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Emerging tangible interfaces for facilitating
collaborative immersive visualizations
Brygg Ullmer, Andrei Hutanu, Werner Benger, and Hans-Christian Hege
Konrad-Zuse-Zentrum für Informationstechnik Berlin
{ullmer, hutanu, benger, hege}@zib.de
Takustrasse 7, Berlin, Germany 14195
http://www.zib.de/ullmer/
ABSTRACT
We describe work in progress toward a tangible interface
for facilitating collaborative visualization within immersive
environments. This is based upon a system of pads, cards,
and wheels that physically embody key digital operations,
data, and parameters. These “visualization artifacts” provide a simple means for collaboratively engaging with time,
space, parameters, and information aggregates, which we
believe will generalize over a variety of applications.
INTRODUCTION
Several recent systems have made compelling use of instrumented, physically representational objects that serve as
interface elements within immersive workbenches and
CAVEs [Schkolne et al. 2001, Keefe et al. 2001]. These
“tangibles” [Ullmer and Ishii 2001] have taken immersive
interaction to new levels by allowing users to spatially
multiplex key operations across specialized tools which
remain “near to hand” within a kinesthetic reference frame1.
Applications involving spatial interaction with intrinsically
three-dimensional data lend themselves naturally to immersive virtual reality (VR), allowing users to make direct
deictic (pointing) reference toward 3D geometrical constructs. However, even applications that center upon
inherently geometrical content usually build implicitly or
explicitly upon interactions with abstract digital information
that has no intrinsic spatial representation. Example tasks
include loading and saving data, adjusting parameters, and
establishing links with remote collaboration partners.
While considerable effort has been invested into 3D
graphical interaction with abstract digital content, the area
has proven challenging, and few widely accepted methods
have emerged. In part, this likely relates to the visual
design challenges involved in realizing legible, compelling
3D graphical representations of abstract content. However,
we believe that the nature of prior interaction devices used
for immersive VR is also a major factor. To consider a
related example, in a chapter titled “The Invention of the
Mouse,” speaking with respect to the first application of the
tablet-based stylus (during the mid-1960’s, in the GRAIL
system), Bardini [2000] writes:
“it was a design dead end at that point… to consider that
the same input device could be the device of choice to
1
Kinesthetic reference frames are “the workspace and origin
within which the hands operate” [Balakrishnan and Hinckley 1999]
enter both graphics (line drawing) and text (character
recognition).”
Projected into the space of immersive virtual reality, this
raises the question of whether 3D pointing devices such as
wands, gloves, and more specialized descendants are indeed
well-suited to serve as the primary interaction device for
both inherently geometrical and abstract content; or whether
this pervasive combination could be a “design dead end”
that is holding back progress in immersive environments.
In this extended abstract, we introduce work in progress on
a tangible interface [Ullmer and Ishii 2001] for collaborative interaction with virtual environments. Our interface is
based on a system of physical pads, cards, and wheels that
serve as both representations and controls for digital operations, parameters, data sets, computing resources, access
credentials, and other computationally-mediated content
(Figures 1,2). We believe our approach may offer benefits
including parallel two-handed interaction with spatial and
abstract content; improved collaborative use; enhanced
manipulation of digital parameters; improved migration
between desktop and immersive environments; and easier
user authentication to grid computing resources.
Figure 1: Prospective collaborative use of interaction
pads with a stereo display wall.
Users hold a 3D pointer in one hand, while manipulating
visualization artifacts with their second hand.
We begin by discussing our basic interaction approach. We
then introduce the particular interaction devices we are developing and examples of their use, as well as considering
related work. We also discuss several underlying technical
factors, including the user interface implications of grid
computing issues surrounding access to shared network
resources, and conclude with a brief preview of future work.
INTERACTION APPROACH
Our work aims to create a system of “visualization artifacts”
that facilitate the physical manipulation of abstract digital
information. These are initially targeted for use within immersive virtual environments, but we believe their functionality generalizes more broadly. These visualization artifacts
support a series of simple, task-specific manipulations of
online information (e.g., remote datasets), in the absence of
general-purpose pointing devices and alphabetic keyboards.
Our interface is based upon three kinds of physical/digital
objects: pads, cards, and wheels (Figures 2-9). Interaction
pads are small, modular objects with specialized work surfaces that support specific digital operations. These pads
are used together with data cards and parameter wheels.
These are physical tokens that are used as physical representations and controls for online data and parameters.
devices as the primary tools for spatially manipulating 3D
graphical content. Toward this, our interface allows users
to hold a 3D tracker in one hand, while using the second
hand to engage with the abstract digital information and
operations represented by our visualization artifacts.
We imagine that truly simultaneous manipulation of both
the tracker and visualization artifacts may be infrequent.
Nonetheless, we believe this two-handed approach will help
minimize the “set-up” and “tear-down” time and distraction
of acquiring the tracking device, switching software modes,
retargeting to a new spatial area of interest, and continuing
interaction that have been necessary in previous approaches
for moving between many spatial and abstract operations.
We believe that perhaps the foremost value of our interface
will be enabling users to easily perform tasks like loading
and saving data, establishing video links, manipulating simulation parameters, and controlling presentations while their
attention is focused upon the object of interest.
Implicit is the belief that the thread of engagement with 3D
graphical visualizations and collaborators are generally the
main objects of interest, and not secondary (albeit important) interface tasks. We believe our interface’s simple
controls and physical legibility may be less cognitively demanding than graphical interfaces (especially in the context
of immersive environments), and could support VR use by a
broader ranger of users. We hope that our visualization
artifacts, used together in two-handed interaction with 3D
pointing devices, will provide powerful tools for facilitating
this balance between functionality and attentional cost.
INTERACTION DEVICES
Figure 2: Close-up of visualization artifacts.
A floor-standing “interaction stand” supports and organizes
a set of pads, cards, and wheels. Some of these objects
are passively stored (on the left and right of the stand),
while others are actively used (in the stand’s center).
Here, one of each of the four core interaction pads is placed
upon the stand’s central workspace. A data card is placed
on the binding pad, while two parameter wheels are placed
on the parameter pad (their color is from LED backlighting).
These visualization artifacts provide a small subset of the
functionality available on traditional desktop graphical interfaces. We assume that many interactions with the information underlying the immersive display will continue to be
conducted in traditional desktop-based 2D GUIs. Our
system will provide a GUI-based means for easily binding
selected digital information onto physical tokens, building
on the “monitor slot” approach of [Ullmer et al. 1998].
Our tangible interface is based upon three kinds of physical
objects: pads, cards, and wheels. Interaction pads are modular elements used for operations like loading and saving
data, establishing video links, manipulating simulation parameters, and controlling presentations. In their initial incarnation, they are embodied as a series of rectangular modules,
each roughly the size of a VHS cassette. They include
embedded RFID readers for sensing tagged physical tokens,
and communicate with wired and wireless Ethernet.
We are currently developing four core interaction pads:
- the binding pad: for establishing and accessing
data card bindings;
- the placement pad: for spatially arranging data card
contents on graphical displays;
- the parameter pad: for binding and manipulating
digital parameters using parameter wheels; and
- the control pad: for navigating through media
collections, streams, and temporal data
(e.g., images, video, simulation time steps, etc.)
Users may then simply access and manipulate this content
on interaction pads, while their visual focus remains directed toward the main object of interest. In immersive virtual
environments, this will often be some form of 3D graphical
visualization. In collaborative usage contexts, the object of
interest may also be collocated or remote people.
Taken together, these pads will provide simple means for
physically engaging with time, space, parameters, and
information aggregates, which we believe will generalize
over a variety of applications.
We expect that within immersive environments, users may
continue to use both generic and specialized 3D pointing
These interaction pads are used together with data cards
and parameter wheels. Data cards may be used to represent
content such as data sets, simulation parameters, slide presentations, and live portals (e.g., video conference sessions).
Parameter wheels will be bindable to different parameters,
and used as kinds of reconfigurable “dial box” knobs to
adjust and control simulation and visualization parameters.
Figures 1 and 2 illustrate one prospective usage example.
In addition to the pads, cards, and users, these images depict
several other details. First, they illustrate an “ImmersaDesk” style large format stereo display where immersive
visualizations are displayed. Secondly, the users wear
stereo glasses and use a 3D tracker in one hand, while interacting with visualization artifacts with their second hand.
As interactive use of wall displays is frequently conducted
while sitting or standing immediately adjacent to the display, we have designed “furniture” in the form of an “interaction stand” for physically supporting and organizing the
visualization artifacts. The stand also helps provide power
and Ethernet connectivity to the interaction pads.
Parameter wheels
Parameter wheels are an approach for expressing discrete
and continuous parameters using small cylindrical “wheels”
[Ullmer et al. 2003] (Figure 4). These wheels are used in
fashions resembling the dials of dial boxes. In addition to
the strengths of dial boxes, parameter wheels can be
dynamically bound to different digital parameters. The
physical/digital constraints within which parameter wheels
are used may also be bound to different digital interpretations, significantly increasing the expressive power of this
approach. E.g., in Figure 4, the two left wheel constraints
are bound to the “y” and “x” axes of a scatterplot visualization. By placing the wheel onto the right “x” constraint,
the user both queries the database for the wheel’s parameter, and plots the results of this query along the scatterplot’s “x” axis. Wheel rotation then allows manipulation of
the wheels’ associated parameter values.
We next consider the structure and function of our cards,
wheels, and pads in more detail.
Data cards
“Data cards” – RFID-tagged cards with the size and feel of
a credit card (Figure 3) – are the primary medium for representing digital information within our system. These cards
are each marked with six numbered, (optionally) labeled
rows. Each of these rows can be associated with one or
more elements of online (URL/URN-referenced) information. One or more of these rows can be selected with the
binding pad as the active binding of the card “container”.
This approach works to balance the benefits of physical
embodiment and the legibility of visually labeled “contents,” while combating the flood of objects associated with
traditional “one object, one binding” TUI approaches.
Figure 4: Example parameter wheels (from [Ullmer et al. 2003])
Parameter wheels can be bound to desired parameters using
special data cards. Manipulation of these wheels on the
“parameter pad” can then be used to manipulate simulation
parameters (e.g., time) as well as visualization parameters
(e.g., “transparency”).
Interaction pads
Interaction pads represent specific digital operations. Their
individual work surfaces contain RFID sensing regions,
buttons, and displays for sensing and mediating interactions
with data cards and parameter wheels.
Figure 3: Example data cards
Data cards are also color-coded and labeled with text (and
perhaps visual icons) on their upper corner surfaces. This is
intended to allow the cards to be rapidly sorted, and
identified while held in a “hand” in a fashion similar to
traditional playing cards [Parlett 1999].
The RFID tags within these cards each hold a unique serial
number, as well as several hundred bytes of non-volatile
RAM. The non-volatile RAM is used to hold the network
address for a SQL database, which is used to hold the actual
URLs and authentication information associated with data
cards, as well as additional cryptographic information.
Each interaction pad has several shared features. Each has
a work surface of roughly 16.5x10.5cm, and a depth of 4cm
(this will be reduced in future iterations). Each also has
four indicator LEDs, two of which have associated buttons
(Figure 5). These include:
-
The target LED indicates that the interaction pad is
“bound” to a specific visual display surface (e.g., an
immersive wall or computer screen). By pressing the
adjoining button, the target binding may be cleared.
-
The authorization LED indicates that the interaction
pad has been securely authenticated with one or more
users’ authentication credentials. Especially within
collaboration contexts, this security mechanism plays
an important role in (e.g.) allowing users to access or
save potentially sensitive remote datasets. Pad authorization may be revoked with the adjoining button.
-
-
The sensing LED indicates that one or more of the
embedded RFID sensors is successfully detecting an
RFID-tagged parameter card or data wheel. This helps
users confirm that the device is functioning properly.
The network LED indicates that the pad is successfully
maintaining a network link with its remote proxying
computer. The actual visualization operations mediated by interaction pads are proxied by remote computers. This LED confirms that the network link is active.
Figure 5: Interaction pad status indicators and controls
We next will briefly describe the functions of our current
core interaction pads.
1.
“normal” data card is present in both source and target cells.
Here, pressing a selection button on the target pad will copy
any selected links from the source card into the specified
target card row.
In addition, we are designing special data cards that have
different behaviors. For example, we are developing data
cards that refer to different output devices (e.g., projectors
and screens). Here, transferring data “into” such a row has
the effect of displaying this data on the selected device.
2.
Placement pad
The placement pad is used to place one or more information
elements onto different regions of a graphical display (e.g.,
a monitor or projection screen). The information to be
displayed is usually expressed by data cards. Examples data
includes 3D datasets, slides, and live video streams. Placement is expressed by the card's location within the pad's five
cells (four corner positions and one central position). Multiple datacards may be present simultaneously on the pad.
Binding pad
Binding, the process by which digital information is associated with physical objects, is a central activity within
tangible interfaces [Cohen et al. 1999]. The binding pad is
the principle visualization artifact used to express this
assignment. It can be used in several different ways:
1) Selecting elements from the list of bindings
contained within datacards; and
2) Copying information between physical tokens;
3) Making bindings to other interaction pads.
The binding pad is composed of special constraints (or
“cells”) for a “source” and “target” data card, and a series
of selection buttons that can be used to select particular data
card rows (Figure 6). Pad interactions begin by placing a
data card onto the source or target cells. If a particular row
of the card has previously been selected, it will be illuminated by side-facing LEDs. A selection button is located
next to each row of the data card. For the source cell,
pushing one (or more) button(s) selects the corresponding
row, which is again indicated by edge-illumination. This
selection is maintained until explicitly changed, even if the
card is moved to a different pad.
Figure 7: Placement pad (CAD layout, faceplate view)
The placement pad can be associated with a number of
different display devices. These destinations can be specified with the binding pad, or directly in conjunction with
tagged output devices. Multiple placement pads can also be
bound to the same display device, which we believe will
hold special value in collaboration contexts.
3.
Parameter pad
The parameter pad builds on the “parameter wheel” concept
discussed earlier in the paper. To modify a parameter, the
associated wheel is placed onto a cell within the parameter
pad. When the wheels is turned, the parameter is modified
accordingly, with its new value and consequence displayed
on the shared screen. An LCD display may also be used
within the pad. We are also considering force-feedback,
which might have special value for high latency operations
(e.g., steering computationally-intensive simulations).
Figure 6: Binding pad (CAD layout, faceplate view)
The target cell’s behavior depends upon which data cards
are present on the binding pad. In the simplest case, a
Figure 8: Parameter pad (CAD layout, faceplate view)
4.
Control pad
Time-based navigation is an important component of many
interactions. For example, in a slide presentation, it is very
valuable to have a simple, rapid means to jump to next or
previous slides, or to be able to jump with random access to
different parts of a presentation. Video playback shares
similar benefits. These kinds of controls are also useful for
manipulating simulation parameters such as “time.”
The control pad is intended to simplify these kinds of interactions. It incorporates media player-style forward, back,
fast forward/back, and play/pause buttons; and a slider for
jumping to absolute positions. We expect this pad will be
most frequently used for presentations, media browsing, and
similar operations. We are also considering allowing the
pad’s controls to operate upon arbitrary parameters.
the scope of this paper. However, it is useful to mention
several examples of intended usage contexts. First, we have
completed an early working prototype of the binding pad,
and successfully used this to interactively present a number
of stereo visualizations during an open house. The Amira
visualization software was used to load ~15 visualizations
of colliding black holes, which were mapped across four
data cards. Some visualizations were stereo movies, while
others allowed interaction with a 3D tracker or mouse. In
this context, the binding pad was valuable in allowing rapid
on-demand access and activation to a number of visualizations without consuming display real estate, and with a
minimum of attentional requirements for the presenter.
We expect the use of visualization artifacts to deliver
demonstrations and presentations will be a frequent application, especially once control and parameter pads availability
allows increased interactivity with contents. A short summary of these and other promising applications includes:
Presentations and demonstrations
(with binding, control, parameter, and placement pads)
Displaying, browsing, and manipulating media
(with binding, control, and placement pads)
Parameter studies (with parameter and binding pads)
Loading data, saving visualization snapshots
(with the binding pad)
Figure 9: Control pad (CAD layout, faceplate view)
Video conferencing and other remote collaboration
RELATED WORK
(with binding and placement pads)
Our visualization artifacts integrate and build upon a number of interaction techniques introduced in previous papers,
both by ourselves and others. We feel this is allowing us to
leverage, distill, and combine some of the strongest results
of prior work into a single integrated system. Given limited
space, we restrict related work discussion to these systems.
First, our use of symbolic physical objects as dynamically
rebindable containers for aggregates of abstract digital
information builds upon the mediaBlocks system [Ullmer et
al. 1998]. We have used cards rather than blocks, as well as
multiple bindings per token in an effort to improve scalability and usage pragmatics. The parameter pad and wheels
draw from [Ullmer et al. 2003]. Also, the pad concept
builds upon the DataTiles approach of Rekimoto, Ullmer,
and Oba [2001].
The Paper Palette [Nelson et al. 1999] also made use of
card objects as data representations within a tangible interface. Our work differs both in the way datacards are used to
represent digital information aggregates, and the way our
cards are composed with pads (which represent operations).
Finally, the ToonTown interface [Singer et al. 1999]
demonstrated a compelling example of physical objects
serving as representations of remote people in an audio conferencing application. Similarly, we are using data cards to
represent remote participants for (e.g.) video conferencing.
EXAMPLE INTERACTIONS
The visualization artifacts are still under development, and
a detailed discussion of possible interactions goes beyond
OTHER COLLABORATION ISSUES
Throughout the paper, we have mentioned some of the ways
that we are working to support collaborative use. In the
following paragraphs, we will consider a few additional collaboration issues that impact our design.
First, from a technical standpoint, collaborative use of our
interface increases the importance of security mechanisms
for linking our interaction devices with their associated data
and operations. While these technical issues have received
little attention in previous work with tangible interfaces
(and perhaps virtual reality systems as well), we believe
they are broadly important for any interaction environment
that supports multiple users and/or networked content. This
is especially true for collaborative interfaces that cause
information to be saved or modified.
For example, capabilities for saving data and steering
remote supercomputing simulations are important for our
users. Especially when multiple users collaboratively manipulate data that is hosted at different locales with different
access rights, infrastructure and interfaces for managing
user authentication and secure operations are essential.
We are linking our interface with grid computing infrastructure under development by the EC “GridLab” project [Allen
2003]. For example, we are developing special datacards
that represent user credentials. These cards represent up to
six different credentials. Internally, they store both a unique
ID and (behind the tag’s hardware cryptographic protection)
a decryption key that can be used to reconstruct a valid
credential. When a credential card is placed onto an inter-
action pad and the networked authorization dialogue is
successfully completed, the pad’s “auth” LED will light.
Future read and write accesses initiated by (or more precisely, on behalf of) the pad will use these access rights. In this
way, different interaction pads within the same immersive
environment potentially can have different credentials,
allowing users (perhaps from competing organizations) to
interact collaboratively with secure remote content.
At present, the processors embedded within interaction pads
have limited power, and do not support the “Grid Application Toolkit” (GAT) necessary to carry out grid operations
[Allen et al. 2003]. For this reason, grid transactions will
not be executed on the interaction pad themselves, but
rather on remote proxying computers. The interaction pads’
embedded processor – currently, a Rabbit RCM3010 core
module – are able to contact a remote server, and exchange
their authentication information using AES encryption over
the Rabbit’s Ethernet port. The remote server will then select a grid-accessible computer as a proxy for the interaction
pad. Henceforward, the interaction pad will send “interaction events” (e.g., RFID entrance/exit, button presses, and
rotation events) to its remote proxy; and the remote proxy
will translate these events into grid-mediated visualizations.
These paragraphs give some flavor for technical aspects of
our interface that relate to collaboration. In addition, collaboration raises a number of other interaction issues. As
one example, ensuring the visibility of user’s physical
actions both to the controlling user and any observing users
is one such concern. Kinesthetic manipulation of physical
controls should allow manipulation of the interface while
the eyes are focused on other (often graphical) objects of
interest. However, it is important to provide feedback to
indicate the actions that are being sensed and interpreted.
Toward this, we are implementing a system of animated
visual indicators. These are 3D graphical representations of
parameters, menu selections, etc. which animate or fade
onto the target display when the corresponding physical
controls are modified, and animate away when input ceases.
CONCLUSION AND FUTURE WORK
We have described a tangible interface for facilitating
collaborative visualization within immersive environments.
This is based upon a system of pads, cards, and wheels that
embody key digital operations, data, and parameters. We
are currently midway completion of this interface. As such,
our first priority is to complete implementation of the
functionality we have described, and to deploy the pads for
test usage. We have received support from the Max Planck
Society for deploying a series of visualization artifacts for
daily use by astrophysicists; the interface we have described
has been developed in collaboration with these scientists.
We are hopeful that the resulting functionality will prove
valuable to a broad range of immersive and non-immersive
visualization tasks.
We are also considering a number of extensions to the
functionality we have described, including special kinds of
data cards; specialized (domain-specific) interaction pads;
extensions to the parameter pad; and the use of rewritable
data card surfaces, allowing automatic updating of labels
when cards are bound to new contents.
ACKNOWLEDGMENTS
We thank the European Community (grant IST-200132133) and the GridLab project for funding of this work.
The hardware for our interface’s first trial deployment at the
Max-Planck Institute for Gravitational Physics (the Albert
Einstein Institute) is funded by a BAR grant from the Max
Planck Society. We thank Ed Seidel, Christa HausmannJamin, Gabrielle Allen, Michael Koppitz, Frank Herrmann,
Thomas Radke, and others at AEI for their enthusiasm, collaboration and support. Our work builds in part on earlier
research at the MIT Media Laboratory under the leadership
of Prof. Hiroshi Ishii, with support from the Things That
Think consortium, IBM, Steelcase, Intel, and other sponsors. Fabrizio Iacopetti provided key PIC processor firmware used within the parameter pad. Indeed/TGS provided
the Amira licenses used by our collaboration partners.
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