Using a Mahl-Stick as a 2-Dimensional Spatial Augmented Reality
Transcription
Using a Mahl-Stick as a 2-Dimensional Spatial Augmented Reality
School of Information Technology and Mathematical Sciences Division of Information Technology, Engineering and the Environment Research Proposal for Bachelor of Computer Science (Honours) Using a Mahl-Stick as a 2-Dimensional Spatial Augmented Reality Input Device Matthew McDonald [email protected] Supervisors: Bruce H. Thomas, Ross T. Smith Date of submission: 5 / 2 / 2015 Copyright © 2015 Matthew McDonald All rights reserved. ABSTRACT This dissertation presents an exploration of the effect that a mahl-stick, a traditional tool used to support the brush hand in painting and signwriting, has in simple applications in a Spatial Augmented Reality context. Spatial Augmented Reality uses digital projectors to add computer generated images to real-world objects interactively and at run-time, and is used in entertainment, engineering, education, industrial design, business collaboration and manufacturing. Input devices to interact with these applications need to be developed and improved. To this end pointing (selection) and steering (drawing) tasks are examined to see how a mahl-stick can be used in a SAR application. To evaluate this, two user studies were conducted in which participants were asked to perform pointing and steering tasks using a stylus, with and without the aid of a mahl-stick. Participants were measured on time, accuracy, and the number of errors made whilst performing these tasks. Participants rated their opinions on their performance in terms of ease, accuracy and speed of performing the tasks. Participants technique and fatigue were also monitored. This dissertation has focused on simple, small-scale and straight line pointing and steering tasks on a vertical surface. Mahl-sticks have demonstrated an impaired performance for pointing tasks, however a preference for the use of a mahl-stick for steering tasks in such conditions was revealed. Fatigue was found to have an influence on task performance and user preferences and it took little time before it affected users in a negative fashion. An artefact of this research is a new AR input device. i DECLARATION I declare that: this thesis presents work carried out by myself and does not incorporate without acknowledgment any material previously submitted for a degree or diploma in any university; to the best of my knowledge it does not contain any materials previously published or written by another person except where due reference is made in the text; and all substantive contributions by others to the work presented, including jointly authored publications, is clearly acknowledged. Matthew McDonald 5th February 2015 ii ACKNOWLEDGMENTS I would like to thank my supervisors, Bruce Thomas and Ross Smith, for their advice, opinions and support over the past year. Thanks to everybody in the Wearable Computer Lab: Michael Marner, James Baumeister, James Walsh, Andrew Irlitti, Neven Elsayad, and Tim Simon - you're all awesome. I would also like to thank my employers and colleagues for providing me the time I have needed to complete my studies. Finally, I would like to thank my family and friends for their support and good humour. iii TABLE OF CONTENTS 1. INTRODUCTION................................................................................................................ 1 1.1. The Problem .................................................................................................................... 2 1.2. Research Question ........................................................................................................... 2 1.3. Contributions ................................................................................................................... 3 1.4. Dissertation Structure ...................................................................................................... 3 2. BACKGROUND .................................................................................................................. 5 2.1. Augmented Reality.......................................................................................................... 6 2.2. Spatial Augmented Reality.............................................................................................. 8 2.3. Tracking ........................................................................................................................ 13 2.4. Spatial Augmented Reality User Interfaces and Input .................................................. 16 2.5. Fitts' Law ....................................................................................................................... 20 2.6. Steering Law ................................................................................................................. 23 2.7. Mahl-Sticks ................................................................................................................... 26 2.8. Summary ....................................................................................................................... 28 3. RESEARCH METHOD .................................................................................................... 29 3.1. Pointing Task Study Methodology................................................................................ 30 3.1.1. Goal ........................................................................................................................ 30 3.1.2. Hypothesis .............................................................................................................. 31 3.1.3. Pointing Task Study Design ................................................................................... 31 3.2. Steering Task Study Methodology ................................................................................ 36 3.2.1. Goal ........................................................................................................................ 36 3.2.2. Hypothesis .............................................................................................................. 36 3.2.3. Steering Task Study Design ................................................................................... 37 3.3. User Study Environment ............................................................................................... 40 3.3.1. Projection System ................................................................................................... 40 3.3.2. Tracking System ..................................................................................................... 43 3.3.3. Stylus ...................................................................................................................... 45 3.3.4. Mahl-Stick .............................................................................................................. 46 iv 4. ANALYSIS ......................................................................................................................... 47 4.1. Pointing Task User Study .............................................................................................. 49 4.2. Steering Task User Study .............................................................................................. 52 4.3. Qualitative Results ........................................................................................................ 55 4.3.1. Observations of Participants ................................................................................... 55 4.3.2. Questionnaire Results ............................................................................................. 57 4.4. Summary of Results ...................................................................................................... 59 5. CONCLUSION .................................................................................................................. 60 5.1. Pointing Tasks ............................................................................................................... 60 5.2. Steering Tasks ............................................................................................................... 61 5.3. Future Directions & Final Comments ........................................................................... 61 REFERENCES ....................................................................................................................... 63 v LIST OF ABBREVIATIONS 2D 2-Dimensional 3D 3-Dimensional AR Augmented Reality CAVE Computer Automated Virtual Environment CRT Cathode Ray Tube HMD Head-Mounted Display GUI Graphical User Interface IR Infra-Red LED Light Emitting Diode RFID Radio-Frequency Identification SAR Spatial Augmented Reality SID Spatially Immersive Display TUI Tangible User Interface VR Virtual Reality vi LIST OF FIGURES Page Figure 6 1.1 The Mixed Reality Continuum 26 2.1 A Mahl-stick in Use 32 3.1 Arrangement and Size of the Projected Targets in the Pointing Task Study 32 3.2 The Preferred Height of the Targets in Relation to a Participants' Height 33 3.3 Performing the Pointing Task With and Without the Mahl-Stick 34 3.4 Example Pointing Task 37 3.5 Arrangement and Size of the Projected Targets in the Steering Task Study 38 3.6 Example Steering Task 39 3.7 Performing the Steering Task With and Without the Mahl-Stick 40 3.8 Occlusion from a Single Projector 41 3.9 Description of Virtual Rear Projection 42 3.10 Showing Virtual Rear Projection in Action 44 3.11 The Placement of Motion Capture Cameras Around the Scene 44 3.12 The Combined Coordinate System for the Cameras and Projectors 45 3.13 The Stylus used in the User Studies 46 3.14 The Mahl-Stick used in the User Studies vii LIST OF FORMULAE Page Formula 20 1 Fitts' Law 20 2 Fitts' Law as derived originally by Fitts (1954) 20 3 Welford Formulation of Fitts' Law 20 4 Shannon Formulation of Fitts' Law 21 5 MacKenzie & Buxton's First Formulation of Fitts' Law (1992) 21 6 MacKenzie & Buxton's Second Formulation of Fitts' Law (1992) 21 7 Kopper et al.'s Formulation of Fitts' Law (2010) 21 8 Appert et al.'s Formulation of Fitts' Law (2008) 21 9 Yang and Xu's Formulation of Fitts' Law (2010) 22 10 Zhang et al.'s Formulation of Fitts' Law (2012) 23 11 Steering Law as derived originally by Accot & Zhai (2001) 23 12 Accot & Zhai's Formulation of Steering Law (2003) 23 13 Grossman & Balakrishnan's Formulation of Steering Law (2005) 23 14 Pastel's Steering Law for steering around corners (2006) 24 15 Zhou & Ren's Formulation of Steering Law (2010) 24 16 MacKenzie et al.'s Throughput Metric (2001) viii 1. INTRODUCTION Augmented Reality (AR) is the integration of computer-generated sensory information directly into the real world that occurs in real-time, is interactive and aligns real and virtual objects (Azuma 1997). This differs from Virtual Reality (VR) in that AR uses the real environment whereas VR creates an entirely virtual environment (Milgram & Kishino 1994). Spatial Augmented Reality (SAR) is a form of AR in which computer-generated imagery is projected directly onto objects in the real world, most often achieved through the use of projectors, flat panel displays and smart boards (Raskar et al. 1998). SAR has applications in a large range of fields including entertainment, education, industrial design, business collaboration, ordinary workflow improvements, and manufacturing. Interactions with a SAR system can be achieved by various means but is better achieved with physical tools, props and by registering the user's body movements (Mine et al. 1997, Marner et al. 2011). With many different applications, there are a wide variety of tools and methods to interact with these systems. One such simple tool currently used is the stylus. The stylus can be used as a pen and to provide more precision when performing selection tasks. These two actions can be described as steering tasks (dragging the stylus along a specific path across the surface of an object) and pointing tasks (clicking on a specific point on the surface of an object) respectively. One common steering task is drawing a line. Drawing lines is an integral part of the creative process as it is part of seeing and understanding the subject matter itself. Combining lines is an effective way to describe and share what is contained within a person's imagination, and these combinations often take the forms of pictures and text. A straight line can be defined as a path between 2 endpoints. This thesis is an examination in the enhancement of free-hand drawing through the use of a mahl-stick, a supporting rod usually 1 meter in length for the brush hand used traditionally in painting and signwriting, within the context of Spatial Augmented Reality. 1 1.1. The Problem One problem that can emerge in undertaking pointing and steering tasks lies in the accuracy obtained when performing them. It can be difficult to steer lines along a precise path by hand or to select a specific point on the surface on an object. The software in drawing systems can interpolate between a drawn line and what the user intended to draw by simplifying, adjusting and moving the drawn line to be neater. However it is impossible to know with certainty which features of a drawn path are desired and which features are not. Alternatively a person's skill in drawing can improve to the point where they will draw lines exactly how they want; however obtaining this level of skill can take years of practice. A mahl-stick reduces the difficulty in drawing accurate lines by providing support for the hand performing the drawing task, and by decreasing the amount of movement the arm needs to make to draw a line. A mahl-stick is held by the non-drawing hand roughly horizontal, with the far end resting upon a stable surface. This provides a stable platform for the brush hand to rest upon. Normally when drawing the shoulder, elbow, wrist and fingers all need to move. If the drawing hand rests on a mahl-stick only the wrist and fingers need to move, decreasing the number of body parts that need to move and focusing attention toward the most precise: the fingers. My knowledge of mahl-sticks was obtained from my training in Signwriting at the Gilles Plains TAFE, South Australia. 1.2. Research Question The focus of this research is to evaluate the effect that a mahl-stick has when performing simple pointing and steering tasks in Spatial Augmented Reality applications when using a stylus. There are two sub-questions in relation to this research question: How do novice and experienced users compare with the use of a mahl-stick in performing pointing and steering tasks. What learning effect is observable in using a mahl-stick. An artefact of this research is a new handheld SAR drawing device. 2 1.3. Contributions There has been a trend in research to improve the accuracy in pointing and steering tasks algorithmically or with more complex and sophisticated tracking and input devices. This research is focused on a proven, simple, centuries-old technique to improve accuracy by providing physical support to the user's drawing hand instead by way of a mahl-stick. The sub-questions of the research also address the learning effect of pointing and steering tasks. The learning effect is usually excluded from results in the analysis following studies or pointed out as a mitigating variable in the results; with this research I aimed to specifically look into the effect learning has in completing tasks. Furthermore this research provides an analysis of mahl-sticks in completing pointing and steering tasks. To the best of my knowledge this is something that has never been investigated before. The method chosen to achieve this is with analysis of captured time and movement data, user opinions, and observation of participants in a user study, with the difficulty of the tasks tested against Fitts' Law and the Accot-Zhai Steering Law. Lastly, an artefact of this research is a new input device for SAR applications. 1.4. Dissertation Structure This thesis is structured as follows. In Chapter 2 the body of knowledge upon which this research is built is explored. A definition of Augmented Reality (AR) is given and categories of AR systems are described. Following that a definition of Spatial Augmented Reality (SAR) is provided, several successful SAR implementations are described, and methods and pitfalls in their development are explained. Various methods for tracking and virtual-real object alignment in AR systems are listed next, followed by a description of various SAR user interfaces and input devices. Fitts' Law and the Accot-Zhai Steering Law, two formulae used to compare input devices on their capacity to perform pointing and steering tasks, are detailed. Lastly mahl-sticks are described, and Chapter 2 is concluded with a summary. To answer the research questions, two concurrent user studies were conducted. The methodology for both user studies is described in Chapter 3. First described is a pointing task study was conducted to test the performance of pointing tasks with and without the aid of a 3 mahl-stick. This is followed by the methodology for a steering task study, again conducted to compare performance with and without the stick. Both user studies were ran simultaneously, using the same equipment and environment. The chapter is concluded with detail describing the projector system and its' calibration, the tracking system in use, and the construction and use of the stylus and mahl-stick used in the studies. In Chapter 4 the analyses of the results from both user studies is described. Both quantitative and qualitative data were recorded during the user studies. The qualitative data for the pointing task study is analysed first followed by that of the steering task study. The quantitative data captured during the study was obtained by observation of the participants, and by a questionnaire following the conclusion of the studies. The observation data is analysed before the results of the questionnaire. Chapter 4 is concluded with a summary of the results. The thesis is concluded in Chapter 5. The body of knowledge provided in Chapter 2 is summarised in brief. The methodology and analysis of results of the pointing task study are described, followed by that of the steering task study. The chapter is concluded with future directions for research of mahl-sticks in SAR systems, and final comments regarding this dissertation. 4 2. BACKGROUND This section of the thesis serves to define the context of the research described in this dissertation by providing a review of relevant literature. Firstly Augmented Reality and Spatial Augmented Reality are defined, and various implementations of these systems is provided. To this end, various pitfalls and calibration techniques are described. This is followed by a description of various tracking techniques. Whilst tracking within SAR systems was not a focus in this research, it is a fundamental aspect of interactive SAR systems such as those in which a stylus is used. This is followed by an exploration of various user interfaces and input devices in SAR systems. Fitts' Law and the Steering Law are then reviewed to provide quantitative measurements for comparing the difficulty of user input systems. These are mathematical formulae that are standard in comparing non-keyboard input devices but possess a wide variety of formulations and limitations. As such these were examined as they were used to help analyse the results obtained in this research. This is followed with a description of mahl-sticks in greater detail to explain the manner in which they are used. This chapter is concluded with a summary of the information described in the above. 5 2.1. Augmented Reality In 1965 Ivan Sutherland wrote in The Ultimate Display of a computer device that is able to control the existence of all matter in a room, creating virtual objects indistinguishable from real world objects. Of this he wrote: The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal. This described all physical reality being altered and controlled by digital information. However he also described a system in which the real sensory information of objects is altered digitally. This integration of computer-generated sensory information directly into the real world in real-time is known as Augmented Reality (AR) (Azuma 1997). Azuma et al. in 2001 provided a definition of AR that it: combines real and virtual objects in a real environment; runs interactively, and in real time; and registers (aligns) real and virtual objects with each other. The Mixed Reality Continuum (Figure 1.1) described by Milgram and Kishino (1994) defines AR in relation to the real environment and Virtual Reality (VR). At one end lies the real environment, and at the other end lies Virtual Reality which is entirely computer generated. The line between them represents the gradual inclusion of computer generated information and the resulting exclusion of the real environment. AR is placed towards the real environment, indicating that the focus is on adding digital information to the real world. Figure 1.1: The Mixed Reality Continuum (Milgram & Kishino 1994) These augmentations can be for any sense: sight, hearing, taste, smell, etc., though the most prevalent augmentations are sight-based. AR visualisation can be achieved with head- 6 mounted displays (HMDs), projectors, or specialised display surfaces such as tablets and screens. HMDs come in two flavours: Optical See-Through where augmentations are projected onto glasses or directly on the retina of the eye by lasers, and Video See-Through where augmentations are added to video displays. HMDs can also be monoscopic where both eyes receive the same image, or stereoscopic where each eye receives an adjusted image to allow for the illusion of depth. The first AR system was created by Sutherland in 1968 and named 'The Sword of Damocles', and it also featured the first HMD (Sutherland 1968). The HMD was stereoscopic optical see-through and suspended from the ceiling, tracking and updating wireframe objects as the user moved. Whilst it is easy to add light and translucent objects to an optical see-through scene, adding shadows and solid objects to the environment can be much more challenging. Bimber and Fröhlich (2002) developed a technique where the light source in the environment is replaced by projectors. Objects can be made to appear solid by not projecting light where the virtual object would go for the viewer's perspective. Shadows can also be created by projecting only some light onto the environment where the shadow would be. Completely virtual objects displayed through HMDs provide no haptic feedback to users. The X'tal Vision system (Inami et al. 2000) uses a plane of retro-reflective glass as an optical seethrough HMD and a head-mounted projector to help create viewer-perspective augmented objects that can be touched and interacted with in real time, using front projection techniques. 7 2.2. Spatial Augmented Reality Using projectors, flat panel displays and smart boards to project directly onto real objects in the real world is known as 'Spatial Augmented Reality' (SAR) (Raskar et al. 1998). The key advantage of SAR systems is that the user need not encumber themselves with potentially expensive or heavy HMDs because the augmentations are provided directly into the environment itself. As such much of the research and development of AR systems has moved towards SAR (Lantz 1996). SAR currently has a wide variety of applications across many fields such as in education (Bimber & Raskar 2005), entertainment (Oda & Feiner 2009), business collaboration and workflow (Wellner 1993), industrial design (Marner et al. 2011), and review (Verlinden et al. 2009). The seminal work on the CAVE (Computer Automated Virtual Environment; Cruz-Neira et al. 1993) made use of projection technology on the surface of the walls of a room to act as shared workspaces in a collaborative workplace environment. The users of the system wore tracked HMDs that provided further augmentations tailored to each individual's requirements. User studies of this system revealed an interesting behaviour in regards to how people dealt with occlusion: people quickly resolved occlusions by removing the offending object or body part from view. Occlusions caused by other people or objects outside of their ability to move were better controlled by a single user controlling the proceedings such that occlusions were unlikely to occur. Concurrently developed, the DigitalDesk was a system that aimed to combine the physical work desk with a virtual one to improve workflow (Wellner 1993). The CAVE and DigitalDesk systems led to further research on using AR to improve collaboration and business workflow and by 1996 a panel at SIGGRAPH '96 organised by Ed Lantz had already noted a trend away from HMDs towards SAR, then termed Spatially Immersive Displays (SID). The Office of the Future (Raskar et al. 1998) described a vision for future workspaces where every surface is a possible interactive surface. The research also introduced imperceptible light patterns to calibrate camera-projector pairs and used blending techniques to combine the overlapping imagery from different projectors. Another early SAR system was the Luminous Room (Underkoffler et al. 1999) which made use of every surface of a room as a projector display surface and any object within that room could be given a passive role to perform virtual actions. 8 Perhaps the first system that allowed people to peer around corners and take advantage of their peripheral vision to increase the immersion of an AR system was Being There (Low et al. 2001). They were able to create an environment out of white Styrofoam blocks and use projectors to change the scene to another environment and also allowed users to walk through the environment in real time. The Shader Lamps system (Raskar et al. 2001) could change the complete appearance of complex objects regardless of shadows and self-occlusion. However the system was dependent upon the objects possessing an amenable surface and required dark ambient light to achieve its full effect. Dynamic Shader Lamps (Bandyopadhyay et al. 2001) allowed the user to alter the appearance of objects in real time. A stylus with a magnetic tracker and 3 LEDs could be tracked within a predefined computational bounding box corresponding to real space although the system suffered from latency issues. Raskar and Low (2001) examined the implementations of three successful early SAR systems: Shader Lamps, Tracked Object Illumination, and Being There. From these they were able to discern some common benefits and limitations that existed between the three systems: All did not constrain the user is to one position or perspective. All forewent HMDs, and only made use of head tracking if they wanted to dynamically alter the appearance of objects given the viewer's location. All were dependent upon the surfaces being projected upon to having properties amenable to projections. All had to carefully position the projectors to minimise shadow occlusion. These observations have tended to remain true for the development of SAR systems since. Users of SAR systems are more concerned with the brightness, contrast and saturation of the projection images than they are with any usability concerns (Brooks Jr. 1999). Laser projectors can provide superior resolutions and colour saturation than other kinds of projectors, however they are far more expensive as well (Schwerdtfeger et al. 2008). Laser projectors are also unable to do much towards increasing the contrast of the projected images. Less expensive CRT and LED projectors can overlap their projections onto surfaces, and in that manner combine into a single brighter image (Majumder & Welch 2001; Bimber & 9 Emmerling 2006). A side effect of combining projections is the final image can have a higher focus, improving the image quality. Projections from multiple projectors had been combined since at least the Office of the Future (Raskar et al. 1998), however this was done in order to create larger images rather than brighter ones. The technique described by Raskar et al. (1999) used projected bands from each projector being decoded individually to discover the overlaps. The projections were then alpha blended and stitched together to try and create seamless images. Shadow occlusion can be reduced or even eliminated by using several redundant projections focused upon the same plane. If part of the image from one projector is occluded, another projector can still project onto where the image was (Summet et al. 2005). The occluding object can be detected and be not projected onto in real time. Aligning projections with real world objects has proven a difficult task. Early systems required a time-consuming manual calibration. The Office of the Future (Raskar et al. 1998) introduced imperceptible light patterns to calibrate camera-projector pairs, making the process slightly easier and faster. Zhang (2000) developed a technique to calibrate a projector-camera pair by calculating the intrinsic and extrinsic parameters of either the camera or the display surface and then moving either one or the other a minimum of 2 times. A self-correcting projector-camera pair technique was developed by Raskar & Beardsley (2001) which was able to perspectively-correct keystone the projection to the planar target surface. The iLamps system (Raskar et al. 2003) improved calibration and registration on multiple projectors by using colour banding and did not require projectors and cameras to be aligned on the same axis. Light sensors embedded into the object being projected upon can automatically calibrate the projections with the surface without the use of a camera (Lee et al. 2004). Another challenge found with SAR is that projecting the desired appearance straight onto an arbitrary object often gives unsatisfactory results as the original colouration of objects with non-Lambertian surfaces is visible through the projection. Grossberg et al. (2004) developed a technique for capturing the colour channels of the object and then applying a compensation filter onto the projection image that resulted in the objects own appearance being washed out with the application of new light. Structured light patterns have been used to perform 10 radiometric compensation in projector-camera systems to help improve the colour quality (Zollman & Bimber 2007). Such light structures can be cycled faster than the human eye can perceive. It has proven difficult to provide view-dependent projections for different users in multi-user SAR systems. The regular use of projections provides for the same image to been seen by all viewers from all angles. The Being There system (Low et al. 2001) which allowed viewers to walk through the SAR environment provided HMDs to create the appearance of perspectively correct windows through solid objects. Another method was developed by Agrawala et al. (1997) in which shutter glasses provided low bandwidth images to each eye for up to two people. Images have also been projected onto inverted mirrored cones whilst the viewers wear HMDs tracking their view orientation, allowing the users to see perspectively correct computer generated imagery in a single location (Bimber et al. 2003). This has been used to allow people to view fossil specimens, and see the organisms’ various tissues layered upon it (Bimber et al. 2002). A similar idea has been to project directly onto artwork in galleries, allowing viewers to see one at a time the various drafts and original forms of the paintings as the artist worked on them before settling on the final appearance (Bimber et al. 2005). Getting projections on all sides of all desired objects can be a challenge. Whilst placing more projectors throughout the environment is an option, it can be expensive and infeasible with certain environments and applications. In 2001 Pinhanez developed a technique in which a movable mirror is used to project onto surfaces outside the line of sight of a projector, without having to recalibrate the system. Having users hold the projectors is another method to augment real world objects in their physical location (Beardsley et al. 2005), and such projectors can also be used as an input device. SAR can greatly decrease the cost and time taken to prototype in industrial design. Projected light is faster and cheaper to change than clay modelling and 3D printing, and ideas can be trialled ad hoc efficiently without having to alter the actual surface of the object and the environment that contains it. Being able to cycle through different appearances and configurations also reduces the number of physical objects needing to be created and reduces storage space required for prototypes (Marner et al. 2011). 11 Improving the quality of SAR systems has been shown to improve the sense of objectpresence which can improve the experience that people have interacting with the system (Stevens et al. 2002). This improvement has been demonstrated to help improve the learning and performance of tasks (Witmer & Singer 1998). However the sense of touch can reduce object-presence when the viewer becomes aware that the augmentations do not possess the haptic properties the visual augmentations suggest (Bennett & Stevens 2005). 12 2.3. Tracking Most interactive SAR systems need to track the position and orientation of objects in order for the real and virtual objects to properly align (Marner 2013). If props and simple tools are being used to interact with the SAR system, these need to be tracked too. Similarly, tracking users can allow for view-dependent projections. This section provides a brief overview of tracking techniques in SAR systems. There are six main methods to track objects in the real world: magnetic, acoustic, inertial, mechanical, optical, and radio / microwave sensing (Bhatnagar 1993, Welch & Foxlin 2002). Magnetic trackers measure a local magnetic field vector using magnetometers or electromagnetic coils. These trackers are usually lightweight, avoid line-of-sight issues and possess high update rates, however they are all vulnerable to distortion from environmental magnetic, electromagnetic, and metallic or ferromagnetic fields. Acoustic trackers measure the time it takes ultrasonic pulses to reach receivers to track objects over time. These trackers are lightweight but are limited by the low speed of sound, suffer from echoes, require line-of-sight and are subject to disruptions in air temperature and humidity. Mechanical trackers measure the position and orientation of objects attached to the end of a movable mechanical arm. These trackers are simple to construct (the Sword of Damocles system built by Sutherland in 1968 used mechanical tracking) but the limitation that objects be in range of the arm is so severe that they are largely obsolete in modern SAR systems. Inertial trackers make use of gyroscopes and accelerometers to capture the movement in 3 linear axes. From these a transformation matrix is calculated to determine the position of the object in the real world. These trackers are self-contained, have high update rates and face no interference from electronic fields and ambient noise. However inertial trackers suffer from jitter and drift, in which even a small bias error in one axis will cause the estimates to drift vast distances in only a short time. Optical trackers track visual cues on objects or in the environment. They possess high update rates, large working volumes and are unaffected by the presence of metals and electromagnetic fields in the environment, however they also suffer from line-of-sight issues and can be affected by ambient light and infrared radiation. 13 Radio and microwave tracking embeds small tags that emit radio or microwave electromagnetic waves which can then be tracked. This offers a greater range than magnetic trackers and are largely unaffected by wind and air temperature, however the waves are rapidly attenuated in water: essentially this makes the human body opaque for this tracking technique. All tracking techniques share a problem in that latency exists between the time a person makes an input and when the system registers it. Alleviating this by predicting future movement is possible only to a limited extent as humans are unpredictable. For this reason a tracking technique which has a high update rate is usually desired. Optical tracking is the most common method used today in part because of its high update rate but also because they are relatively simple to implement and SAR systems already tend to involve cameras. Fiducial markers, simple unique high-contrast patterns, are a popular optical tracking technique. Many AR systems detect fiducials in the environment and display projections relative to their positions, and users are intuitively able to manipulate them to perform tasks (Kato & Billinghurst, 1999). Software libraries such as ARToolKit are able to detect fiducials in the environment to determine position, and the ARToolKitPlus is an updated version able to run on mobile devices (Wagner 2007). It has been has been demonstrated that placing fiducial markers within the environment and the camera / tracker placed on the object is more accurate than the reverse as the distances between the markers is greater allowing for greater precision (Bhatnagar 1993). However for most SAR systems this is impractical. Another form of fiducial marker is Random Dot Markers, unique patterns of dots that can easily be rotated and arranged into any shape (Uchiyama & Saito 2011). One advantage these markers have over other types is that they don’t require hard edges, and they still work even when partially occluded or incomplete. They can also be deformed, and the deformation can be detected and measured (Uchiyama & Marchand 2011). The Bokeh effect has also been used to decrease the size of fiducial markers detected by ordinary cameras down to 3mm from a distance of up to 4m away by taking advantage of the effect that occurs when out of focus scene point is focused into a blur on the camera sensor (Mohan et al. 2009). 14 Fiducial markers themselves are obtrusive, often don't work if partly occluded, and require high ambient light to be effective whilst SAR systems perform best in low light conditions (Marner et al. 2011). As such invisible or active (reacting to the immediate environment) markers are usually preferred in SAR systems. There are several different techniques used to create invisible fiducials. Grundhöfer et al. (2007) used the green channel, to which the human eye is most sensitive, to encode fiducials into a projected image one frame, and its inverse the next. As this process repeats, the human eye is unable to detect the fiducials whereas a computer can. However this technique assumes the presence of the green channel throughout the entire image to place the fiducial in the first place. Using other channels can result in a more noticeable decrease in brightness. Infrared (IR) fiducials are another way to create invisible fiducials though care needs to be taken so that other sources of infrared light, such as the sun or fluorescent lighting, do not reduce their clarity (Nakazato et al. 2005). Infrared can be observed by itself or with visible colours as well. Park & Park (2004) used a colour camera and an IR camera focused on precisely the same location through the use of a half-silvered mirror to detect infrared fiducials whilst obtaining the visible spectrum image as well. Infrared fiducials have been placed on the ceilings of interiors to navigate users through interior spaces (Nakazato et al. 2008). Colour blobbing is another optical tracking technique in SAR systems which allows for the tracking of objects of any colour in real time (Rasmussen et al. 1996). Colour blobbing is a simple image processing technique in which the centre of unique blobs of colour is discovered. Multiple objects can be tracked over time by performing this across frames. Embedding optical and radio tags into objects is another tracking technique gaining popularity in AR applications. In the Prakash system (Raskar et al. 2007) IR tags emit coded signals that photosensors are able to detect and from there calculate the motion, orientation and illumination of the tagged points. They used this system to embed virtual objects into a live capture of a scene. RFID tags have been embedded into objects for self-description; once detected the system sends a grey code to the RFID which decrypts it and sends it back. From this the system is able to determine the location of an object and project onto it (Raskar et al. 2004). 15 2.4. Spatial Augmented Reality User Interfaces and Input As previously stated, SAR has many applications in a wide range of fields including education, entertainment, business collaboration and industrial design. As AR augments objects in the real world, there is no one size fits all approach for interacting with these systems and the right tool has to be selected for the task at hand (Brooks Jr. 1999). Interactions within SAR systems is better done with physical tools and manipulating props, or by capturing the movement of the user's own body (Marner 2013). This section describes interfaces and input methods to interact with SAR systems. The cognitive load of using a tool or system is increased with the number of different functions given to it. Likewise the cognitive load of a system is increased the more the system is capable of performing (Marner & Thomas 2010). Using an all purpose tool is more difficult for users than using their own hands and body movement to interact with a fully virtualised system (Mine et al. 1997). Similarly it is easier for people to interact with a virtual object when they possess a physical representation or model of that object in their hands, with users preferring simple props to complex ones. For example, in a prop used to navigate a 3D image of a human brain, neurosurgeons preferred to use a simple ball rather than dolls head (Hinckley et al. 1994). 2-Dimensional GUIs can be augmented into the real world in a multitude of ways (Feiner et al. 1993). GUIs are already understood by users due to their prevalence in desktop and mobile computing and there exist numerous variations on GUI interactions (Bier et al. 1993). However the traditional techniques used for navigating 2D spaces, such as panning and tilting, are often disorientating for users in AR applications. Physical navigation (people moving their eyes, hands, body, the object, the environment, etc.) is preferred by users if their movement is not restricted by corded or immobile input devices (Ball, North & Bowman 2007). Many GUI manipulation tasks are pointing or steering tasks in nature: 'clicking' on objects or moving along certain paths. Both pointing and steering tasks can be virtualised through another surface or device, performed directly, or performed with a distal device such as a laser pen. There are other methods to interact with GUIs in AR that do not necessary include point and steering. In the Tinmith System (Piekarski & Thomas 2002), the user wore electronic gloves in which finger and hand movements could manipulate GUI components. 16 SixthSense (Mistry & Maes 2009), a neck-worn pendant projector-camera system, captures hand gestures and interactions made in front of the user. Shadow Reaching (Shoemaker et al. 2007) is a form of distal pointing which makes use of the user's shadow to interact with distant virtual objects. Motion Swarms (Nguyen et al. 2006) is a system in which an audience acts as input by creating a virtual swarm of particles controlled by movement in the audience. They used this in applications in which an audience controlled a virtual beach ball, played music, and painted a picture. Cao & Balakrishnan (2003) devised a system in which the movement of a handheld projector affords certain kinds of input, whilst a pen provided for alternative forms of input. Laser pointers are another type of input device used in AR applications. An early study of laser pointers revealed they are slower than using a traditional keyboard and mouse, and suffer from jitter (Olsen Jr. & Nielsen 2001). One way to decrease jitter and improve accuracy is to change the way in which a user holds the pointer. An 'arrow-holding' technique in which the user positions the laser pointer out in front of their eyes such that they look down the length of the pointer at the target has been demonstrated to offer the overall best results for accuracy across large surfaces at the cost of the user's arm fatigue (Jota et al. 2010). Another method to decrease jitter and improve accuracy is to create a virtual bubble around the point in which that if the point remains within it, the position within the bubble is stable (Forlines et al. 2005). Tracking laser pointers in the real world can be difficult due to jitter over increasingly large distances, camera latency, and mis-registration issues. Kurz et al. (2007) created a reliable method to track a laser pointer that started by creating a normal map of the environment. The laser pointer could then be identified by comparing variance in the colour levels of ensuing frames. In a comparison of input devices for controlling a cursor on 2D surfaces, laser pointers were found to perform worse than using a SmartBoard, a mouse, and relative mapping (Myers et al. 2002). Relative mapping is a technique in which interactions on a larger surface are made on a smaller device, such as a tablet, and are mapped to the larger surface in real time. This allows a user to remain in place whilst interacting with a far larger display without having to use distal pointing input. This makes relative mapping faster than interacting with the larger 17 surface directly in unimanual tasks, but not in bimanual ones (Forlines et al. 2007). Problems with relative mapping are the slower deceleration experienced in virtual pointing, and a reluctance of users to take advantage of virtually assisted targeting (Graham & MacKenzie 1996). Ninja Cursors (Kobayashi & Igarashi 2008) offers a partial solution to some of these problems by placing several cursors on the environment which move in unison, decreasing the distance a single cursor has to cover. AR allows computer applications to more closely work with people to improve their work processes. For example, the HandSCAPE (Lee et al. 2000) turns a measuring tape into an input device to improve box packing into delivery vehicles. Users measure the three dimensions of a box (length, width and height) and the system automatically stores these. Once all boxes are measured, it arranges them in size and in order to be delivered in the most optimal arrangement to fit in the vehicle. The ordering of the boxes is then projected to the shipping workers. Schwerdtfeger and Klinker (2008) compared several different methods of highlighting the location of certain stored objects using a HMD to improve order picking tasks. The methods examined were framing the target, drawing an arrow to the target, and creating a tunnel to the target. These were demonstrated to improve the time taken to complete order picking tasks, with framing and subtle tunnelling proving the most effective. A Tangible User Interface (TUI) is one in which real-world objects are used to control a variety of functions. Whilst the computer mouse is a common TUI device, TUIs can take many forms. For example, simple blocks and cubes have been used as a TUI (FitzMaurice et al. 1995). The IncreTable (Leitner et al. 2008) combines TUIs with projected images to create a mixed reality game that operates in real time. The virtual objects are controlled with an Anoto pen, and real objects are tracked with a camera. The system allows people to take a virtual car, steer it up the incline of a real book, and perform a jump over the other side. LEGO OASIS (Ziola et al. 2010) is a projector-camera system in which individual Lego blocks are treated as projection surfaces mirrored by virtual objects. As Lego blocks are combined, the nature and properties of the virtual block objects are also changed. The Tango (Kry & Pai 2008) is a TUI with an accelerometer and 256 pressure sensors where hand pressure is used as input for 3D interaction. A system using a stylus has been designed to draw projected surgical notes on patients for use in surgery to avoid drawing on the 18 patient's skin in ink (Seo et al. 2007). Zaeh and Vogl (2006) developed an AR application that allowed engineers to draw paths to steer robots on assembly lines in factories, instead of having to type the paths into a computer. Billiards cues and balls have been made SAR input devices to help teach beginners how to take shots (Suganuma et al. 2008). The orientation and position of the cue is tracked from above, and lines indicating shots that would sink the ball are projected onto the surface of the table. The level of accuracy needed for tracking the cue proved a vast technical challenge. Augmented foam sculpting is a SAR application in which cuts from a real piece of foam are mirrored by cuts from a virtual model. Guidelines can be projected onto the surface of the foam to assist in the cutting of foam to assist the user (Marner 2013). The system also allowed for texturing the models at the same time. The benefit of this is a workable 3D model is created identical to the foam sculpture being make, reducing the amount of work involved in prototyping. AR has also been used to prevent real-world collisions between actors. Oda & Feiner (2009) created a multi-user hand-held AR game in which physical player interference caused by players coming into physical contact with each other has been removed by transforming the virtual locations of other players the physically closer they get, so that it led to a greater distance to other players than other methods and reduced the game time as well. 19 2.5. Fitts' Law With such a variety of possible input devices, a quantitative method of comparing their performance is useful. Fitts' Law is a mathematical formula that can be used to compare the difficulty in performing pointing tasks for a given input device, relative to the size of the target and the variability of speed with which a user moves (Fitts 1954). Fitts derived the law from the Weber Fraction and in a series of experiments was able to demonstrate its applicability. The most commonly used form of Fitts' Law is given by: (1) where MT is the mean time to complete the task, a and b are regression constants such that a is the start/stop time of the device and b is the inverse of the speed of the device, D is the distance from the starting point to the centre of the target, and W is the width of the target. The logarithmic term is called ID: the Index of Difficulty, representing how difficult it is to complete the task. There are several different variations on Fitts' Law. For example, Fitts' original function, in the modern form in terms of MT, is given as: (2) where A is the amplitude of movement. The largest problem with this version is that it allows for a negative, hence illogical, negative ID if the target was not in line with the direction of movement. To overcome this issue, the Welford (3) and Shannon (4) formulations were derived (MacKenzie & Buxton 1992). (3) (4) The Shannon formulation was adopted as part of the ISO 9241 standard for measuring the performance of non-keyboard input devices (MacKenzie et al. 2001). This was later superseded by the modern form given in (1) where amplitude was replaced by distance. MacKenzie and Buxton (1992) derived two more variations on Fitts' Law which in their experiments improved the fit and reduced errors: 20 (5) (6) where H is the height of the movement, and W' is measured along the angle of approach. All of the above formulae have been demonstrated to not account for the angle dependency in pointing tasks. Kopper et al. (2010) suggest a new formula which takes the angle into account: (7) . where . and such that DP is the distance perpendicular from the user to the surface, and k is a regression constant. In their experiments they found that k fit best at 3.14. Another formulation of the Steering Law containing a term for the angle of movement was developed by Appert et al. (2008) and is given by: (8) where W is the width of the target and H is the height of the target. The inclusion of the arbitrary constant term 0.6 in (8) increases the risk of overfitting the model for the data. Yang and Xu (2010) developed the following formula which does not include such an arbitrary term: (9) Whilst Yang and Xu's formula does not include arbitrary terms, it does assume a uniform distribution of hits which other work has demonstrated to be inconsistent. Zhang et al. (2012) developed the following formula which does not assume a uniform distribution whilst still taking the movement angle into account: 21 (10) such that 0 < ω < 1, and ω = c1 + c0 cos2θ, such that θ is the angle of movement of the pointing task. Fitts' Law is not without limitations. As movements exceed ≈40cm, Fitts' Law is more sensitive to increases in the Index of Difficulty, and full limb and body movements are less accurate for people to perform (Faconti & Massink 2007). The direction of movement also has an effect on the difficulty of a pointing task, with vertical movements generally easier to perform than horizontal ones and moving left-to-right providing a different result to right-toleft. It has also been demonstrated to not account for the cognitive load of using a given interface (Kabbash et al. 1994). Allowing for these constraints, Fitts' Law is a reliable and well used method to compare non-keyboard input devices. 22 2.6. Steering Law Differential calculus was used to extend Fitts' Law to two-dimensional steering tasks by Accot & Zhai in 1997. Through user studies they conducted, the Accot-Zhai Steering Law as it became known was confirmed empirically. They gave the Law as: (11) where C is the path, s is the abscissa along the path C, and W(s) is width the of the path at s, such that the integral term represents the Index of Difficulty. Accot and Zhai developed a Euclidean formulation of the Steering Law in 2003 (Grossman & Balakrishnan 2005) for rectangular movement, given by: (12) where A is the amplitude of the movement, W is the width of the tunnel, H is the height of the tunnel, and η is an empirically determined constant. The constant η is used to weight vertical and horizontal movements differently following the observation that direction affects the difficulty in completing the task. With greater awareness of the effect that angle had on steering tasks, Grossman and Balakrishnan (2005) proposed a probabilistic Steering Law capable of accounting for the angle: (13) where R is a region defined by the target based on a spread of hits S, such that the universal function F mapping the probability of hitting a target represents the Index of Difficulty. To increase the generalisation of the Steering Law, Pastel (2006) investigated steering around a 90º corner. The formula he derived is: (14) where c is a regression constant, IDS is the Index of Difficulty of the steering task on approach to the corner, and IDF is the Index of Difficulty of a pointing task to the destination. 23 Pastel built on earlier reasoning by Ahlström that a steering task around a 90º corner is comprised of a steering task to the corner, and a simpler task to the destination. Zhou and Ren (2010) investigated the effect that bias towards speed or accuracy has on the Index of Difficulty and Mean Time to Complete of steering tasks. They confirmed that the faster a person attempts a steering task, the less correlation there exists between ID and MT. They derived the following formula: (15) where A is the amplitude of movement and SD is the standard deviation of sampled points. There are upper bound limits to the path width that can be modelled by the Steering Law (Accot & Zhai 1997). Increasing the width of the tunnel too far in relation to its length breaks the model's applicability in evaluating steering tasks. Scale also affects the steering tasks being performed, with experiments by Accot and Zhai (2001) have shown that steering tasks are optimal around A4 - A5 in size, consistent with a similar effect noticed in Fitts' Law that as more arm movements are included the harder it is perform steering tasks accurately. Other metrics exist that can be used to compare input methods quantitatively besides Fitts' Law and the Steering Law. MacKenzie et al. (2001) list the following: target re-entry task axis crossing movement direction change orthogonal direction change movement variability movement error movement offset However not all of those are applicable to all input devices that can perform pointing and steering tasks. Another metric they list is throughput, defined as: (16 ) 24 where We = 4.133SDx such that SDx is the standard deviation of selected coordinates measured along the axis of approach to the target. The logarithmic term is IDe, the Index of Difficulty of the steering task. 25 2.7. Mahl-Sticks Figure 2.1: A mahl-stick in use. The left hand is holding the stick against wall, providing a prop that the drawing hand can rest upon for added stability and to reduce arm fatigue. A mahl-stick (also spelled maulstick, mahl-stick and mahl stick) is a traditional tool in painting to support the brush hand. Mahl-sticks are typically around 1 metre in length, cylindrical and padded on one end, although they are often made to any size and shape for the personal preferences of the painter. When using a mahl-stick the painting surface is held vertically, usually placed on an easel or fixed to the wall in some manner. The mahl-stick is held by one hand on the far end; the painter can also hold a pot of paint or a palette in this hand. The padded end is rested onto the easel, painting surface or wall - anywhere stable. This end is sometimes wrapped in cloth or chamois to prevent or reduce damage to the surface it is rested upon and to increase grip with the surface. The brush hand rests on the top of the mahl-stick, which immediately provides the brush hand more stability. Lines of any length are drawn by movements of both the brush hand and the hand holding the mahl-stick. This motion effectively transfers control of the brush hand to movements of the wrists and fingers, rather than movements of the shoulder, elbow, wrist and fingers. As observed in analysis of pointing (Faconti & Massink 2007) and steering (Accot & Zhai 2001) tasks, greater arm movements decrease the accuracy of the tasks performed. Brush strokes are made downwards where possible. If left-handed, horizontal strokes are usually made right to left, and if right-handed from left to right. Another important benefit 26 that a mahl-stick provides is that the fatigue of the brush-hand is considerably lessened. Strokes are usually made at head-height. If possible the canvas is moved and rotated to ensure that strokes are made in this manner. My knowledge of mahl-sticks was obtained from my formal training in the Certificate II and Certificate III of Signwriting at the Gilles Plains Institute of TAFE, South Australia. There is scant information regarding the practice of using mahl-sticks in literature. 27 2.8. Summary The existing literature on SAR applications reveals there is a wide range of potential future applications for this technology. Artistic applications with a focus on drawing are certainly some of them. The existing literature also reveals that simple tools and props are a preferred method of interaction as they can take advantage of some of the innate benefits that SAR technology offers whilst providing affordance to the functionality of tools already understood by users. A mahl-stick is such a simple tool that has been in use for centuries. An objective, qualitative method for comparing its effectiveness also exists in the Fitts' and Steering Laws. The next chapter discusses the approach taken to compare the performance of pointing and steering tasks with and without a mahl-stick. 28 3. RESEARCH METHOD In this chapter the main experimental focus of this thesis is detailed: how the use of a mahlstick affects the performance of pointing and steering tasks in simple SAR drawing applications. Two separate user studies were devised to test the use of mahl-sticks for these tasks. The first study examines the effect of a mahl-stick in performing pointing tasks, and is described in Section 3.1. The second study examines the effect of a mahl-stick in performing steering tasks and is described in Section 3.2. Both studies were conducted in the same environment using the same mahl-stick and stylus. This is all described in Section 3.3. For practical reasons, both user studies were conducted simultaneously, and so the results and their analysis is detailed in Chapter 4. 29 3.1. Pointing Task Study Methodology Pointing is one of the simplest techniques available to interact with computer systems. In this section the methodology used to evaluate the effect of a mahl-stick in performing pointing tasks is described. This begins by stating the goal of the user study, followed by my hypothesis of the results. Finally the design of the experiment is described in sub-section 3.1.3. As previously stated, the results and analysis from both user studies are detailed in Chapter 4. 3.1.1. Goal As discussed in Chapter 2, pointing tasks are a fundamental interaction technique in computer systems and are a useful way to compare different interaction techniques. Examples of pointing tasks in standard desktop computer usage include mouse clicking on desktop icons and pressing keys on a keyboard. As a ubiquitous and common task well already understood by computer users, designers of SAR systems may consider including pointing actions into the systems they design. Many extant SAR systems include pointing tasks (such as Dynamic Shader Lamps by Bandyopadhyay et al. 2001, and the Build My Kitchen system by Marner 2013). Traditional GUIs have been embedded into the real environment in a variety of ways (Feiner et al. 1993) and many of the interactions within such systems is comprised of pointing tasks. SAR brings the virtual world into the real-world through projection technology and through this offers a wide variety of interaction methods. A goal of this user study is to evaluate the effect that a mahl-stick has in facilitating the performance of pointing tasks,. Changing the way in which users carry out tasks is one method used in research to improve task performance. For example Jota et al. (2010) managed to improve the accuracy of distal laser pointing simply by changing the way users held a laser pointer. In the same vein this study will look at the effect on pointing tasks by simply comparing the difference between the tasks performed with a mahl-stick and the same number of tasks performed without. 30 3.1.2. Hypothesis My hypothesis for this user study was that the mahl-stick could offer no improvement to the user in completing simple pointing tasks. When painting and signwriting the mahl-stick offers its advantages in supporting the painter to make precise and even brush strokes, however such activities are more comparable to steering tasks. A pointing task does not require such accuracy over the length of travel and I hypothesised that such tasks would not leverage the stability a mahl-stick provides and that the stick itself could restrict the field of vision of the user. 3.1.3. Pointing Task Study Design In keeping the practice of using a mahl-stick, the experiment was conducted on a vertical wall. The design of this user study was based on the large-scale pointing study on a whiteboard performed by Faconti and Massink in 2007. To keep within the space constraints in using a mahl-stick and to reduce body movement, the scale of this experiment was reduced to be within a 300 × 300mm area in which the pointing targets were placed. Ultimately it was decided that users would perform four blocks of pointing tasks: two with a mahl-stick and two without, interleaved. Whether the user started with or without the mahlstick was randomly determined. By interleaving the blocks it would be possible to compare the improvement both with and without the mahl-stick, and randomising whether to start with or without the stick would reduce the bias of the learning effect in the final results. In Faconti & Massink's experiments, participants were asked to travel from one of 5 targets to another randomly determined target. Four of the targets were placed in each of the four corners of a rectangular whiteboard, and the fifth was placed directly in the centre of board. This user study adapted this setup to instead be a 3 × 3 array of nine circles arranged linearly and equidistantly, as in Figure 3.1 below. Each circle was 12mm in radius and spaced 135mm apart. The addition of 4 circles along the edges served to help keep the lengths of the travel between targets to between those for when I was first instructed in using a mahl-stick whilst still allowing longer distances. The dimensions were chosen as they would keep the area to within the 300 × 300mm size constraint. These targets were projected onto a wall using a virtual rear projection technique, as described in greater detail in Section 3.3 below. 31 Figure 3.1: Arrangement and size of the projected targets in the Pointing Task study The height and placement of the task area was made adjustable; it could be raised or lowered to accommodate the height of each participant with the goal to place the central circle near eye-level when standing. By default this height was approximately 1600mm. This was to match with the typical use case of a mahl-stick where the canvas is raised or lowered where possible so that the painter is working at eye-level. Figure 3.2: The preferred height of the task circles in relation to a participants' height. The experiment made use of a stylus which used an infrared optical tracking technique. The design and implementation of the stylus is detailed in Section 3.3 below. The system tracked the movement of the stylus through real-world space. 32 Participants were given a brief description of mahl-sticks, shown how to use them, and were given the opportunity to practice using the stick and the stylus before the experiment began. Only once the participant indicated they were ready did the user study begin. a) b). Figure 3.3: The participant performing the task without the stick (a) and with the stick (b) All of the 9 points were coloured in light blue (RGB: 127, 127, 255) by default. The designated target was coloured yellow (RGB: 255, 255, 0). This provided a stark visual contrast for the target and was clear in the environment. All 9 targets were projected at all times. After completing each block the circles would turn grey for 5 seconds (RGB: 127, 127, 127), indicating to the participant that the stage had been completed. Each block was comprised of 35 tasks; each task being defined by an origin point and a destination point. The path for each task was restricted to only vertical, horizontal, and 45º angled paths so as to remain consistent with the Steering Task Study, as described in the next section. There were a total of 56 valid paths; the paths were randomly chosen for each block for each participant and no path would repeat in one block. This would provide a wide a range of paths with which to compare across all results. Originally it was planned for participants to complete all 56 paths each block. However initial testing revealed that it was too fatiguing on the participants arms when performed in succession with the Steering Task study, and so the number was reduced to 35 which still resulted in a large number of paths to compare blocks against. For each task one circle would be highlighted at random (Figure 3.4, a). When the user positioned the tip of the stylus over that target, another circle along a valid non-repeating path would be highlighted at random (Figure 3.4, b). These paths were pre-programmed into an 33 array and selected at random, to ensure that no origin point could be selected that had already exhausted all possible paths. a) b). Figure 3.4: a) An origin point chosen at random. b) Once the participant has placed the tip of the stylus over the origin point, a destination point is displayed. After each task is completed another origin point was chosen at random; it may or may not have been the same as the destination point. To prevent any possible confusion to the participants, after completing a task the next origin point was not highlighted until the user removed the tip of the stylus from the wall. For each task in each block the system recorded several items of data: the participant's number; whether or not they used a mahl-stick; the block number (starting at 0); the origin point for the task; destination point; the time it took to complete the task; and, how far they were from the centre of the destination point when they completed the task recorded in millimetres. This distance can be used to rate the average accuracy in completing the pointing tasks as the closer they were to the absolute centre of the target the more accurate they were. This measurement could not be used to rate the absolute accuracy of each individual task as the stylus' position jittered in the system to within approximately 2mm from its actual position. This jitter was accounted for in the design (see Section 3.3 below) of the experiment, and would average out in a large enough population. This information is enough to evaluate the mahl-stick in terms of Fitts' Law as well as obtain data on a learning effect. After completing all four blocks, the user was asked to fill in a short survey asking their age, sex, and past experience with a mahl-stick. They were also asked to rate from 1 to 5 how easy, accurate, and fast they felt they were in completing the tasks with and without a mahl- 34 stick. Finally they were asked to rate their preference in using a mahl-stick in performing pointing tasks. Also during the task participants were assessed on which technique they used to hold the stick and how they were coping with arm fatigue. 35 3.2. Steering Task Study Methodology Steering is another simple technique available to interact with computer systems. In this section the methodology used to evaluate the effect of a mahl-stick in performing steering tasks is described. This is begun by stating the goal of the user study followed by my hypothesis of the results. Finally the design of the experiment is described in sub-section 3.2.3. As previously stated the results and analysis are detailed in Chapter 4. 3.2.1. Goal As discussed in Chapter 2, steering tasks are another fundamental interaction technique in computer systems. A common example in desktop computing of a steering task is navigating a menu in a program. Another example of a steering task is to draw a line through a specific tunnel. Drawing lines is used extensively in creative and design processes and SAR has been demonstrated capable of benefiting existing workflows. For example, the Digital Airbrushing and Augmented Foam Sculpting systems contain drawing or steering tasks (Marner 2013). Drawing tasks are also used in entertainment; for example the IncreTable (Leitner et al. 2008) is a mixed-reality game that demonstrates SAR applications in this field. A goal of this user study is to evaluate the effect that a mahl-stick has in facilitating the performance of steering tasks to both draw lines and navigate systems. As far as I can determine this is the first research of this type on mahl-sticks. 3.2.2. Hypothesis My hypothesis for this user study was that the mahl-stick will offer an improvement to the accuracy of simple drawing tasks at the expense of speed. In painting and signwriting the mahl-stick offers advantages by supporting the painter's brush hand to make precise and even strokes. However doing so is noticeably slower than drawing freehand. These benefits should be able to translate to a mixed reality drawing context. 36 3.2.3. Steering Task Study Design This user study was designed to be as similar to the Pointing task user study as possible. The same arrangement, size and spacing of targets was retained as in Figure 3.5 below. Users were asked to perform four blocks of steering tasks: two with a mahl-stick and two without, and like in the Pointing task study they were interleaved. It was randomly determined whether to start with or without the mahl-stick. Figure 3.5: Arrangement and size of the projected targets in the Pointing Task study This study had the same setup and environmental design as the pointing task user study: two projectors overlapping their projections to create a virtual rear projected display. The infrared optically-tracked stylus and mahl-stick were retained and the tracking system was no different. The height of the circles was also adjustable to suit the height of the participant. Each block was comprised of 35 tasks, comprised of the 56 randomly selected path orientations as in the pointing study: constricted to those routes that are either vertical, horizontal, or at a 45º angle. Angle has been shown to have an important effect in completing steering tasks (Grossman and Balakrishnan 2005). Direction is important when using a mahlstick: downward strokes are generally considered the easiest to make, and horizontally it is easier to make strokes in the same direction as you are handed. By limiting the paths to those angles it would be easier to analyse path directions if something were significant was found. Restricting to those angles also allows potential comparisons to be made regarding the effect length played in performing those tasks. 37 For each task one circle would be highlighted at random (Figure 3.6, a). When the user positioned the tip of the stylus over that target, another circle along a valid non-repeating path would be highlighted at random as well as a path as wide as the circle towards it (24mm) (Figure 3.6, b). These paths were pre-programmed into an array and selected at random, to ensure that no origin point could be selected that had already exhausted all possible paths. a) b). Figure 3.6: a) An origin point chosen at random. b) Once the participant has placed the tip of the stylus over the origin point, a destination point is displayed. The goal of each task is to draw a line across the wall from the origin target to the destination target without leaving the path. If the stylus left the path it would be recorded as an error, and all the circles would flash red for half a second before starting the next task. After completing a task the next origin point was not highlighted until the user removed the tip of the stylus from the wall. For each task in each block the system recorded several items of data: the participant's number; whether or not they used the mahl-stick; the block number (starting at 0); the origin point for the task; destination point; the time it took to complete the task, and; the distance they travelled from the origin to the edge of the destination, measured as the sum of straight line segments every 20 microseconds. This distance can be used to rate the average accuracy in completing the pointing tasks as the lower it is as the straighter the path was, the more accurate they were. Because of jitter with the tracking system, a tolerance buffer was placed around the path to ensure that users were not marked as erring even though they were still within the tunnel. 38 a) b). Figure 3.7: A participant in the steering task study, with a mahl-stick (a) and without (b). After completing all four blocks, the user was asked to fill in a short survey asking their age, sex, and past experience with a mahl-stick. They were also asked to rate from 1 to 5 how easy, accurate, and fast they felt they were in completing the tasks with and without a mahlstick. Finally they were asked to rate their preference in using a mahl-stick in performing steering tasks. During the task participants were assessed on which technique they used to hold the stick and how they were coping with arm fatigue. Originally the paths for the task were much smaller: the radius of the circles was 7.5mm and the width of the tunnels was 15mm. After running an initial participant it became clear that this was too difficult for members of the general public to perform. For the need to obtain actual data which was not almost entirely a sequence of errors, the size of the circles and the width of the tunnels was increased to 24mm. 39 3.3. User Study Environment The same setup was used for both the Pointing and Steering task user studies, in the same location. The same mahl-stick and stylus were also used. This section describes the theory and processes used to calibrate the system to run the user studies, and the details describing the construction of the stylus and mahl-stick. The system used the SAR software modules of the Wearable Computer Lab at the University of South Australia, with several modifications made to adapt to the system to what was required. The first section describes the projection system used and the second section describes the tracking system. The stylus and mahl-stick are then described in detail. The module created to combine these elements and manage the user study is then described. 3.3.1. Projection System SAR uses projectors to alter the appearance of objects in real-time. One of the more immediate problems when using projectors is the risk of shadow occlusion. If one object is between the projector and the surface it is projecting onto, a shadow is cast and that part of the image is lost. This was an issue in the pointing and steering task studies: as the user would be performing tasks on a projected wall, no matter where a projector is positioned behind the participant there will be always be shadow occlusion. This is demonstrated in Figure 3.8 below. If it is placed at an angle oblique enough so that the participant's body did not cause occlusion, the image would be so distorted that accuracy and image quality would be sacrificed. When the stylus came in contact with the surface, the image would be occluded anyway. Figure 3.8: Use of a single projector would have left a large occluded area where the circles would not be visible without the participant moving out the way, greatly hindering performance of pointing and steering tasks 40 To overcome this issue a virtual rear projection technique was used, as described by Summet et al. (2005). This uses several projectors placed at different oblique angles away from the surface of a wall, which are calibrated to project the same image onto the same section of wall. This is done so that if a person occludes the projection from one projector, the image can still be seen as the other projections are not being occluded. This is demonstrated in Figure 3.9: (a) shows the occlusion from a projector to the left, and (b) the occlusion from a projector to the right. As described above, if only one of projector is used, part of the image is occluded. However when two projectors are projecting simultaneously from different locations (c) the resulting image is still clear as if the user is occluding one projector, the image from another projector is very likely still clear. This made it unlikely that any one target could be fully occluded. a) b). c) Figure 3.9: The images from left (a) and right (b) projectors individually showing the occlusion (the greyed out area), and the combined image from both projectors (c). There are several reasons why this projection system was chosen over other methods. As stated, if only a single projector was used shadow occlusion would have been a significant issue. No matter where it was placed the participant would occlude it at some point when performing the user study which would have introduced errors into the results: users would have been forced to either guess where the targets were or move around considerably affecting the resulting time to complete each task. 41 The use of a Smart Board was also inappropriate this purpose. Whilst this would have solved all issues with shadow occlusion, a mahl-stick is used to support the drawing hand. Depending on the force the participant placed on the stick, damage to the board surface could have occurred. The goal of this study was to examine mahl-sticks in a SAR context: a rear projection technique such as a Smart Board was not a SAR-based solution to the occlusion issue. Two projectors were deemed sufficient to project onto the wall. These were positioned 3 metres above floor level, 2.5 metres away from the wall. Both projectors were placed offfrom-centre to the targeted projection area to help reduce shadow occlusion. A colourbanding technique was used to calibrate both projectors automatically. A digital camera was set back from the wall positioned so that the full images from both projectors were visible. A sequence of black and white bands were projected through each projector. The camera captured these bands and from the resulting data the intrinsic and extrinsic properties of each projector were calculated. Figure 3.10: Even though his hand occludes the light from one projector, the path can still be seen as the other projector is not occluded. An 1135 × 976mm rectangular level area was marked out onto the wall. A crosshair was moved through the projected image to record the corners of this area, relative to the projections. Doing this allowed the projections to be cropped and keystoned to align to this area, scaled to the default OpenGL floating point scale of 0.0 to 1.0 in both the x and y axes. It was trivially simple to change this scale to 0 - 1135 in the x-axis and 0 - 976 in the y-axis to match the real-world scale, so that the size of image elements could be set to millimetres and that the units could also match the tracking system, described in the next section. 42 3.3.2. Tracking System An infrared optical tracking system was chosen to track the stylus. Infrared tracking was readily available in the Wearable Computer Lab and supported in the pre-existing software modules. From an implementation standpoint a robust optical tracking solution already had much of the groundwork for it laid and it would have been less effort to get it to work in the modules. As described in Chapter 2, Section 3, optical tracking is fast, has high update rates and is unaffected by surrounding electromagnetic interference. Optical tracking is also widely used in SAR already. However it suffers from line-of-sight issues as the optical markers need to be visible from the tracking cameras. Other tracking solutions were dismissed. The laboratory environment the user study was run in has many electronic devices situated through it and man cables running through the floor, ceiling and walls. Magnetic trackers could not be used in such an environment as the potential for electromagnetic interference would have been too great, and obtaining another environment to run such a study would have been too difficult. Acoustic trackers are slower than optical trackers but still suffer from line-of-sight issues, making them an inferior option. Devising a mechanical tracking solution could potentially have been expensive and a difficult engineering problem: devising a hand-held stylus that could be moved easily, be held by people comfortably as well as used in conjunction with a mahl-stick without impeding the participant's sight. Combining optical tracking with inertial tracking was considered, as inertial trackers have high update rates and are unaffected by the line-of-sight issues that impede optical tracking. By embedding a 6 degree-of-freedom accelerometer and gyroscope (sometimes called an Inertial Measurement Unit), which tracks movement along 3 axes and the rotation forces around each, inside the stylus it would have been possible to keep track of the stylus in situations where line-of-sight was broken. But this leads to an inevitable problem - when optical and inertial trackers give conflicting tracking information how does one know which one is reporting correct information, if at all? Also out of concerns for the physical construction of the stylus (described in the next sub-section 3.3.3) the idea of combining optical and inertial tracking was abandoned. The OptiTrack motion capture software created by NaturalPoint was used to register the position and angle of the stylus. Infrared retro-reflective tape was wrapped around 4 marker 43 spheres attached to the stylus. Five Flex 3 motion capture cameras were positioned around the projection area, as shown in Figure 3.11 below: one placed to the left looking between the participant and the wall, and four suspended from the ceiling look down towards the user. Figure 3.11: The arrangement of Flex 3 cameras positioned around the projection area. VRPN, a device-independent networking protocol to track peripherals in VR applications, was used to communicate the tracked data from the OptiTrack system into the Wearable Computer Lab's SAR modules. The points from OptiTrack were originally based around a coordinate system set by the positions of the cameras. These camera space coordinates were transformed to match the projector's coordinate system: the x-axis was transformed along the length of the projection, the y-axis was transformed along the height of the projection, and the z-axis was transformed so that it emerged outwards from the wall perpendicular towards the participant. The scale of the coordinates changed to match the size of the projection plane, with the origin (0, 0, 0) set to be the bottom left-hand corner of the wall. Figure 3.12: The final coordinate system of both projectors and the camera space 44 3.3.3. Stylus It was determined that a stylus was the optimal way to interact with the system in the pointing and steering task studies. A stylus is already used as an input device in SAR systems. It is a useful replacement for a brush in drawing tasks: a stylus is in many ways a simplification of a brush. A stylus was created for the pointing and steering task studies. As stated before in the 3.3.2. Tracking section, it was originally intended that the stylus would make use of both optical tracking through infrared retro-reflective markers mounted onto it, and inertial tracking through an embedded electronic 6 degree-of-freedom gyroscope - accelerometer. Whilst being able to correctly determine the position of the stylus when the inertial and optical tracking were providing conflicting accounts was one concern that ultimately led to the abandonment of this idea, the resulting size that such a stylus would have was another serious concern. The stylus had to be small enough to be held in any participant's hands, whilst at the same time large enough to carry a microcontroller and accelerometer. This would have resulted in a narrow stylus with a large and overweighted protrusion to housing electronics at the rear. The 3D printer which would ultimately create the stylus can only print in a volume 250 × 250 × 250mm. Initial trials of combining two pieces of 3D printed objects together resulted in breaks when held roughly. It could not be ensured that trial participants would be gentle with the stylus. With all these concerns the stylus was simplified to only use optical tracking and was designed to be less than 250mm long. Figure 3.13: The final stylus used in the trial 45 The main part of the stylus was created 15mm in diameter and 200mm in length. The tip extended 18mm and ended in a 3mm rounded cap. Four 14mm spheres were attached at length from the body of the stylus: one directly from the rear, two at different lengths at 90º from each other near the back, and one a short distance from the centre. The four spheres were covered in infrared retro-reflective tape to work with the OptiTrack system. The four spheres were printed as part of the stylus, and not attached afterwards, to provide additional rigidity. 3.3.4. Mahl-Stick There is not set form, size or length a mahl-stick can take; some mahl-sticks can range from the short to over 4 metres in length. They are usually made of wood though aluminium or any other rigid and relatively light material can be used. They are often rounded in cross-section so as to not cause discomfort as the user rests their wrist on a hard edge, though rectangular and square mahl-sticks exist. Sometimes one end is capped in a protrusion or stopper of some form, and this end can be wrapped in a cloth or chamois to protect the surface its resting on or decrease the chance of slippage. Without a standard form or size, for the purposes of this study a round 20mm diameter pine mahl-stick 1200mm long was created. This was chosen as it is a length that would suit most anybody drawing within a 300 × 300mm area, is lightweight and was affordable. One end was capped in a 50mm diameter sphere, which was 3D printed, so as to not damage the wall with a sharp edge of the wood. In turn this was wrapped in a piece of cloth to increase grip with the wall. Figure 3.14: The mahl-stick used in the user studies 46 4. ANALYSIS 19 participants took part in the combined pointing task and steering task user study, with participants drawn from the Mawson Lakes campus of the University of South Australia and the general public. The combined study took approximately 30 minutes to complete. After completing both the pointing and steering task studies, participants were asked to answer a questionnaire regarding their opinions of the results. The pointing task and steering task studies were ran one after another. It was randomly determined which study the participants started with. It was also randomly determined whether they would start with using the mahl-stick or not. After completing each block of 5 tasks, a 5 second interval would occur where the stick was swapped in or out. After the first four blocks were complete, users were given some time to rest if they needed before starting the other study. After the first participant was ran, changes were made to both the pointing and steering task study. The radius of the circles was increased from 7.5mm to 12mm and the width of the tunnels were made as wide as the new circles. This was done because the initial tunnel width, 15mm, was too narrow for members of the general public to complete. Moving the stylus outside of the tunnel resulted in an error, and the error rate in the first steering study ran around 90%. After the size of the elements was increased, no further alterations were made to the study. Only the results from the remaining 18 participants were analysed. The research question was to: ...evaluate the effect that a mahl-stick has when performing simple pointing and steering tasks in Spatial Augmented Reality applications when using a stylus. As part of this two sub-questions were asked: To compare how novice and experienced users compare with the use of a mahl-stick in pointing and steering tasks, and; what learning effect is observable in using a mahl-stick. 47 Participants were between the ages of 24 and 48. 16 were male and 3 were female. All participants were right-handed. Only one participant (19) had used a mahl-stick prior to the commencement of the study. As I was unable to get more participants that had used a mahlstick prior to the study, I was unable to obtain enough data to answer the first sub-question. Over the course of the user study, from observation of the participants and conversation with them, it became clear that fatigue had a large effect on the performance of pointing and steering tasks. However as fatigue was not asked about in the survey, the participants themselves did not write down the level of fatigue they felt they experienced. The analysis of results is broken into 3 parts: the analysis of the pointing task study results in section 4.1, the analysis of the steering task study in section 4.2, and an analysis of the surveys in section 4.3. 48 4.1. Pointing Task User Study I hypothesised that a mahl-stick could offer no real improvement to accuracy in performing pointing tasks, and that it would reduce arm fatigue at the cost of making the pointing tasks slower to perform. The data recorded for the pointing task study was: the participant number, the block number, whether the mahl-stick was used or not, the origin point for each task, the destination point for each task, the time taken to complete each task, and the distance from the centre of the destination point. The origin and destination points allows one to determine the length of each path from origin to destination, and the direction in which the travel occurred. The distance from the centre of the destination target provides an indication of the accuracy of the pointing tasks; the greater it is the less precise they were in selecting the target. The data for the results is tabled in terms of time in milliseconds, distance from the centre of the destination point in millimetres, and the total speed for which the task was completed (calculated from the length of the path for each task divided by the time taken to complete) measured in millimetres per millisecond, or metres per second. All results were trimmed to be within 3 standard deviations of the mean, as per the standard practice in Computer Science. 49 Time to Complete Tasks (ms) 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 ALL 1st Block With Mahl-stick Without Mahl-stick Mean ( ) SD (σ) Mean ( ) SD (σ) 1428.286 331.598 1084.324 309.115 844.382 261.594 776.735 212.854 1443.543 499.571 1161.706 486.100 889.829 172.797 793.600 103.469 928.303 1413.740 816.576 235.357 1130.629 232.734 1037.588 584.103 1068.714 242.178 884.152 281.442 713.265 215.157 696.515 246.127 824.559 170.685 886.235 568.080 780.971 200.275 861.114 260.098 896.257 227.646 916.735 565.147 854.618 211.826 783.794 189.721 1025.471 248.511 952.235 404.607 1349.559 596.214 994.382 363.534 1049.971 349.480 817.029 102.768 1531.618 941.112 892.471 182.214 737.371 166.772 683.677 161.239 821.441 152.457 970.857 120.255 1066.551 581.164 916.840 362.186 2nd Block With Mahl-stick Without Mahl-stick Mean ( ) SD (σ) Mean ( ) SD (σ) 1292.088 281.678 944.441 222.654 764.941 151.030 711.914 82.224 1182.971 243.467 984.352 327.205 802.257 103.268 716.486 65.7407 859.177 245.852 779.212 147.100 1067.500 334.131 1076.714 149.868 913.485 548.814 790.265 176.229 654.500 197.592 646.353 102.163 909.618 402.890 771.177 182.635 863.735 277.758 826.823 329.517 968.571 397.417 686.765 196.434 728.486 444.450 919.879 105.824 1003.118 240.338 846.294 153.696 1166.441 340.281 765.559 192.237 937.697 159.293 823.229 118.821 1341.086 376.428 1007.000 208.529 648.412 112.07 707.114 606.433 759.457 121.189 760.257 142.588 976.975 354.604 826.130 256.806 Distance from Centre of Pointing Target (mm) 1st Block With Mahl-stick Without Mahl-stick Mean ( ) SD (σ) Mean ( ) SD (σ) 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 ALL 4.457 8.206 8.486 6.286 7.818 6.857 6.343 10.382 8.647 9.382 9.343 8.618 8.441 9.676 8.059 8.029 9.571 8.382 8.119 3.475 4.482 4.736 4.322 4.426 4.074 3.531 4.467 4.125 4.979 4.556 4.996 5.121 4.371 5.396 5.621 4.698 4.230 4.720 3.588 7.353 8.824 5.800 7.424 5.118 6.848 7.121 7.559 7.457 11.471 7.294 7.176 7.676 8.206 7.618 8.147 6.743 7.314 2.289 4.132 5.035 2.743 4.341 3.311 3.733 4.759 3.615 3.921 3.936 4.253 4.530 3.936 4.444 4.649 4.178 3.791 4.320 50 2nd Block With Mahl-stick Without Mahl-stick Mean ( ) SD (σ) Mean ( ) SD (σ) 3.882 10.412 9.171 5.286 9.088 8.824 8.212 10.029 7.294 7.324 10.543 7.200 7.853 8.176 8.152 9.514 8.853 6.543 8.243 2.904 4.736 5.079 3.553 4.943 4.965 4.378 4.649 4.120 3.956 4.931 4.549 4.740 4.232 4.684 5.299 5.057 3.868 4.776 4.324 8.343 10.265 7.686 8.485 5.143 5.265 7.118 5.618 6.765 8.529 8.061 9.029 9.794 6.486 6.529 10.114 8.143 7.414 2.529 4.665 4.937 3.279 3.909 3.549 2.944 4.098 3.369 3.483 4.619 3.917 5.042 4.821 3.899 4.473 4.741 4.532 4.367 Overall Speed to Complete Tasks (ms-1) 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 ALL 1st Block With Mahl-stick Without Mahl-stick Mean ( ) SD (σ) Mean ( ) SD (σ) 0.139 0.043 0.181 0.063 0.242 0.081 0.260 0.083 0.148 0.048 0.160 0.047 0.229 0.066 0.251 0.069 0.212 0.082 0.240 0.077 0.177 0.050 0.192 0.063 0.183 0.059 0.223 0.065 0.271 0.086 0.289 0.102 0.218 0.061 0.256 0.105 0.243 0.080 0.244 0.075 0.219 0.061 0.245 0.104 0.240 0.065 0.247 0.069 0.207 0.052 0.219 0.077 0.153 0.052 0.197 0.064 0.184 0.066 0.254 0.084 0.137 0.050 0.227 0.079 0.266 0.082 0.273 0.089 0.250 0.076 0.253 0.087 0.204 0.077 0.231 0.085 2nd Block With Mahl-stick Without Mahl-stick Mean ( ) SD (σ) Mean ( ) SD (σ) 0.143 0.040 0.216 0.069 0.246 0.071 0.276 0.086 0.168 0.054 0.204 0.058 0.224 0.057 0.257 0.089 0.236 0.072 0.265 0.081 0.186 0.059 0.193 0.068 0.211 0.067 0.250 0.086 0.295 0.090 0.305 0.097 0.224 0.078 0.266 0.080 0.241 0.077 0.254 0.096 0.207 0.085 0.295 0.088 0.260 0.072 0.217 0.079 0.207 0.064 0.223 0.074 0.159 0.036 0.257 0.088 0.215 0.064 0.244 0.080 0.152 0.047 0.185 0.057 0.291 0.087 0.286 0.104 0.248 0.075 0.265 0.084 0.212 0.078 0.248 0.087 Overall participants tended to become faster across the two blocks, both with and without the stick. Performance was greater without the use of the mahl-stick than with it. There was not a significant difference in the accuracy of pointing tasks. A repeated measures ANOVA was performed on the Time to Complete Tasks, the Distance from the Centre of Pointing Target, and the Overall Speed to Complete Tasks. No results of significance were detected (p > 0.05), and no learning effect was observed in using the mahl-stick. Below the Index of Difficulty for the four possible line lengths are calculated, using the formulae of the Shannon IDS, Welford IDW, and Yang & Xu's IDYX formulations. The size of the targets did not change from 24mm, only the distance between targets varied. HV1 and HV2 are paths that existed either vertically or horizontally, one or two targets away respectively. D1 and D2 are diagonal paths at 45º, one or targets away respectively as well. The length L of the lines are given in millimetres. HV1 HV2 D1 D2 L 135 270 190.918 381.838 IDS 2.728 3.615 3.163 4.080 IDW 2.615 3.555 3.080 4.036 51 IDYX 1.392 2.087 1.721 2.484 4.2. Steering Task User Study My hypothesis for this user study was that the mahl-stick will offer an improvement to the accuracy of simple drawing tasks at the expense of speed. In painting and signwriting the mahl-stick offers advantages by supporting the painter's brush hand to make precise and even strokes, though it is noticeably slower than drawing freehand. These benefits should translate to a mixed reality drawing context substituting a stylus for the brush. The data recorded for the pointing task study was: the participant number, the block number, whether the mahl-stick was used or not, the origin point for each task, the destination point for each task, the time taken to complete each task, the length of the line drawn, measured in line segments every 20ms, and whether the task ended in error or not. As with the pointing task study, the origin and destination points allows the length of the ideal path and the direction to be calculated. The length of the line drawn was useful for calculating the accuracy of the line drawn. The shorter the line drawn the more accurate it had to be, and likewise the longer the line the less accurate. The data for the results is tabled in terms of time in milliseconds, distance from the centre of the destination point in millimetres, and the total speed for which the task was completed (calculated from the length of the path for each task divided by the time taken to complete) measured in millimetres per millisecond, or metres per second. All results were trimmed to be within 3 standard deviations of the mean, as per the standard practice in Computer Science. Due to occlusions in the tracking system, not all errors were caused by users leaving the bounds of the tunnel. If the user held or moved the stylus in such a way as to occlude one of the markers, the OptiTrack software lost track of the real-world position of the stylus and assumed it was elsewhere. If this occurred whilst drawing a line, the user study module would obtain the data and assume the stylus had left the bounds of the 52 tunnel, recording an error. Because it was impossible to state with certainty which errors were user-caused and which weren't, all errors were removed from the analysis of results. Time to Complete Tasks (ms) 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 ALL 1st Block With Mahl-stick Without Mahl-stick Mean ( ) SD (σ) Mean ( ) SD (σ) 1302.739 275.838 1150.371 317.176 901.344 156.170 758.645 120.059 1581.833 353.802 1448.615 335.487 1496.576 436.753 1221.091 377.507 1320.645 319.513 800.879 143.357 1713.259 564.150 1423.452 356.833 1528.435 548.967 1072.000 403.191 883.276 176.258 724.097 109.245 1187.040 208.816 1177.412 260.919 753.960 164.355 754.241 89.724 1665.929 532.312 844.136 136.248 833.424 101.723 786.786 99.886 1565.567 344.554 1317.629 271.847 1333.462 270.804 1102.885 234.449 2904.045 765.364 1165.857 339.598 3430.294 1673.309 1560.759 380.863 868.903 139.350 774.382 100.224 2524.656 729.694 1143.697 433.485 1497.259 859.701 1073.397 381.451 2nd Block With Mahl-stick Without Mahl-stick Mean ( ) SD (σ) Mean ( ) SD (σ) 1770.364 613.084 1221.030 382.410 830.667 133.231 913.394 112.230 1478.400 341.619 1215.231 308.111 1378.571 322.489 1074.559 298.623 1057.280 325.454 879.231 189.237 1284.030 328.239 1461.250 239.264 1571.583 420.711 1161.742 237.122 773.267 151.285 794.065 136.249 1332.368 327.546 1143.897 338.943 825.607 306.884 824.963 102.471 1207.935 409.317 791.419 168.784 871.800 126.742 764.533 101.025 1022.656 307.092 1461.240 129.986 1465.281 256.199 1055.000 262.240 1336.273 939.710 916.333 122.821 3547.136 1153.255 1441.517 610.513 749.417 154.898 886.433 84.411 1219.824 211.054 956.788 237.469 1338.072 707.945 1026.209 334.117 Length of Line Drawn (mm) 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 ALL 1st Block With Mahl-stick Without Mahl-stick Mean ( ) SD (σ) Mean ( ) SD (σ) 1.232 0.150 1.202 0.078 1.226 0.099 1.239 0.111 1.288 0.192 1.241 0.135 1.246 0.109 1.374 0.185 1.368 0.284 1.242 0.092 1.243 0.140 1.311 0.188 1.452 0.293 1.343 0.204 1.250 0.116 1.226 0.097 1.265 0.112 1.208 0.131 1.211 0.097 1.217 0.114 1.350 0.202 1.263 0.100 1.238 0.147 1.314 0.185 1.254 0.179 1.278 0.141 1.336 0.155 1.345 0.180 1.938 0.714 1.220 0.124 1.772 0.508 1.328 0.249 1.284 0.238 1.261 0.175 1.587 0.427 1.226 0.146 1.348 0.319 1.268 0.158 53 2nd Block With Mahl-stick Without Mahl-stick Mean ( ) SD (σ) Mean ( ) SD (σ) 1.286 0.203 1.233 0.125 1.199 0.141 1.221 0.111 1.445 0.224 1.338 0.353 1.353 0.150 1.249 0.121 1.307 0.197 1.281 0.146 1.189 0.069 1.226 0.081 1.231 0.129 1.245 0.104 1.267 0.169 1.179 0.092 1.259 0.154 1.206 0.098 1.275 0.160 1.216 0.111 1.232 0.118 1.285 0.166 1.246 0.186 1.213 0.097 1.238 0.162 1.288 0.114 1.379 0.228 1.299 0.204 1.273 0.527 1.260 0.110 1.844 0.397 1.361 0.231 1.302 0.134 1.280 0.230 1.253 0.169 1.219 0.132 1.310 0.253 1.248 0.161 Speed to Complete Tasks (ms-1) 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 ALL 1st Block With Mahl-stick Without Mahl-stick Mean ( ) SD (σ) Mean ( ) SD (σ) 0.146 0.029 0.174 0.036 0.232 0.064 0.242 0.061 0.116 0.021 0.147 0.036 0.137 0.031 0.186 0.034 0.164 0.034 0.260 0.064 0.134 0.030 0.148 0.035 0.166 0.035 0.216 0.050 0.230 0.048 0.274 0.066 0.153 0.032 0.169 0.041 0.241 0.059 0.256 0.055 0.130 0.027 0.225 0.047 0.229 0.058 0.242 0.060 0.136 0.031 0.172 0.038 0.163 0.028 0.181 0.036 0.127 0.035 0.181 0.033 0.078 0.025 0.148 0.040 0.245 0.060 0.270 0.064 0.113 0.040 0.196 0.066 0.168 0.064 0.206 0.066 2nd Block With Mahl-stick Without Mahl-stick Mean ( ) SD (σ) Mean ( ) SD (σ) 0.124 0.028 0.168 0.030 0.259 0.049 0.221 0.065 0.153 0.042 0.165 0.026 0.161 0.032 0.187 0.035 0.191 0.035 0.224 0.047 0.174 0.024 0.129 0.032 0.133 0.026 0.161 0.030 0.259 0.060 0.254 0.057 0.162 0.025 0.181 0.039 0.240 0.069 0.269 0.071 0.186 0.031 0.260 0.054 0.229 0.052 0.253 0.061 0.194 0.030 0.144 0.049 0.151 0.028 0.191 0.034 0.164 0.050 0.202 0.046 0.081 0.022 0.148 0.028 0.296 0.061 0.248 0.059 0.170 0.039 0.236 0.057 0.178 0.062 0.211 0.063 As with the pointing task, participants tended to become faster across the two blocks, both with and without the stick. As with the pointing task study, performance was greater without the use of the mahl-stick than with it. A repeated measures ANOVA was performed on the Time to Complete Tasks, the Distance from the Centre of Pointing Target, and the Overall Speed to Complete Tasks. No results of significance were detected (p > 0.05), and again no learning effect was observed in using the mahl-stick. Below the Index of Difficulty for the four possible line lengths are calculated, using Accot & Zhai's formulation IDAZ. Given that the path widths were constant the entire length and entirely straight, there was no benefit to be gained by using other formulations. The size of the targets did not change from 24mm, only the distance between targets varied. HV1 and HV2 are paths that existed either vertically or horizontally, one or two targets away respectively. D1 and D2 are diagonal paths at 45º, one or targets away respectively as well. The length L of the lines are given in millimetres. HV1 HV2 D1 D2 L 135 270 190.918 381.838 IDAR 5.625 11.250 7.955 15.910 54 4.3. Qualitative Results In evaluating the use of a mahl-stick in performing pointing and steering tasks, qualitative information from participants was gathered regarding their opinions on how mahl-sticks affected performance. This data was obtained in two ways. Whilst the participants were performing the tasks, Information of their fatigue, how they used the mahl-stick, and which hand they held the stylus with were also recorded. This information is explored in sub-section 4.3.1. After completing both the pointing and steering tasks, participants were asked fill out a questionnaire asking for some defining information, their past experience with a mahl-stick, and their opinions and preference as to the performance of the mahl-stick in pointing and steering tasks. The questionnaires are analysed in sub-section 4.3.2. 4.3.1. Observations of Participants Participants were observed on how they used the stick to complete the pointing and steering tasks, and how fatigued they were by completion. This information is tabled below. Fatigue is measured in three categories: Low Fatigue, Some Fatigue, and High Fatigue. Some participants stated they did not have issue with fatigue in performing the study, and these people are listed under Low Fatigue. On the other hand, some participants said they had a lot of fatigue in performing the pointing and steering tasks and are listed under High Fatigue. Some Fatigue is a category for those in between. It's possible that some of those listed as Low Fatigue should be listed higher due to understatement by participants. 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Pointing Technique Steering Technique Fatigue Pickup at start; changed to Slide Pickup Pickup Slide Slide Slide Slide Pivot Slide Slide Slide Slide and Pivot Pickup and Slide Pivot Pickup Pivot Pivot Slide and Pivot Slide Slide Pickup Pivot Slide Slide Slide Pivot Slide Slide Slide and Pivot Slide and Pivot Pickup and Slide Pivot Ruler to start; changed to Pickup Pivot Pivot Slide and Pivot High Fatigue Some Fatigue Low Fatigue Low Fatigue Some Fatigue Some Fatigue Low Fatigue Low Fatigue Some Fatigue High Fatigue Low Fatigue Low Fatigue High Fatigue Some Fatigue High Fatigue Some Fatigue Low Fatigue Low Fatigue 55 Participants used the mahl-stick in different ways. Pickup refers to the motion of taking the mahl-stick away from the wall for every task and moving it into position. Slide is when the hand rested on the mahl-stick in an unmoving position, and the stick and hand slid across the surface of the wall. Pivot is when the end of the mahl-stick was held in place, and the stick was rotated and the hand slid across it to complete the tasks. Slide and Pivot refers to a fluid motion of both sliding the mahl-stick across the surface of the wall whilst also rotating it to affect the reach of the height. Pickup and Slide refers to the motion of picking up the mahlstick to get to the start of the task, and then sliding into position to complete it. One participant started by using the mahl-stick as a ruler and not a support for the hand. Only two participants changed the way they used the stick in the middle of either of the studies: number 2 changed from a Pickup technique to a Slide technique during the pointing task study, and number 16 changed from the very slow and fatiguing Ruler technique to a Pickup technique during the steering tasks. Some participants used a different technique for each of the studies. Number 3 changed from a Pickup technique when pointing to a Slide technique when steering; number 5 changed from Pivot when steering to Slide when pointing; number 12 changed from Slide and Pivot when steering to Slide when pointing. Pickup is a slow and fatiguing way to use the mahl-stick. Of those to use the stick in this manner, three stated they had a lot of fatigue (3, 14, 16: High Fatigue), one stated they were getting fatigued after the first study was completed (3: Some Fatigue), and one reported suffering no arm fatigue at all (4: Low Fatigue). The only other participant that reported being very sore after completing the studies used the Slide technique, but stated they get very sore writing on a whiteboard and avoided do so where possible. 56 4.3.2. Questionnaire Results After completing both the pointing and steering tasks, participants were asked to complete a questionnaire asking their age; gender; past experience with mahl-sticks; how easy, accurate and fast they thought it was to complete both tasks with and without the mahl-stick; and their preference for using the mahl-stick to complete tasks. Past experience was given the options: I have never used one before (N) I have some past experience (Y-) I use one regularly (Y+) How easy, accurate and fast they felt it was to complete the tasks was rated on a nominal scale 1 to 5 with 1 marked as difficult, inaccurate and slow, and 5 marked as easy, accurate and fast. The preference for using a mahl-stick for the tasks was rated on a nominal scale 1 to 5 with 1 marked with and 5 marked without. Gender Have Used Mahl-stick Prior Ease - Pointing Without Ease - Pointing With Ease - Steering Without Ease - Steering With Accuracy - Pointing Without Accuracy - Pointing With Accuracy - Steering Without Accuracy - Steering With Speed - Pointing Without Speed - Pointing With Speed - Steering Without Speed - Steering With Preference - Pointing Tasks Preference - Steering Tasks 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Age Questionnaire Results 29 40 28 28 24 33 33 24 30 27 27 27 40 24 48 25 26 26 M M F M M F M M M M M M M M F M M M N N N N N N N N N N N N N N N N N Y- 5 5 5 5 2 5 3 5 5 4 5 5 5 5 4 5 5 5 3 3 5 4 3 4 3 5 2 5 4 4 4 3 3 2 4 5 3 5 3 5 2 5 5 3 5 4 4 4 5 3 4 4 4 5 4 2 4 4 3 2 3 2 2 4 5 5 4 4 1 2 3 5 5 5 4 5 4 4 5 4 4 4 5 5 4 5 5 5 5 4 4 4 5 5 4 4 5 4 4 4 4 5 4 4 5 5 5 4 3 5 3 5 4 4 5 3 4 5 4 4 4 3 5 4 3 4 4 4 4 5 4 2 3 3 4 4 5 5 4 4 3 4 3 4 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 4 5 5 3 2 3 3 4 4 3 3 2 3 4 4 4 4 4 2 4 4 3 4 4 5 5 4 5 4 5 5 5 4 5 3 5 4 5 5 3 1 3 3 4 2 3 3 2 4 4 4 4 3 2 2 4 4 4 5 3 5 2 5 4 3 3 4 5 4 3 4 5 5 4 3 2 4 2 4 2 5 4 3 3 2 1 2 3 2 4 5 3 1 57 Means of Survey Results Age Ease - Pointing Without Ease - Pointing With Ease - Steering Without Ease - Steering With Accuracy - Pointing Without Accuracy - Pointing With Accuracy - Steering Without Accuracy - Steering With Speed - Pointing Without Speed - Pointing With Speed - Steering Without Speed - Steering With Preference - Pointing Preference - Steering min 24 2 2 2 1 4 4 3 2 4 2 3 1 2 1 max 48 5 5 5 5 5 5 5 5 5 4 5 4 5 5 Mean ( ) 29.944 4.611 3.667 4.056 3.278 4.556 4.389 4.000 3.833 4.944 3.333 4.444 3.056 3.944 2.889 SD (σ) 6.611 0.850 0.970 0.938 1.227 0.511 0.502 0.767 0.786 0.236 0.767 0.705 0.938 0.938 1.231 On average participants thought that the mahl-stick made pointing and steering tasks harder, less accurate and slower. When asked to rate their preference for using the stick for pointing tasks, participants overwhelmingly came out against it. This result was as hypothesised: for pointing tasks alone a mahl-stick can only slow a user down and block their line of sight, and the added stability the stick provides is not effectively utilised. On the other hand after only a relatively short experience with a mahl-stick, participants revealed a preference for using the mahl-stick in steering tasks even though participants thought it slower, inaccurate and more difficult to perform tasks. Fatigue seems to play a large role in this result: the support a mahlstick gives to the user's hand is better utilised when drawing. Participant 8, who rated a preference in steering tasks to not using the stick (rated at 4), offered up in comments that there was less strain on his arm when using the stick. 58 4.4. Summary of Results The focus of this research was to evaluate the effect that a mahl-stick has when performing simple pointing and steering tasks in Spatial Augmented Reality applications when using a stylus. The hypotheses for this were that the mahl-stick would hinder the performance of pointing tasks and would improve accuracy of steering tasks at the expense of the speed they were completed at. A repeated measures ANOVA analysis of both pointing and steering task results did not uncover a significant result (p > 0.05) in either case. What this research did uncover was that fatigue is a large concern in pointing and steering tasks when drawing on vertical surfaces. Even in a relatively short trial of 30 minutes with short breaks between blocks and the opportunity to rest half-way, arm fatigue became an issue for many people in completing these tasks. This research also uncovered that 30 minutes is far too short a time for people to get comfortable in using a mahl-stick. Initial constraints of the steering study had to be relaxed considerably so that members of the general public would be able complete the study without a significant number of errors; however by increasing the size of both the targets and the tunnels the overall quality of data the level of accuracy required to complete the study was reduced considerably, which would have affected the results obtained. I had two sub-questions in relation to the research question of this thesis: How do novice and experienced users compare with the use of a mahl-stick in performing pointing and steering tasks. What learning effect is observable in using a mahl-stick. Unfortunately I was only able to get one participant who had used a mahl-stick before. As such there is not enough information to answer the first sub-question. The repeated measures ANOVA analysis of both pointing and steering data did not reveal a significant learning effect in the use of mahl-stick. 59 5. CONCLUSION Spatial Augmented Reality (SAR) is a form of mixed reality in which computer-generated imagery is projected directly onto real-world objects in real time, with the goal of being interactive and to combine real and virtual objects together. As new SAR applications are created, new input methods need to be devised to interact with them. This research was an investigation into how a mahl-stick, a centuries-old painter's and signwriter's support for the brush hand, could be used to perform pointing and steering tasks within a SAR system. Pointing, or selection, tasks have become a ubiquitous selection method within computer systems. Steering, or drawing, is a fundamental part of the creative process. 5.1. Pointing Tasks Pointing tasks are ubiquitous in most modern computer systems. Tapping virtual buttons on a smart phone and mouse clicking are two common pointing tasks people perform daily. A user study was conducted in which a stylus was used to tap highlighted targets on a wall in front the user to evaluate the performance of pointing tasks. Participants were asked to tap the point of the stylus on the wall of highlighted targets as quickly and accurately as they could. This was repeated twice with a mahl-stick and twice without. The time taken to reach each target and the ultimate distance from the target was recorded. A repeated measures ANOVA analysis was performed on the results. No significant learning effect was discovered (p > 0.05). I hypothesised that the mahl-stick offers few advantages in performing pointing tasks. A mahl-stick supports a painter to make precise brush strokes. A pointing task does not require accuracy over the length of travel. As such a pointing task would not leverage the stability a mahl-stick provides, and that the stick itself could restrict the field of vision of the user. Participant response confirmed this; they though the mahl-stick made pointing tasks harder, slower and less accurate, and overwhelmingly preferred not to use a mahl-stick for such tasks. 60 5.2. Steering Tasks Steering tasks are commonly performed in both computer systems and in the real world. Lines are drawn extensively in creative expression and to communicate information efficiently. A user study was conducted simultaneously with the pointing task study to evaluate the effect that a mahl-stick has in performing simple straight-line steering tasks. Participants were asked to draw lines as quickly and accurately as they could along a projected path between specified projected points on a wall. The time taken to reach the end target and the total length of the line were recorded, as well as whether or not they did so without leaving the path. As with the pointing task, a repeated measures ANOVA analysis was performed and no significant learning effect was discovered (p > 0.05). I hypothesised that lines drawn with a mahl-stick would be more accurate but slower than those drawn without one. This was not observed in the final data. The length of time the study was run under was insufficient for people to obtain enough practice with the mahl-stick to perform steering tasks quickly and accurately. However participant response to the mahl-stick, even with such limited exposure, was more positive in performing steering tasks with it than without. This confirms that a mahl-stick is useful tool for people to perform steering tasks in SAR applications in even simple applications. 5.3. Future Directions & Final Comments This dissertation focused on researching the effectiveness of mahl-sticks in simple, smallscale pointing and steering tasks. Mahl-sticks are awkward to use at first and it takes time to get comfortable enough to use them properly. Unfortunately only one person who had used a mahl-stick before participated in the user studies. Without adequate practitioners, the results obtained cannot be reflective of mahl-sticks effect in performing these tasks. Future studies of mahl-sticks should focus on training users in their use for some time to obtain more accurate results, or run participants already familiar with their use. It takes time to get competent using a mahl-stick, and the lack of current participant experience with them led to insignificant results. Participants could be trained in the use of a mahl-stick by having them draw lines, both straight and curved, with the assistance of the mahl-stick. Repeated 61 practice, perhaps two or more hours, would give participants a far greater level of competence in the use of the stick before starting user studies of these forms. It would also allow the accuracy required in the tasks to be increased, which would provide a more noted and appreciable comparison between using and not using a mahl-stick. This research was focused on short, straight-line distances between evenly spaced targets. In the future it could be increased in scale, and made to incorporate curved lines as well. The steering tasks tested could also be made more practical and less theoretical in future studies by comparing how participants fare in drawing letters and simple shapes with and without a mahl-stick would offer insight into drawing tasks. Future studies could also analyse how the physical form of the mahl-stick affects pointing and steering tasks. All participants used the same mahl-stick during the user studies conducted as part of this research. It would be interesting to learn how different lengths, thicknesses, and capping on the rested end influence how well certain tasks can be completed. If significant differences in performance, or in peoples' preferences, were discovered it could lead to the development of a retractable mahl-stick whose length can be adjusted to suit specific tasks. This research has however revealed that fatigue has an influence on task performance and it takes only a short time before it affects users in a negative fashion. 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