Rapid advances in digital technologies for interaction and visualisation
offer the potential to bring the active, exploratory, manipulative
and expressive ways in which we work with real materials, using
our hands and tools, into the digital realm. Haptic (touch and
force-feedback) devices can provide a sensation of touch and physical
properties when interacting with virtual models. Physical devices
can be linked to virtual models to allow direct manipulation,
and gesture interfaces enable more naturalistic interaction. A
variety of techniques exist which allow a user to 'see' a virtual
model in three dimensions, and methods of displaying virtual 3D
models in true physical space are increasingly viable. New modelling
systems are being developed which allow designers to use their
existing skills while working in the virtual environment. The
potential of such technologies to allow a less constrained, more
naturalistic interaction with virtual models has increased the
drive towards computer support for the whole design process, in
particular for conceptual design.
This guide provides a brief introduction to some of the technologies
and principles involved, followed by selected examples to illustrate
ways in which these technologies are being, or could be, integrated
into the working processes of artists and designers.
Haptic interaction
Haptic devices allow users to experience a sensation of touch
and physical properties when they interact with virtual materials.
They exert force in response to a user's action, at the point
of action. They enable active 'two-way' interaction with virtual
objects, where action and perception are brought together. The
devices described below can be used not only to interact intuitively
with virtual models, but also to interact with such models in
3D space, allowing hand and eye to work together on the model.
The PHANTOMTM
from SensAble Technologies is a desktop haptic feedback device
which provides single point, 3D force-feedback to the user via
a stylus (or thimble) attached to a moveable arm. The position
of the stylus point/fingertip is tracked, and resistive force
is applied to it when the device comes into 'contact' with the
virtual model, providing accurate, ground-referenced force feedback.
The physical working space is determined by the extent of the
arm, and a number of models are available to suit different user
requirements.
The illustration shows the PHANTOM Desktop being used to work
with a three-dimensional model of a molecule.
Further information can be obtained from http://www.sensable.com/haptics/products/phantom.html
Immersion 3D Interaction (formerly Virtual Technologies, Inc.)
produce a family of products based around their CyberGlove®,
a tethered, instrumented glove that can sense the position and
movement of the fingers and wrist. With the appropriate software,
it can be used to interact with systems using hand gestures, and
when combined with a tracking device to determine the hand's position
in space, it can be used to manipulate virtual objects. The CyberTouchTM
option provides a sense of tactile feedback through the addition
of vibrotactile stimulators to the palm and fingers of the CyberGlove.
These produce a buzzing vibration when the wearer comes into 'contact'
with the virtual object. While not true tactile feedback, it can
give the perception of touching an object.
The CyberGrasp
TM is a full hand force-feedback
exoskeletal device, which is worn over the CyberGlove. When the
wearer makes contact with a virtual object, resistive force is
exerted on the fingers through a series of 'tendons' controlled
by actuators, allowing them to 'feel' the object. This force is
hand-referenced: it can prevent the user from crushing a virtual
object in their hand, but it cannot prevent them pushing through
a wall, or allow them to feel weight, for example. This can be
achieved through the CyberForce®, a moveable, force-feedback
'arm' on a fixed base which, when used with the GyberGrasp, provides
the hard and arm with force-feedback relative to the ground.
Further information can be obtained from http://www.immersion.com/products/3d/interaction/overview.shtml
Another method of achieving direct manipulation of virtual objects
is to couple them with physical devices or objects. Although such
devices, or 'props', do not give haptic feedback to the user,
they enable tangible interaction, often with both hands, taking
advantage of our existing skills and experience in manipulating
objects. A well-designed prop has a physical form which gives
cues to the way it works, making it more intuitive and easier
to learn than traditional techniques for manipulating virtual
objects.
The CubicMouseTM,
initially developed at GMD (the German National Research Centre
for Information Technology) and now supplied by Fakespace Systems,
is a hand-held cube with three rods running through its centre,
one along each of the x, y, and z axes (Kruijff 2000). The cube
is mapped to the position and orientation of the virtual environment,
and the rods to the co-ordinate system of an object within that
environment. Rotating a rod rotates the object around its corresponding
axis, while pulling or pushing a rod through the cube will move
the object along that plane within the environment.
Further information can be obtained from http://www.fakespacesystems.com/worktools.htm
Integrating advanced technologies for interaction and visualisation
Integrating advanced technologies for interaction and visualisation
combines the benefits of more natural ways of working, with moving
the three-dimensional virtual model into the user's physical workspace,
allowing hand and eye to work together with the model. Many of
the examples in this guide use this approach.
A variety of techniques exist which allow a user to 'see' a virtual
model in three dimensions. These range from fully-immersive stereoscopic
systems, where images for each eye are displayed on goggles worn
by the user, 'immersing' them in the virtual environment, to volumetric
and holographic systems, where the model is displayed in true
3D space, allowing the user to work in the physical environment.
Currently, some of the most common systems are based on semi-immersive
stereoscopic displays. In semi-immersive systems, a stereo pair
of images is projected onto a display, and viewed through glasses
which restrict each eye to receiving a single image, producing
the illusion of seeing a three-dimensional image. Unlike immersive
systems, objects in the physical environment can still be seen,
allowing the hand to interact with the virtual model, for example.
Such system range from the size of small rooms, where walls, floor
and ceiling can all be used as display surfaces, to small, desktop
displays.
Commercially-available systems based on integrated visualisation
and interaction are now reaching the desktop: Reachin Technologies'
Reachin
Display combines a stereoscopic display, a haptic device,
and a positioning device, allowing eye and hand to be co-located
with the three-dimensional virtual model. Different configurations
are available to suit a variety of applications.
Building applications which combine haptics and advanced visualisation
presents a major challenge. To create an environment that appears
convincing to the user the haptics, graphics (and often audio)
hardware and software must work together seamlessly, virtual objects
must behave credibly, and interaction must take place in real
time. It is a complex process requiring expert programming to
integrate the many components, simulate properties and behaviours,
and satisfy the real-time constraints.
 |
Reachin Technologies address this challenge with Reachin API,
their application programming interface. It handles these complex
low-level activities (including the ability to quickly
integrate new devices), freeing developers to focus on the application.
Virtual objects, along with their properties, behaviours and relationships,
are defined and managed through a modular interface. This enables
multi-sensory applications to be developed more quickly,
more reliably, and at lower cost, making them more accessible
to a wide variety of application areas.
Further information can be obtained from http://www.reachin.se/
Software modelling to support interaction and visualisation
Haptic devices and 3D displays are of little value without software
to model the 'physical' properties of the virtual material and
its response to interaction, both haptically and visually: when
you press a springy material, for example, you expect to feel
it 'give', and see it deform. This is a growing research area
where much development is required.
One example of such work is by Doug James at the University of
British Columbia, who is researching techniques in Linear
Elastic Modelling which allow people to interact in real time
with simulations of elastic or 'springy' materials. The virtual
material responds haptically and visually to the user's touch,
providing an engaging experience. The example shown illustrates
a PHANTOM being used to interact with elastic models.
For further information, and to view additional movies of James'
work, see http://www.cs.ubc.ca/~djames/deformable/index.html
Advanced digital technologies in art and design
The examples below illustrate a range of approaches being taken
to harness the potential benefits that can arise from combining
the capabilities of computer systems with the traditional skills
and working methods of artists and designers.
The selected examples are by no means exhaustive, however they
illustrate a variety of ways in which the types of hardware and
software described above are being used. They include new ways
of creating virtual models as an alternative to the precise, geometric
techniques currently provided. Expressive, intuitive, playful
and quick methods are sought, particularly for the early stages
of design. While not all the examples involve true haptic manipulation,
all place strong emphasis on using the hands, and direct modelling.
MIT's Spatial
Imaging Group combined computer-generated holographic video
and a haptic device to explore naturalistic, real time interaction
with a fully three-dimensional image (Plesniak and Pappu 1998).
A PHANTOM with a stylus interface was used with holographic video
of a cylinder in a 'lathe' scenario. The user has the sensation
of feeling the cylinder spinning beneath their touch, and when
they apply sufficient force, the cylinder surface deforms in response.
Further information can be obtained from http://www.media.mit.edu/groups/spi/HHlathe.htm
Research at the Digital
Design Studio (DDS), Glasgow School of Art, focuses on a human
centred approach to advanced digital 3D modelling, visualisation,
interaction and virtual prototyping. The DDS, in conjunction with
DERA (the UK Defence Evaluation and Research Agency) and the Ford
Motor Company, are developing a 3D workstation which integrates
an advanced 3D display with gestural, haptic and audio technologies
(Anderson and Slinger 2000). A Fakespace Immersive Workbench is
being used as a testbed to develop new 3D interfaces, and for
integrating haptic and 3D audio hardware and software. An Evaluation
Tool for the Automotive Industry is being developed as a demonstration
application.
Researchers at Alias|Wavefront and the University of Toronto
are exploring new interaction techniques around ShapeTapeTM,
a sensored strip that can measure its own bend and twist (Balakrishnan
et al 1999). Their prototype system uses ShapeTape to control
NURBS* curves in Maya, Alias|Wavefront's 3D modelling and animation
software. The user can directly manipulate virtual curves and
surfaces with both hands, rather than using geometric techniques.
This system explores more intuitive ways of creating and manipulating
'geometry' in a more 'traditional' modelling environment.
A movie demonstrating this system can be downloaded from http://www.measurand.com/videos/SHAPETAPEVideo1min.mpeg
* NURBS: Non-Uniform Rational B-Spline. A type of curve where
control points are manipulated to define the degree of curvature.
Global Haptics are developing the geOrbTM,
a spherical device with sensors distributed over the surface,
which is held in both hands. Pressing on any part of the surface
deforms the virtual model mapped to the device in the direction
of the pressure. Switches on the surface allow the model to be
deformed inwards to or outwards from the centre of the orb, and
the model to be rotated. Switching modes allows the device to
be used to navigate through virtual environments.
The example shown is of a prototype which has now been superseded,
but it demonstrates the interaction between the geOrb and the
virtual model. A CD including more recent videos and a limited
software demo can be obtained from Global Haptics.
For the most recent developments and further information see
http://www.globalhaptics.com/
SensAble Technologies' FreeFormTM
modelling system provides a 'clay sculpting'-based technique for
creating 3D digital models, based around their PHANTOM haptic
device. Users work directly with the "digital clay"
using the PHANTOM stylus as a modelling tool. The hardness and
surface smoothness of the 'clay' can be varied, and different
modelling 'tools' selected. Unlike real clay, you can also work
from the inside out!
To view the many other features offered by FreeForm, and to obtain
further information see http://www.sensable.com/freeform/freeform.html
Surface
Drawing is a system being developed at California Institute
of Technology and Bell Labs to allow artists and others to create
organic and expressive 3D shapes in an intuitive and immediate
manner (Schkolne et al 2001). Using their hand, users sweep out
3D marks or 'strokes' which appear to 'float' in space above the
semi-immersive bench-type display. This system extend the principles
of drawing to 3D space, using repeated strokes to build up surfaces.
A set of physical 'tangible tools' allows the user to manipulate
the 3D drawing: a pair of tongs is used to move the drawing in
space (two pairs can scale the drawing up or down), an eraser
tool allows small portions of the drawing to be removed, and a
'magnet' tool enables small deformations and smoothing of surfaces.
The 3D shape shown, "Spun
Tubule" (artist: tabalip) illustrates the fluid and expressive
ways of working this system enables.
For more information and further examples of work produced using
this system, see http://www.cs.caltech.edu/~ss/sdraw/
References
Anderson, P. & Slinger, C. (2000) Virtual Replaces Physical
- Key Areas of Research Within Replacement Reality. In Virtual
Design and Manufacture- Institute of Mechanical Engineers Seminar
Publication, Bury St.Edmunds: Professional Engineering Publishing,
pp35-48.
Balakrishnan, R., Fitzmaurice, G., Kurtenbach, G. & Singh,
K. (1999) Exploring Interactive Curve and Surface Manipulation
Using a Bend and Twist Sensitive Input Strip. In Proceedings
of the Symposium on Interactive 3D Graphics, New York: Association
for Computing Machinery Press, pp. 111-118.
Kruijff, E. (2000) Exploring complex data visualisations using
the Cubic Mouse. In 3D User Interface Design: fundamental
techniques, theory and practice (Course 36 Notes), SIGGRAPH 2000
Conference, Association for Computing Machinery, New Orleans,
23-28 July.
Plesniak, W. & Pappu, R. (1998) Coincident Display Using
Haptics and Holographic Video. In Conference Proceedings on
Human Factors in Computing Systems (CHI 1998), New York:
Association for Computing Machinery Press and Addison-Wesley Publishing
Co., pp304-311.
Schkolne, S., Pruett, M. & Schröder, P. (2001) Surface
Drawing: Creating Organic 3D Shapes with the Hand and Tangible
Tools. In Proceedings of the SIGCHI Conference on Human Factors
in Computing Systems (CHI 2001), New York: Association for
Computing Machinery Press, pp261-268.