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JOURNAL OF COMPUTING, VOLUME 3, ISSUE 1, JANUARY 2011, ISSN 2151-9617

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Single-point Interaction for 3D Object


Handling in Augmented Reality
Ajune Wanis, Mohd Shahrizal Sunar and Cik Suhaimi Yusof

Abstract— Augmented Reality (AR) is a combination of two different worlds, between motions of real and virtual elements are
merging in single display. AR brings a lot of advantages to provide naturally and intuitively interaction. This paper will discuss
the single-point interaction in AR that allows user to handle and manipulate the 3D object in real-time. The interaction has
discovered in AR environment due to the limitation in vision-based tracking technique since tracking are most fundamental
issues in developing AR application.We will explore the implementation of single-point interaction for robustness of tracking
which is required to ensure both elements of real and virtual can be combined relative to the user’s viewpoints. Besides reduce
system lag and increase the speed in tracking for 3D object drawn on the marker ground without delay.

Index Terms— Interaction techniques, Image Processing, Computer Vision, Real-time systems.

——————————  ——————————

1 INTRODUCTION

A ugmented Reality (AR) technologies bring a lot of


advantages to perform task involving design and
planning since their ability to perform 3D object
information and improve the user’s view to a real envi-
ronment for interaction [2]. In developing AR application,
there are needs should be explored for general perspec-
manipulation and provide naturally and intuitively user tives of view and considered as their common require-
interaction techniques. All researchers take advantage on ments. Figure 1 shows the important elements required in
these miraculous technologies and believe it could help order to explore and develop an AR environment. The
them to perform real task in virtual way easily besides elements are AR interfaces, display technologies, tracking
reduce cost for real task and able to solve many issues and interaction techniques.
which is cannot be remedied in the real world. Therefore,
as agreed by several researchers AR interfaces has been
enable a single user to interact with virtual world mixed
in the real world. AR applications offer great promise for
user interaction. However the possible use for growing
new types of interaction in different AR interfaces tech-
niques has been explored for potential research in AR.
This paper aims to develop interaction technique in AR Fig. 1: Elements to Develop AR Environments
that allows user interaction for easy handling in natural
manner in real-time. The technique proposed due to the There are two common divisions for AR display technol-
limitation in vision-based tracking technique since tracking ogies as defined by Fiala [3]. The display that brings 3D
are most important issues in developing AR application. In computer data into the real world called magic lens. It
this case, accurate user tracking technique is required to was forcing humans to go into the computer world, mov-
ensure both elements of real and virtual can be combined ing a camera, object, or tablet PDA around is more intui-
relative to the user’s viewpoints. As a result it can reduce tive than learning key and mouse actions to move around
system lag and increase the speed in tracking for 3D object a virtual environment. In contrast for second paradigm is
drawn on the marker ground without delay. magic mirror display that provides the setting with the
projection screen such as the mirror or video camera. Web
camera with personal computer screen also considered as
2 AUGMENTED REALITY ENVIRONMENT
Magic Mirror types besides Monitor-based or Projector-
AR is an environment that supported by real and virtual based.
objects in real time representation. Azuma [1] defined AR The AR interfaces categorized as transitional, collabor-
is the combination of both virtual entities and real world ative, tangible and hybrid [4]. Application such as Magic-
entities in single viewing. The goal of AR system is to add Book [5] is transitional interfaces. Kato et al [6] define the
fusion of AR with TUI lessons is intuitive interfaces for
———————————————— physical object manipulations. Collaborative AR interfac-
 Ajune W.I. is with the UTMVicubeLab, Department of Computer Graphics es have been defined [7] the ability to support group inte-
and Multimedia, Universiti Teknologi Malaysia, Malaysia, Johore 81310. raction and multi-user collaboration [8]. Hybrid AR Inter-
 Sunar M.S. is with the UTMVicubeLab, Department of Computer Graph- faces has been described when AR technology was being
ics and Multimedia, Universiti Teknologi Malaysia, Malaysia, Johore
81310. merged with other technologies of collaborative [8].
 Yusof C.S. is with the UTMVicubeLab, Department of Computer Graphics
and Multimedia, Universiti Teknologi Malaysia, Malaysia, Johore 81310.
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In many AR applications, tracking is one of the prob- ing only involves the orientation tracking.
lematic factors that contribute to the ineffective AR pres-
entation [9]. For AR system to be able to provide the user 3.2 Viewpoints Calculation
with the correct information of real and virtual images, it The aim in this process is to obtain the Tcm as shown in
needs to know the user location virtually. Tracking is figure 2 is the transformation matrix has found from
used for providing the input needed for the correct regis- markers detection produce both of coordinates marker
tration of virtual objects with respect to the real world. and camera. By using the perspective transformation ma-
AR tracking recently can be divided into sensor-based trix, matrices values from rotation and translation matrix
[10], vision-based [10, 11], and hybrid tracking techniques are found. The perspective viewpoints for transformation
[12]. matrix have transformed the camera viewpoints as shown
in figure 2. This perspective transformation matrix is be-
ing found from the default initialization of calibration
3 SETTING UP THE TRACKING SYSTEM process. The calibration process was necessary to define
The tracking system in this project uses the vision-based the matrix of world coordinate for camera calibration.
tracking that involves image processing in order to calcu- Camera calibration is a camera position and orientation in
late pose of camera to be aligned to real world objects the world is recognized as extrinsic parameters.
correctly. In tracking there are static and dynamic regis-
tration errors but many researchers have found the ways
to solve [13]. The ARToolKit [5] library has developed for
vision-based tracking very famous in AR area, while oth-
er researches described efficient approaches minimizing
the registration errors in tracking [10]. Marker-based was
original tracking for vision-based traditionally tracking
by using ARToolkit like tracking multiple distinct markers
works best when the marker attached another marker.
However, model-based is usually useful for correspon-
dence between 2D entities and their 3D world coordinate.
Model-based is the technique that renders 3D objects
when world coordinate of marker track the world coordi- Fig. 2: Calculate viewpoints in coordinates system
nate. Markerless also current trends improvement for
vision-based tracking which is detecting the user hand All involves viewpoint calculation and their estimation
[14]. process. When two markers detected in parallel on the
Vision-based tracking use camera to capture real ob- screen, the equations of points drawn on the tool marker
ject to display the virtual object on the real object went and fiducial marker tracked in the ideal screen coordi-
through a few process. Marker detection occurs when nates. When computer is running the program, the IDs
tracking process has done that tracks the 3D object to that defines the markers has assigned to array list since it
available on the marker in real world, the viewpoint of gains the parameters values. The use of marker
the virtual object has calculated and the rendering process represented in list of array has unique characteristic that
complete to draw the object. 3D position can be counted from a single marker. The
same results can have by using multi markers’ arrays. The
3.1 Marker Detection variable declared the near sources position and far
In this process markers went through image processing sources position, both position are detected relatively.
for their thresholding in the constant value. Contouring User freely moves around spreadly over a wider area
process bring the regions for outline that has fitted by since we have defined how far they can spread as well as
extracting the four line segments. This set of lines pro- how near can be viewed. Therefore this tracking method
duce four vertices the the coordinates. The vertices of the proposed in this paper uses the system-defined IDs of
regions are useful for intersections. They collided and the marker arrays. Pattern for marker arrays defined in
line segments are calculated to be stored in the system. Marker node in scene graph. Computer captured and
Fiala [3] has improved standard tracking with digital recognized the relationships of all markers. This will de-
processing by storing the values in array and represents scribe in world coordinates.
the IDs. All markers pattern store defines by IDs, known
as user-defined markers, has improved the accuracy of 3.3 Render and Display
tracking, use them on many objects without needs of run- The figure 3 illustrates the 3D object was drawn on top of
ning out. If single marker is detected, ID of marker is be- fiducial markers for ground. The viewpoint position is
ing passed as an integer to the first parameter of marker known by the computer where the camera tracks the vir-
configuration and the optional marker considered as tual object correctly for augmentation in relative way.
double to the second parameter. The tracking involves When the marker is recognized by the camera, the render-
orientation and position tracking which sometimes track- ing process executed to display the 3D objects by track the

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position and angle and draw them over the camera enti- the draw function. This condition is similar to the tool
ties. Therefore it appears naturally to the display and user marker detection. When both of markers successful de-
observer through the single viewpoint. tected, then system checks for collision detection between
single-point tool and the desired 3D object has touched.
The intersection process will decide whether the 3D object
is picked or deleted. The delete function runs not to delete
the objects from the objects’ list, but it is for avoiding
from being updated to the object’s list.

Fig. 3: Rendering process to draw 3D object

4 SINGLE-POINT INTERACTION
AR system provides user with the opportunity to interact
with virtual elements in many ways [15]. However num-
bers of issues has been encountered. In a technical aspect,
tracking and registration issues for accuracy, the robust-
ness and system configurations itself. In contrast from the
usability aspect, the AR interaction should be in natural
manner and intuitive interfaces. The occlusion issue is
one of the usability when we need to solve the boundaries
for real elements to occlude virtual elements.
Many researchers have explored interaction tech-
niques applied in AR. In AR interaction techniques like-
Go-Go Interaction [16] has encouraged other researchers
to continue studies in interaction issues. VOMAR [17]
application developed for 3D object handling method by
using a marker represented as paddle in tangible setting.
The FingAR [15], the MagicCup [18] are example of mul-
timodal interaction use gestures and speech. Mobile
phone or wearable technologies explored acts as an inte-
raction device for object manipulation in AR [19].
With feature-based tracking, the single marker Fig. 5: Flow of single-point interaction for object handling
represents as a tool to allow user interacts and manipulate
the desired object. In global define, this single marker
contains with points as shown in figure 4, points that
connects with geometry node for every 3D object to be
picked and release.

Fig. 4: Pattern of fiducial markers use for tracking system

The intersection between points with 3D object that has Fig. 6: Logic of single-point intersection for 3D object handling
been selected known as single-point interaction. This
proposed method will allow them to collide with each Figure 6 shows how points drawn on the tool marker in-
other to update any changes has been made by user. The teracts with the ground marker for objects translation.
single marker contains with points must relative to the Single-point interaction method will allow user freely
ground fiducial markers to approve the collision detec- moves around with maintain in his own viewpoint
tion in order to place and remove the object on ground. through the ground to copy the 3D object on the tool
By updating the transformation matrix for each function marker. The system runs need to detect both of the mark-
called by single marker node and ground marker node. ers. The intersection between nearpoint and desired ob-
The flow for implementation as described in figure 5 ject allow user to manipulate the picked object by chang-
below. When the multiple marker belongs to the contain- ing the position.
er has detected, the list of 3D objects being are called by
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4.1 Indication to Touch 5 RESULT


The implementation of touch behavior for single-point There is a difference in task with difference completion
interaction method has proposed, the 3D object is overla- times in second (s) are recorded. The users use marker to
id on the container fiducial marker intersection with the handle the tracking. Times recorded by identify a few
geometry points contains on tool marker make the object questions in general:
appear overlay on the tool marker. When collision detec- Case 1: How easy was user to copy for picking the object?
tion is true, then need to offset the container marker Case 2: How quickly picked object placed using tool?
transformation. Case 3: How accurately user placed the object?
Thus, multiply the tool marker transformation with Case 4: How quickly user placed the object?
the inverse of the container marker transformation, which
becomes T*G(inv)*G = T*I = T as a result, where T TABLE 1
is the transformation of the tool marker array, G is the AVERAGE OF TIMES FOR PICKING AND DROPPING
transformation of the ground marker of the container,
and I is the identity matrix. This viewpoint calculation
display the result as captured in figure 8.

As shown in Table 1, the users thought that when the ob-


ject was handling in AR using marker-based was very
interesting. It was easier to pick the object correctly on the
tool marker (Case 1) but if they could position the object
(a) (b)
more accurately (Case 2). Single-marker interaction work
Fig. 8: (a) Object is being picked from container (b) Object touch the
through marker-based for picking more accurate due to
ground fiducial markers
angle tracking between tool marker coordinate to camera
4.2 Indication to Manipulate coordinate was easily touched only with any single point.
Detecting the 3D manipulation behavior such as translate, However to drop the object on the ground a bit delay
rotation and clone, the camera position estimation every compare to picking. Due to the placement object on the
single frame when marker detected and it will provide ground marker was involves tracking multiple marker
extrinsic parameters. The collisions between the points on which require accurate angle and pose to track from sin-
the tool marker with the 3D objects are calculated based gle marker to multiple marker while the viewpoint of
on the desired coordinate relatively. The geometrical rela- camera is still running.
tionship between 3D object are defined in order to detect We recruited the number of respondents into catego-
the behavior for translate, rotation and also copy the same ries of novices and non-novices. Total of 10 users for no-
object that being selected for the current pose for intersec- vices and, only five of who were non-novices. They are
tions. for total 15, are all between 18 and 40 years old. Users
Translate behavior assigned for enabling function to selected among undergraduate and postgraduate stu-
change the position of the selected object and update the dents, also involving lecturers in the faculty. For non-
coordinates of selected object. The conditions when the novice, subjects are in the area of computer science and
selected object in geometry node response to the tool ma- got the knowledge in AR. For novice, they are not in area
nipulator marker by connecting the selected object rela- of computer science neither in AR.
tive to virtual string. Then object will corresponds for
positioning. The single-point interaction perform the in-
tersection between the points by both so that correspond
with each other to perform translate by updating the ma-
trices.
Rotate behavior assigned with the proposed method
single-point interaction for enabling function to rotate the
selected object and update the angle of selected object.
The condition when the selected object in geometry node
response to the tool marker rotation. By rotating the Fig. 9: Ranking result of single-point interaction
marker, the object will correspond to rotate as well. Touch
the selected object to the tool marker for intersection then Using a rate of 1 stands for not very easy and 7 highly
the points by both will correspond with each other to per- stand for very easy. Graph in figure 9 shows the result
form rotation. from user experience based on ranking. Result shows that

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users rating the effectiveness performances for overall are [6] H. Kato, M. Billinghurst, I. Poupyrev, N. Tetsutani and K. Tachibana
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ACKNOWLEDGMENT The Go-Go Interaction Technique: Non-Linear Mapping for Di-
rect Manipulation in VR. Proceedings of the 1996 ACM Sympo-
We would like express our appreciation Research Man-
sium on User Interface Software and Technology (UIST ’96),
agement Center, Universiti Teknologi Malaysia (UTM)
ACM Press, pp. 79-80.
and Malaysia Government for providing financial sup-
[17] Kato, H., Billinghurst, M., Poupyrev, I., Imamoto, K., Tachiba-
port of this research through FRGS grant scheme Vote
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