12]).
44
Figure 3.11: Camera manipulation: viewing the object from di↵erent orientations
using the mobile device.
Figure 3.12: The FOV of the camera manipulation using a mobile devices.
45
Camera manipulation interaction is implemented by moving the mobile device in
order to change the virtual camera’s position in the VE using a tracking system. The
tracker component is attached to the mobile device; it helps the system determine
the mobile device’s position and orientation inside the VE. When we move the mo-
bile device, the tracker transformations (position and orientation) will be sent over
the socket from the server to the client to change the camera manipulator’s (virtual
camera) position inside the VE on the mobile device (see Figure [3.13]).
Figure 3.13: Camera manipulation mechanism using a mobile device in the VE.
46
3.4.3 Object Selection
During the object selection interaction we change the object’s position in the VE
using the mobile touch screen by dragging and dropping the object from one place to
another (see Figure [3.14]).
Figure 3.14: Object selection: by the mobile touch screen we can drag and drop the
object into a new place.
Figure 3.15: Object selection mechanism using a mobile device in the VE.
Figure 3.16: Calculating the new 3D object position matrix per-frame: this is done
when a user selects a 3D object on the mobile device.
49
Chapter 4
This section presents the initial results of the proposed system using the CalVR
framework on the server and the OSG framework on the client side. The server ap-
plication has been tested on Scientific Linux OS using the NexCAVE system, and the
client application has been tested on Android OS using either a Sam-sung Galaxy S
Smart-phone or a Galaxy Tablet running the Android 2.2 platform (see Figure [4.1]).
A Wi-Fi connection was used to connect the server-client applications. At the top of
the NexCAVE system is an ART TrackPack4 optical tracking system. It is used to
track the users’ positions and movements inside the VE. In the next sections, we will
discuss the initial results of the camera manipulation and object selection tasks.
Figure 4.1: Using hand-held devices with the NexCAVE: on the left is a mobile device
and on the right is a tablet device.
Figure [4.2] gives an example of using the mobile as an output device in the system.
We can see that the mobile device is able to display the area covered by the mobile on
the NexCAVE screen. In this case, the mobile device is considered a virtual camera
that is used to view the VE on the mobile display screen.
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Figure 4.2: Example of using a mobile device as an output device to view the VE.
Figure [4.3] shows two examples of using a mobile device to move the virtual cam-
era around the object inside the VE in order to see the object from all sides. This
method allows the users to move freely inside the VE and see everything through the
mobile screen.
52
Figure 4.3: Camera manipulation screen-shots: using the mobile device to manipulate
the virtual camera around the 3D object in order to see the object from all sides
(a)The front side of the object, (b)The right side of the object, (c)The top and down
sides of the object, and (d)The back side of the object.
53
4.1.2 Object Selection
To select an object, the user needs to find the target object with the mobile device
and select the object directly using the touch screen. The selected object is then
highlighted by a bounding box and further operations can be performed. Figure [4.4]
shows an example of using the mobile device to select the object in order to move it
from one place to another inside the VE.
In this section, we will describe the test objectives, test environment, participants,
tasks, and test procedure.
The main objective of the informal test was to assess the e↵ectiveness and subjective
satisfaction of using the mobile device as a 3D-controller to interact with the VE. The
participants were asked to interact with the VE to apply the camera manipulation
and object selection tasks, and then record their opinions of using the mobile device
for interaction instead of other devices such as the Gyro-mouse device.
All participants were given the same Sam-sung Galaxy mobile device containing the
application, and they were tested in the NexCAVE system. The experiment was
performed at KAUST in the KAUST Visualization Laboratory (KVL).
54
Figure 4.4: Object selection screen-shots: using the mobile device to select and move
a 3D object from right to left.
55
4.2.3 Participants
To be able to test the system, KAUST students and sta↵ was used as the test commu-
nity. The informal test was conducted with 10 participants, where five females and
five males were chosen randomly from KAUST colleges. Participants came from the
biology, engineering, and computer sciences divisions. They were familiar with Smart-
phone use, and there was no need for particular specifications or skills to perform the
test.
4.2.4 Tasks
Multiple tasks were designed to evaluate interaction using mobile and Gyro-mouse
devices. Two tasks were carried out for the mobile device. The first involved using
the mobile to manipulate the virtual camera inside the VE in order to see the object
from all sides and also to see the virtual FOV from the other side of the NexCAVE.
This will allow the user to see and interact with the VE with no limitations (see
Figure [4.5]).
Figure 4.5: Using the mobile device to manipulate the virtual camera and to see the
VE with no limitations (the picture on the corner is the VE on the display screen of
the mobile device).
56
The second comprised using the touch screen on the mobile device for direct object
selection and manipulation to move the object from place to another. On the other
hand, one task was conducted for the Gyro-mouse device, which was using buttons
to indirectly select and manipulate the object in a 3D virtual space (see Figure [4.6]).
Figure 4.6: Direct and indirect manipulation task: on the left is the indirect manip-
ulation and on the right is the direct manipulation.
The last task was to allow two users to enter the VE, one user using a Gyro-mouse
and the other one using a mobile device to interact at the same time with the VE
(see Figure [4.7]).
Figure 4.7: Multiple users interacting with the VE using a mobile device and a Gyro-
mouse.
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4.2.5 Test Procedure
The informal test was conducted with each participant individually. Appointments
were scheduled with each participant 15 days before the test. Before starting the
test, participants were given a brief explanation of the purpose and procedure of the
test (see Appendix A). The client-side application had been previously installed in
a Sam-sung Galaxy S Smart-phone running the Android 2.2 platform. In the test,
participants were asked to carry the Gyro-mouse device to perform a list of tasks and
after they finish they will be asked to carry the mobile device to perform the same
tasks in order to compare between them. The time for the test was unlimited and the
duration for each participant varied from 10 to 15 minutes. After performing the test,
participants were asked to answer the user questionnaire and record their opinions
and suggestions. The questionnaire includes seven questions divided into three parts
(see Appendix A). The first part includes three comparison questions. This involves
a comparison between the mobile and the Gyro-mouse devices in terms of ease of
use, ease of learning, and which device increased the immersion and sense of presence
within the VE. These questions are as follows:
2. Which device increases the immersion and scene of presence within the VE?
3. Which of the two devices is easier to learn to perform the object manipulation
task?
The second part of the questionnaire includes three statements related to user
satisfaction. Participants are asked whether they agree or disagree with the state-
ments. These statements rate the general concept of the system which was using
mobile devices for 3D interaction within the VE. These statements are as follows:
58
4. Using mobile devices as a 3D controller facilitates the interaction task’s manip-
ulation and object selection within the VE.
5. Using a touch screen on mobile devices to interact with VEs helps to reduce
the time it takes to learn how to manipulate objects in the virtual world by
disabling the buttons’ functions and using the touch screen.
6. I prefer to have my own mobile device to move objects by myself rather than
not using the mobile and asking the driver user to move objects from one place
to another.
The third part includes one open-ended question to know the feedback of the
participants regarding their opinions and suggestions. This question is as follows:
7. Write your opinion and suggestion? (Did you like or do not like).
4.3 Results
After performing the informal test, data were collected from the users’ questionnaires.
The questionnaire was used to investigate the comparison between the mobile and
Gyro-mouse devices. In addition, it explored the level of the user satisfaction of using
the mobile as an interaction device in the VE.
The results of the questionnaire in the user satisfaction part were measured through
three statements (questions four, five, and six) given to the users after the comple-
tion of the tasks. The result in the first item, which was statement four, showed that
90% of the participants strongly agreed with this statement, while the other 10%
of the participants agreed that using mobile devices facilitate the interaction within
the VE (see Figure [4.8]). In addition, the result in the second statement, which
was question five, shows that 40% of the participants strongly agreed, 50% of the
participants agreed, and 10% of the participants were uncertain about whether using
mobile devices reduce time needed to learn how to deal within the VE (see Figure
[4.9]). Lastly, the result in the third item which was question six showed that all of
the participants prefer and strongly agree to interact themselves within the VE (see
Figure [4.10]).
In general, all of the participants judged that the interaction using mobile devices
within the VE is easy and comfortable to use, and they had positive attitudes toward
the system.
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Figure 4.8: Results - Using mobile devices to facilitate the interaction with the VE.
Figure 4.9: Results - Using mobile devices to reduce time needed to learn how to deal
with VE.
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Figure 4.10: Results - Users preferring to interact themselves with the VE using
mobile devices.
All the participants found that using mobile devices facilitate the interactions
within the VE rather than using traditional input devices.
All of the participants found that using the touch screen in mobile devices,
rather than using buttons in the traditional input devices, facilitates interacting
within the VE in an e↵ective way.
All of the participants found that using mobile devices with direct manipula-
tion by employing the touch screen to select objects by hand can increase the
immersion and sense of presence inside the virtual world.
More than half of the participants reported that using mobile devices can reduce
62
the time needed to learn how to deal with the VE.
All of the participants preferred to use their own mobile devices to interact
with the VE rather than being close to the driver user and requesting objects
be moved in the VE.
The participants’ answers, responses, and suggestions were collected from the third
part of the questionnaire (question seven). Based on the opinions of the participants
who tried our system, we could argue that using mobile devices for interaction within
the VE to select and manipulate objects is easy to learn and use, facilitates interaction
within VEs, and increases the immersion and sense of presence within the VE. We
realize this is only anecdotal evidence supported by the users’ comments. Some of
the comments were:
“Using the mobile has great features, learning slightly better than Gyro-mouse,
and overall using the mobile device with touch screen is better for interaction.”
“Using mobile devices with touch screen is easier for learning to select and
manipulate the object in the VE, because there is no way to know about the
CalVR menu on the server without guidance. Additionally, there is no doubt
that the idea of replacing the Gyro-mouse with the mobile device is an essential
progress for the VE usage, but some improvements should be considered in future
work to improve the object selection task.”
“The idea of using mobile devices as an interaction device will encourage people
to use the VE with their own devices rather than using VR devices to interact
with the virtual world.”
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“Using mobile devices increases the flexibility of the interaction, especially for
the users who do not know how to interact with the 3D virtual world.”
“I like the idea of allowing multiple users to interact with the VE with their own
screen to see the VE rather than using the big screen to see the VE.”
“I think using this kind of interaction method with multiple objects and users
for di↵erent application such as games, for example, will make this technique
more efficient for usage in the VE.”
4.4 Discussion
We attempted to examine the possibility of using mobile devices to interact with the
VE to perform simple tasks such as manipulation and object selection. We conducted
an informal test to compare use of the mobile and Gyro-mouse devices, and to eval-
uate user satisfaction concerning the use of the mobile device to interact within the
VE. The results demonstrated that all the tested users were willing to use their own
mobile to interact with the VE with di↵erent kinds of applications and with multiple
users.
From the previous results summary, we can say that the system can facilitate
interactions within the VE. That is because it is easy to use in terms of its simple
design, which disables the buttons’ functions and employs the touch screen for simple
tasks. Using the touch screen can also allow users to employ the interaction device
without memorizing the buttons’ functions.
Using a mobile device can increase the immersion and sense of presence inside
the virtual world by using the touch screen to move the objects. Because we used
direct manipulation interaction that allows users to become part of the VE, as they
64
use their hands to select and manipulate the objects with the touch screen.
With regard to the usability of mobile and Gyro-mouse devices to select and ma-
nipulate objects in the VE, we can say that a few participants found that the usability
of both devices is equivalent, and this is because they already had experience using
Gyro-mouse devices before they performed the test. However, the other participants
found that the usability of the mobile was better than that of the Gyro-mouse device
in terms of ease of learning.
Moreover, all users prefer to interact with the VE themselves by using mobile
devices to feel that they are part of the virtual world and to allow them to interact
with multiple users with the VE at the same time. This happens by using their own
mobile devices rather than having only one user interacting with the virtual world
and others looking at the VE without any interaction. This provides users a more
interesting experience in virtual world and a strong sense of being part of the VE.
In brief, the use of mobile devices can solve a problem related to traditional
input devices, which use indirect manipulation interaction through the existence of
buttons. In addition, it can increase the immersion and sense of presence inside the
virtual world through the touch screen. Moreover, all participants agreed of using
mobile devices as a great interaction device within the VE because it has magnificent
features that will catch the attention of both users and developers.
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Chapter 5
5.1 Conclusion
As a future work we would perform a formal evaluation test to assess using mobile
devices from di↵erent aspects for comparing it with di↵erent kinds of VR interaction
devices. This evaluation will concern about comparing the accuracy, tasks completion
times and the e↵ectiveness of using touch screen or buttons to perform interaction
tasks within the VE. Additionally, we will build a full application to be installed on
any kind of operating system (Android OS/ iOS) and compatible with di↵erent kinds
of mobile devices. Also, further development could be done to interact with multiple
objects by allowing the user to import a full scene containing a number of objects on
the server and as well as on the client to interact with both scenes at the same time.
This needs to consider the mobile device memory limitation and the complexity of
the scene to see if the scene fits in memory on the mobile device.
Finally, to make the mobile phone the only device used to interact with the VE
to perform all the interaction tasks (such as manipulation, object selection, and nav-
igation), we need to add the navigation task to the previous two tasks: camera
manipulation and object selection. This will be accomplished by using two-finger
input on a touch screen to navigate the camera in the VE.
67
We began our research project with the idea of using mobile devices to interact with
the VE. After we searched and read most of the published papers, posters, and ar-
ticles, we found that research in this field is limited in size and most of the research
projects are done with PDAs and old devices. Also, we found that most of the re-
search was concerned with using mobile devices in augmented reality (AR) and few
of it is using mobile devices for interaction. This limitation caused difficulties in col-
lecting information resources for writing. On the other hand, these few sources found
provided us with ideas and encouraged us to continue to search deeply in this field
and to focus more on some details such as mobile capabilities, allowing multi-users
to interact together, and increasing the immersion to interact with the virtual world
e↵ectively.
We expect that using mobile devices as an interaction device will provide some
advantages. It can replace the VR devices (For example tracking systems and CAVE
systems) which are so expensive by using built-in sensors and built-in display. More-
over, it can allow people and organizations to use 3D virtual environment at any place
without restrictions.
69
Regarding the implementation part, we have faced some obstacles with program-
ming in CalVR and OSG on the mobile device we used with this system. Here are
some lessons learned from these problems:
1. This project needs experience in CalVR library, and there is no resources for
CalVR frame work on the internet.
3. Don’t use OSG with Android OS because there are few online resources to learn
about it and there are few experts in this technique. There are also some lim-
itations in programming and some mobile and tablet devices are incompatible
with this library.
4. We encourage using other graphic library platforms or tools on the mobile device
rather than using OSG library. This will make the programming easier and
without any limitations. Therefore, we recommend using Unity3D tool which
is a graphic engine that uses OpenGL ES for Android OS and other OS.
Only specific types of models that work with OSG in Android (e.g, .osg,
or osgt).
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APPENDICES
A Appendix A
Comparison Questions:
2. Which device ”increases” the immersion and sense of presence within the vir-
tual world?
Mobile
Gyro-mouse
76
3. Which of the two devices is ”easier” to learn to perform the object manipulation
task?
Mobile
Gyro-mouse
User Satisfaction:
5. Using a touch screen on mobile devices to interact with IVEs helps to reduce
the time it takes to learn how to manipulate objects in the virtual world by
disabling the buttons functions and using the touch screen.
6. I prefer to have my own mobile device to move objects by myself rather than
not using the mobile and asking the driver user to move objects from one place
to another.
Open-ended Question:
7. Write your opinion and suggestion? (Did you like or do not like)