Ergonomic Design and Evaluation of a Free-Hand Pointing Technique for a Stereoscopic Desktop Virtual Environment
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1 Ergonomic Design and Evaluation of a Free-Hand Pointing Technique for a Stereoscopic Desktop Virtual Environment Ronald Meyer a, Jennifer Bützler a, Jeronimo Dzaack b and Christopher M. Schlick a a Chair and Institute of Industrial Engineering and Ergonomics, RWTH Aachen University, Bergdriesch 27, Aachen, GERMANY; b ATLAS ELEKTRONIK GmbH, Sebaldsbrücker Heerstr. 235, Bremen, GERMANY The use of virtual hand models as a pointing technique in a stereoscopic desktop environment enables users to have natural control over entities in a virtual environment with low risk of visual conflicts by letting the users control their hand in an offset setting. Besides direct control over the virtual hand the visualization of the model plays an important role as a too complex visualization can occlude virtual entities of interest in the virtual scene. A Fitts pointing task is used to investigate distantly controlled virtual hand models in a stereoscopic desktop environment. In a factorial design we compare the usage of different hand models and their reduction of visual information down to a point cloud model implemented through the Leap Motion Controller. Results show that used hand models may not be too low in their graphical representation and movement times on a hand model with interconnected lines works significantly better over a point cloud model. Practitioner Summary: Different visual representations of virtual hand models implemented through the Leap Motion Controller are investigated in a stereoscopic desktop environment. Visual representations follow the reduction of the visual information of the virtual hand down to a point cloud model. Results show that a visualization of a hand model using interconnected lines works significantly better over a point cloud model. Keywords: 3D User Interface, Natural User Interaction, Fitts Pointing Task, Freehand Interaction, Desktop VR 1 Introduction The variety of applications using virtual and augmented reality technology in industry and training is increasing with decreasing costs of the corresponding equipment and increasing availability on the mass market. Immersive virtual reality hardware for use in desktop environments is not solely subjected for digital gaming purpose but also for commercial applications especially where spatial entity relations in three dimensions are of importance. Advantages of three-dimensional visualization and the respected depth perception through view channel disparity are apparent, for example, when it comes to realistically scaled representations of e.g. spatial sensor data. Thus, technologies, that allow to display spatial data stereoscopically and to interact with it, can be useful in various areas such as magnet resonance imagery, visualization of radar data for air traffic control or the mapping of bathymetric data and sonar imagery in a three-dimensional geographic mapping environment. Scenarios for the application of underwater imagery in a stereoscopic desktop environment have been developed by Meyer et al. (Meyer et al., 2014). Spatial interaction requires precise and robust methods for navigation and manipulation in three rotatory and three translational degrees of freedom. Input devices offering three translational degrees of freedom are available on the market as 3D mouses, data hand gloves or the recently released Leap Motion Controller. The Leap Motion Controller s output parameters support control and visualization of a virtual hand representation with precise characteristics in motion behavior and scale according to a users real hand to facilitate a natural user experience and gestural interaction (Apostolellis et al., 2014). Usually a free moving 6-DOF input method such as hand tracking in conjunction with a virtual hand model provides speed and short learning times but has a tradeoff versus desktop devices like 6-DOF mouses which provide comfort, precise trajectory control and coordination, as denoted by Bowman et al. 1
2 (2006). Hence, the usage of a virtual hand model enables a user direct control over virtual objects in a virtual environment and qualifies for quick interaction with a scene. Our hypothesis is that the visualization of kinematics on a hand model, i.e. interconnected lines between finger joints, are sufficient to produce the visual effect of the users own hand in a virtual system, which we ascribe to the effect of the mirror neuron system of the human brain when perceiving this model. 1.1 Virtual Hand Models Teather and Stuerzlinger (2011) generally classified input methods for virtual environments into two categories: virtual hand or depth cursors and ray-based techniques. Ray-based pointing in virtual environments is considered as intuitive but lacks of precision when users must handle small objects. Furthermore, the technique ray casted pointing impedes safe selection of partly occluded objects (Bowman et al., 2001). Since virtual environments induce characteristics where the user is supposed to sense the feeling of presence, i.e. feeling as a part of the virtual environment, a virtual representation of the user s hand increases the feeling of being part of that environment. Yuan and Steed (2010) found evidence for an immersive connection of the user to a virtual hand by conducting the rubber hand illusion experiment in a fully immersive virtual environment (Botvinick & Cohen, 1998), where the subject is exposed to a haptic stimulus on his real hand while the stimulus is virtually applied to the virtual hand in parallel. Accordingly, the method of using a virtual hand for interaction in virtual worlds can be considered to have a high impact in research over the past years. The complexity of the visual representation of the virtual hand technique increased in concurrence with more detailed capabilities of tracking hand and arm motion. A frequently used technique of tracking is the data glove, which is the predominant way of tracking hand motion for virtual environments (Bowman, 2005) and works with inertial tracking of the user s motion. Most data gloves operate without visual tracking making them robust to occlusion of hand tracking positions. However, the discomfort originating in the wearing of a data glove disqualifies its application in working environments where the user needs their hand not solely for interaction with the virtual environment. A visual tracking system therefore might confront the user with occlusion while offering a higher comfort. The Leap Motion Controller, a visual hand tracking system equipped with an infrared stereo camera, is capable of tracking a model of the human hand with sub-millimeter accuracy (Weichert et al., 2013) D Stereoscopic Visualizations of Spatial Data Applications of stereoscopic visualizations in desktop environments allow the perception of virtual depth for analysis and cognition of spatial data sets. Wittman et al. (2011) conducted an experiment, where traditional air traffic controller workplaces were compared to ones equipped with stereoscopic visualization. Seven air traffic controllers from the Deutsche Flugsicherung GmbH participated in the study as well as nine nonprofessional subjects. Results indicated a slightly but not a significantly better outcome for the stereoscopic visualizations for the group of air traffic controllers whereas the group of non-professionals showed a preference and a better performance for the stereoscopic visualization. Kockro et al. (2013) compared a stereoscopic display system as a navigation tool for surgery planning and navigation patient data previously recorded through magnet resonance imagery to a classical standard display system. Results show a clear preference on the stereoscopic visualization which also includes a virtual tool rack for interaction with the data. The depth perception improves the understanding of manipulations and surgical strategy while reducing the need of guessing (e.g. guessing the adjustment of human organs) work during surgery. This approach promises better performance of surgeries. Thus, stereoscopic displays have benefits in perceiving depth information and provide a better understanding of spatial relationships. Consumer stereoscopic displays require passive or active glasses. Stereoscopic display systems equipped with passive light filter systems work with horizontally and vertically circular polarized light and corresponding light filters, which are integrated in odd and even pixel lines of the display unit. Glasses are equipped with corresponding light filters per eye. Their advantage lies in their low weight and that they do not need batteries for operation. Active shutter glasses function with active occlusion of each eye channel with a frequency of 60 hertz per eye. The shutting of each eye channel occurs synchronized to the display, which displays alternating disparity channels per eye with a frequency of 120 hertz. They are heavier due to 2
3 included batteries and shutter technology, e.g. an infrared communicator that synchronizes with the refresh rate of the display. Both systems suffer from the conflict of the eyes convergence relating to the virtual object of interest to the contradictive accommodation on the actual display surface. That results in visual discomfort after a period of usage (Bracco et al., 2013). The symptoms of discomfort increase with the application of techniques where real entities, e.g. the human hand, enter the stereoscopic display volume. Bruder et al. (2013) use a Fitts pointing task to evaluate pointing performance in a setting where participants pointed on targets which were visualized in mid-air of the display volume of a stereoscopic table top display. The setting investigated two levels of selecting targets: Selecting objects with the participants real hand and indirect selection with a distantly controlled hand image. The tabletop setting allowed the direct selection method to perform faster than the offset approach with a lack of precision in favor of the distant selection method. Our present work aims on reducing the visual conflict in stereoscopic desktop environments by application of distantly controlled hand models. Since visualizations and sensor of virtual hand models for manipulation tasks in virtual reality have become more and more sophisticated over the past years, we however argue that minimalistic model representations such as kinematic or point cloud models are sufficient to facilitate natural user interaction in virtual environments by considering a minimum of object occlusion while interacting with virtual entities. Therefore, the research described in this paper focuses on evaluating pointing precision using freehand controlled virtual hand models with three different graphical representations implemented through the Leap Motion Controller. 2 Method An empirical study was conducted to investigate the pointing performance of differently visualized hand models used as a pointing technique for stereoscopic desktop environments. Different visualizations of virtual hand models were implemented with three decremented complexity states in their visual representation. Data was analyzed concerning movement time in trivariate pointing movements. The pointing movement is based on a Fitts pointing task. 2.1 Design A repeated measures within-participant full factorial design was used for the experiment. The type of hand model was investigated as independent variable in three levels (M 1, M 2, M 3 ). All three hand models differ in their graphical representation concerning decreasing visibility (cf. figure 1) and base on a skeletal representation. M 1 M 2 M 3 Figure 1. Independent variables M 1, M 2 and M 3 with decreasing visibility factors. Finger tips and finger joints are designed as spherical objects. The index finger tip was reactive on collisions with active objects in the 3D scene. The movement time (MT) in milliseconds was analyzed as dependent variable. 3
4 Target objects were designed as spherical targets with different target sizes varying in their threedimensional position. Since target objects were located at trivariate positions in their spatial alignment, the Shannon formulation of Fitts law was used as a model to determine an index of difficulty for threedimensional objects, which is given by: 1. MT=a+b ID where ID=log2DW+1 MT is the movement time where the factors a and b are empirically determined constants for a given pointing technique. ID is the index of difficulty measured in bits (MacKenzie, 1992)(Teather & Stuerzlinger, 2011). The target alignment was circumferential around an initial object with circles lying on different depth levels (cf. figure 2) and the initial sphere in the middle and being used as a starting object. All target objects were located in the upper half of Cartesian space. The factor W (target width) for calculation of the indices of difficulty per target sphere is listed in table 1. Teather and Stuerzlinger (2011) validated the approach of using sphered targets over cylinder shaped targets in three-dimensional environments since spheres are the more natural 3D extension of 2D circles. Figure 2. Schematic visualization of all target objects in the scene: Five target objects each lying on one of three depth layers along the circumference of the initial target. 4
5 Table 1. Target sizes of the 15 ID s regarding their actual size and their perceived size by the participant. ID (bits) 3,0 3,2 3,3 3,3 3,4 3,4 3,4 3,4 3,6 3,6 3,6 3,7 3,8 4,0 4,1 Size (mm) 20,5 17,7 15,3 15,9 14,3 13,4 12,8 13,7 10,6 10,3 10,3 9,0 8,4 6,8 5,9 Size (arcminutes) 94,2 81,3 69,9 72,8 65,6 61,4 58,5 62,8 48,5 47,1 47,1 41,4 38,5 31,4 27,1 An initial sphere located in the middle of the interaction volume and one target sphere was visible at the same time. The participants began the pointing movement with their hand lying on a hand contour which was drawn to the right of the interaction volume. The participants task now was to move their hand into the interaction volume and use their index fingers tip to hit the initial target object in the stereoscopic display volume and to then guide the index finger s tip to the target sphere. Active spheres were indicated as active with a bright green colour, inactive spheres were kept grey and translucent. A time measurement has been conducted between hitting the two spheres. 2.2 Participants A total of n = 14 right handed participants took part in the experiment, ten male and four female aged from 22 to 36 years (M = 27.2; SD = 5.8). The participants were non-paid volunteers acquired at random age and fulfilling the criterion to have the ability of stereoscopic vision and a validation of their visual acuity. One participant had to be removed from the sample for having strabismus which led to difficulties in stereo vision during the main experiment and thus producing a high error rate in pointing at the virtual targets. 2.3 Apparatus Hardware The experiment was conducted on a 27 stereoscopic display equipped with integrated polarized light filters on altering horizontal pixel lines. The participants wore low-weight passive light filter glasses to segment disparate images for each of the participants eye. Participants wearing correcting glasses were provided with a clip light filter extension which was mounted on the participants glasses. The viewing distance was calibrated to be at 750 mm before every permutation during the main experiment. An upper-class laptop with dedicated nvidia K3000M graphics hardware was used as an experimental carrier which was attached to an ASUS VG27AH display. In the beginning of the experiment the display height was adjusted to the participants eye height to guarantee a perpendicular view on the display Software The experimental system was implemented using VSG Open Inventor 9.4.NET and a Visual Studio.NET 4.5 programming environment. Standard spherical objects were used from the Open Inventor framework as well as the standard collision model provided by the framework. There were no additional virtual objects in the scene except a blue gradient used as background. 2.4 Procedure The participants began the experiment with a short survey concerning their experience in using free hand input methods and virtual environments and a measurement of their visual acuity. Afterwards, participants were subjected to do a standardized figural spatial cognition test and a motoric test using their right hand with the SCHUHFRIED Vienna Test System series for fine motor skills. The pre-testing phase was concluded with a simulator sickness questionnaire (SSQ) (Kennedy et al., 1993) to record the participants well-being before the conduction of the main experiment which included wearing passive stereoscopic glasses. The participants were accommodated to the stereoscopic environment in a 2-minute experimental 5
6 phase by using one of the hand models before conduction of the main pointing task. The hand models were used in permutated order with filling an SSQ and a Borg RPE (Borg, 1998) after execution of each set of pointing movements. Pointing tasks to each target object were performed three times and movement time was recorded, aggregated for each ID and analyzed with ANOVA with a significance level set to α= Results The motoric test for fine motor skills and the spatial cognition test were used to validate the sample concerning fine motoric skills and spatial cognition skills. Collected measuring data from the main experiment was cleared within-participant from outliers based on movement time using a box plot: MT < Q1 1.5 x IQR and MT > Q3 1.5 x IQR were marked as outliers (Tukey, 1977). 3.1 Descriptive Analysis Figure 3 shows regression on means for each of the hand models over the ID range (given in bits). A first interpretation of the movement times indicates best performance in movement time for M 2 (M = ; SD = 310.5), medium performance for M 1 (M = ; SD = 244.7) and least performance for M 3 (M = ; SD = 375.3). Figure 3. Regression on the mean values of the three levels hand model. Subjects performing well in the spatial sense test showed shorter movement times for the Fitts pointing task. The Simulator Sickness Questionnaire did not indicate changes in visual discomfort or a change of being during the experiment. Results of the Borg RPE indicate a slight increase of the exertion measurement scale but not at an exceeding level. Figure 4. Regression of movement time on ID for each factor hand model. 6
7 Figure 4 shows the regression on movement time for each of the hand models including all movement times on the indices of difficulty. The regression indicates that the movement time on each of the three factors is slightly different but with increased variance in movement time. 3.2 Analysis of Variance A Kolmogorov-Smirnov indicated no significant deviations from normal distribution. Mauchly s test indicated that the assumption of sphericity had not been violated with χ² (2) = 0.755, p= We discovered a significant main effect on movement time related to the hand models (F=16.31; p=0.000). A post-hoc conducted pairwise comparison on each of the hand models showed a significant difference in movement time (MT) between factor M 2 and M 3 with p= (t=5.689). Movement times for M 2 were significantly better over movement times for M 3. 4 Discussion The results show the movement times are significantly different for the factor hand model M 2 over the factor hand model M 3. The decreased movement time values for M 3 can result from a lower recognition as reported by some the participants after the experiment. In contrast, the representation of a point cloud with interconnected lines produced convenient and quick interaction in hitting the target spheres. Factor M 1 still produced results with having higher movement times than hand model M 2. The inferior score for movement time of factor M 3 can be attributed to acclimatization issues which occurred on usage of hand model M 3. The standard deviation of the mean of each of the hand model increased with lowering the visual information of the hand model as expected. Regarding the decreased movement time on factor M 2 this model offers a balance between visual reduction and practical use. Observations during the execution of the main experiment indicated a different trajectory movement of the participants hand motion when factor M 3 was used as a hand model: Participants appeared to have difficulties in estimating the depth position of their virtual hand as they frequently corrected the depth position of their virtual hand before being able to hit the virtual targets. A recording of the trajectories was not considered in the experimental design. 5 Conclusion and Future Work We conducted an experiment using differently modeled virtual hands with skeletal representation to be used as a pointing technique in a stereoscopic desktop environment. A thin line skeletal representation worked best in our approach showing significantly better movement times over models with decreased visual information. We observed participants correcting the depth position of their virtual hand when using the point cloud hand model. The depth correction apparently cost movement time. As no trajectories on the pointing task were recorded during the experiment this could be considered for a future experiment. Depth corrections for pointing movements in stereoscopic display settings were analyzed by Song et al. (2014). Trajectories in pointing movements could be considered as an additional factor for a future study and serve further analysis of each of the visualizations of the hand models. Since the standard Shannon formulation of Fitts Law was used for the design of the pointing task in a three-dimensional environment, a redesign of the task could be considered for a different calculation on the indices of difficulty, which takes movement angles into account, as done by Vetter et al. (2011) for targets on large touch screens in 2D environments. Therefore, target positions and their angles must be considered for ID calculation which requires determining their positions on spherical coordinates. Effects on different target depth in view direction have been registered in this study but were not considered for analysis and could be featured in future work. 7
8 References Apostolellis, P., Bortz, B., Peng, M., Polys, N., & Hoegh, A Poster: Exploring the integrality and separability of the Leap Motion Controller for direct manipulation 3D interaction. In 3D User Interfaces (3DUI), 2014 IEEE Symposium on ( ). IEEE. Borg, G., Maibaum, S., Braun, M., & Jagomast, K. K Borg s perceived exertion and pain scales. DEUTSCHE ZEITSCHRIFT FÜR SPORTMEDIZIN, 52(9). Botvinick, M., & Cohen, J Rubber hands feel touch that eyes see. Nature, 391(6669), Bowman, D. A., Chen, J., Wingrave, C. A., Lucas, J., Ray, A., Polys, N. F., others New directions in 3d user interfaces. The International Journal of Virtual Reality, 5(2), Bowman, D. A., Kruijff, E., LaViola Jr, J. J., & Poupyrev, I An introduction to 3-D user interface design. Presence: Teleoperators and Virtual Environments, 10(1), Bracco, F., Chiorri, C., Glowinski, D., Hosseini Nia, B., & Vercelli, G Investigating Visual Discomfort with 3D Displays: The Stereoscopic Discomfort Scale. In CHI 13 Extended Abstracts on Human Factors in Computing Systems ( ). New York, NY, USA: ACM. Bruder, G., Steinicke, F., & Stürzlinger, W Effects of Visual Conflicts on 3D Selection Task Performance in Stereoscopic Display Environments. In Proceedings of IEEE Symposium on 3D User Interfaces (3DUI), IEEE Press ( ). Grossman, T., & Balakrishnan, R Pointing at Trivariate Targets in 3D Environments. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems ( ). New York, NY, USA: ACM. Kockro, R. A., Reisch, R., Serra, L., Goh, L. C., Lee, E., & Stadie, A. T Image-guided neurosurgery with 3-dimensional multimodal imaging data on a stereoscopic monitor. Neurosurgery, 72, A78 A88. Lambooij, M., Fortuin, M., Heynderickx, I., & IJsselsteijn, W Visual discomfort and visual fatigue of stereoscopic displays: a review. Journal of Imaging Science and Technology, 53(3), MacKenzie, I. S Fitts law as a research and design tool in human-computer interaction. Human- Computer Interaction, 7(1), Meyer, R., Bützler, J., Dzaack, J., & Schlick, C. M Development of Interaction Concepts for Touchless Human-Computer Interaction with Geographic Information Systems. In Human-Computer Interaction. Advanced Interaction Modalities and Techniques ( ). Springer. Song, Y., Sun, Y., Zeng, J., & Wang, F Automatic Correction of Hand Pointing in Stereoscopic Depth. Scientific Reports, 4. Teather, R. J., & Stuerzlinger, W. (2011). Pointing at 3D targets in a stereo head-tracked virtual environment. In 3D User Interfaces (3DUI), 2011 IEEE Symposium on (87 94). IEEE. Tukey, J. W. (1977). Exploratory data analysis. Reading, Mass. (u.a.): Addison-Wesley. Vetter, S., Bützler, J., Jochems, N., & Schlick, C. M. (2011). Fitts law in bivariate pointing on large touch screens: Age-differentiated analysis of motion angle effects on movement times and error rates. In Universal Access in Human-Computer Interaction. Users Diversity ( ). Springer. Weichert, F., Bachmann, D., Rudak, B., & Fisseler, D. (2013). Analysis of the Accuracy and Robustness of the Leap Motion Controller. Sensors, 13(5), Wittmann, D., Baier, A., Neujahr, H., Petermeier, B., Sandl, P., Vernaleken, C., & Vogelmeier, L. (2011). Development and evaluation of stereoscopic situation displays for air traffic control. Universitätsbibliothek Ilmenau. Yuan, Y., & Steed, A. (2010). Is the rubber hand illusion induced by immersive virtual reality? In Virtual Reality Conference (VR), 2010 IEEE (95 102). 8
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