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Cross-Manipulation in Mixed Reality Based on a Bridge Virtual Marker
                                 Raphael Grasset∗
                                      ¨                          Julian Stadon †                 Mark Billinghurst‡

                                                                   HIT Lab NZ
                                                             University of Canterbury
                                                       Private Bag 4800, Christchurch, NZ



A BSTRACT                                                                            AR                                                  VR
In this paper we introduce a concept for transferring and manip-                          User
                                                                                                                                  User


ulating objects between different interface contexts (AR and VR),
thus extending the capabilities of manipulation in transitional inter-
faces, which provide navigation between these different contexts.
To transport objects between AR and VR environments, we propose                                            Shared Data
the use of a virtual marker proxy, which provides a bridge between
worlds. The concept is demonstrated with a prototype that allows
users to transfer objects between a Massively Multiplayer Online
World and a desktop Augmented Reality application.                                   AR                                                  VR

Index Terms: H.5.1 [Information Interfaces and Presentation]:
Multimedia Information Systems—Artificial, augmented, and vir-
                                                                                       User
                                                                                                             ?                User




tual realities; H.5.3 [Information Interfaces and Presentation]:
Group and Organization Interfaces—Collaborative computing
                                                                                                 Data 1                  Data 2
1    I NTRODUCTION
Hybrid collaborative systems supporting a combination of Aug-
mented Reality Environments, Virtual Reality Environments or
Web Interfaces have been previously explored. In this type of              Figure 1: Cross-Manipulation Problem: In the top figure, two users
Mixed Reality collaboration (often highly asymmetric), users can           in different worlds (Augmented Reality and Virtual Reality Environ-
experience a shared world such as that proposed in [1]. In this con-       ments) can manipulate similar data, such as the purple element via
text, the information and the model are generally similar, the dif-        a shared data mechanism. However if the data are separated, like in
fering element is indeed the interface and the representation of the       the bottom figure, how can objects be transferred between worlds?
data (see the top of Figure 1 for a typical example).
   Another range of configuration issues consist in cases where the
data is not shared between both worlds, each world is associated
with its own data (illustrated at the bottom of Figure 1). In this con-    the creation of a unique mixed environment rather than dealing with
text manipulating and exchanging data and content between worlds           two separate environments.
is intrinsically more challenging. It can be sometimes even more              This brief literature survey shows that different solutions have
difficult when users have no control over the architecture of the sys-      been proposed for symmetric environments, but hardly any research
tem used; for example with a Massively Multiplayer Online World            has been conducted with an asymmetric solution (like between an
(MMO). Offering a way to combine a traditional AR system with a            AR Context and a VR Context) where different type of data are
VR world like a MMO is therefore attractive; thus there is a need          associated with each world. In the next section we introduce our
for techniques to transfer the data between both of these world (see       approach to the problem. We focused on the scenario of an AR
bottom of Figure 1).                                                       environment coupled with a VR environment for a mixed-reality
   Previous solutions have been proposed in the context of multiple        collaboration.
virtual worlds in virtual reality. For example, Kiyokawa et al.[3]
suggested the use of a window portal metaphor for remote manipu-           2   C ONCEPT
lation, using the concept of a tunnel window.                              2.1 Virtual Marker
   For Augmented Reality, Butz et al. [2] proposed a drag and drop
technique between a 3D AR space to a screen space within the EM-           Our approach has been largely inspired by previous works in Vir-
MIE system. Schmalstieg et al. [6] has explored the use of tangible        tual Reality and interactive workspaces that use the concept of a
object and public locales to migrate applications between remote           bridge. A bridge defines a dedicated space where the user can trans-
physical spaces in a context of a collaborative AR scenario. Fi-           fer things between worlds, spaces, and contexts. Since we consider
nally, MacIntyre has recently modified a client of a MMO for creat-         the possible inability to modify or redesign the Virtual Reality En-
ing mixed reality experiences [4]. However, his purpose was more           vironment, it is necessary to define this bridge as part of the content
                                                                           of the virtual world.
    ∗ e-mail:Raphael.Grasset@hitlabnz.org                                     To do this, we introduce the notion of a virtual marker. Real
    † e-mail:Julian.Staton@hotmail.com                                     fiducial markers are generally used for tracking but they also sup-
    ‡ e-mail:Mark.Billinghurst@hitlabnz.org                                port association with virtual objects using tangible interface con-
                                                                           cepts in an Augmented Reality Environment. Similarly, equivalent
                                                                           Virtual Markers can be described in the virtual world. However, in
                                                                           our case the presence of a virtual marker in the virtual world will
                                                                           provide an anchor for an object in the world, and thus a bridge into
Screen (Window of VR)                                   2.3 Object Coherence State
                                                                            The transfer of an object between both worlds implies the ability to
                                                                            define the state of the object in both of these worlds. For example, if
                                            Virtual Marker                  we transfer an object from SecondLife to the AR Base and modify
                                                                            an object property like scale, what should happen with the object in
                                                                            SecondLife, is it affected by this or is it in undefined state? If we
                                                                            transfer the object back into SecondLife how will its properties be
          Real
          Marker                                                            affected?
                                                                               To resolve this issue we consider three cases, mimicking the gen-
                                                                            eral solution implemented in standard 3D Modeling software. A
                                                                            transferred object can be in three states: (1) a copy, (2) an instance
                                                                            or (3) the same unique object. The instance will keep a coherent
Figure 2: The user can visualize both real markers and virtual mark-        state when manipulated in both of the worlds. The other two cases
ers in the Augmented Reality Environment.                                   won’t.

                                                                            3   D ESIGN AND I MPLEMENTATION
                                                                            We have implemented this concept between SecondLife and a ded-
the virtual environment.                                                    icated AR prototype application. This prototype is part of an art
   To support the transfer between both worlds, a window of the             installation that will be presented for an exhibition in May, in Perth,
virtual world should be available in the real world. Having this            Australia.
window, a user can observe the content of the virtual world and                The AR system has been implemented using the osgART library
therefore visualize virtual markers. In the user’s view, this virtual       [5]. The user is equipped with an E-Magin Z800 HMD, and a Log-
marker becomes equivalent to a real marker, integrated in the AR            itech Quickcam 5000 USB camera. The VR World is displayed
Application (illustrated in Figure 2).                                      on a standard LCD screen. A 3D mesh corresponding to the vir-
                                                                            tual avatar of SecondLife is used to demonstrate the transfer. When
                                                                            the user moves the transfer tool from the AR context base next to
2.2 Interactive Space                                                       the virtual marker on screen a 3D mesh is transferred from the AR
                                                                            environment into the on-screen SecondLife environment. To show
Assuming the availability of a virtual marker, our system uses three
                                                                            that we can change object state while doing this, when the user has
components to transfer objects from the virtual world to the AR
                                                                            transferred the uncoloured 3D mesh from the transfer tool to the
world. We use the virtual marker, a transfer tool and a contextual
                                                                            base, the object is coloured and textured (and can be also animated).
base. The Contextual Base provides a reference space for manip-
ulating the Augmented Reality Content, while the Transfer Tool                 We have been confronted with different design issues for the im-
provides the interface to transfer things between the Virtual World         plementation of this prototype, including:
and the Augmented Reality World.                                               Window: the visibility of the virtual marker is highly dependent
                                                                            on the technology used to display the virtual marker. Thus the use
   The user can transfer elements using proximity between two               of a non-reflective desktop screen provided the best solution. A
markers. They can thus realize bidirectional transfers in this or-          projected image is problematic since the use of the camera for AR
der: Virtual Marker ↔ Transfer Tool ↔ Base. To help the user to             tracking requires good ambient lighting.
understand the relationship between them we augment the markers
                                                                               Markers: the virtual marker can be easily designed with built-in
with basic visual feedback provided by a virtual torus around each
                                                                            tools from SecondLife. Using the navigation mode of SecondLife,
of the components (shown in Figure 3).
                                                                            placing a vertical marker in front of a clear background will im-
   [You might want to put more here about the actual mechanism              prove the robustness of the AR tracking.
of how the transfer is done - see what I wrote below]                          Coherence State: it remains challenging to support and maintain
                                                                            a coherent object state with SecondLife. The SecondLife API is
                                                                            limited, so we have only been able to implement a copy mode in
   VR                 AR                                                    our application.
                                                  Window of VR
                                                    Context                 4   C ONCLUSION
                                                                            We have presented an implementation for transferring and manipu-
                                                         Virtual
                                                                            lating objects from a VR MMO to an AR World based on using a
                                                     Bridge Marker          virtual marker. Acting like a bridge, the user can have the benefit
                                                                            of both worlds to visualize and modify different objects. We have
                                                         Transfer           identified design issues with this type of solution and presented our
                                                           Tool             initial approach to resolving them. In the future we hope to inves-
                                                                            tigate further the problems related to maintaining a coherent data
                       AR Context                                           state between both worlds.
                          Base
                                                                            R EFERENCES
                                                                            [1] B. Brown, I. MacColl, M. Chalmers, A. Galani, C. Randell, and
                                                                                A. Steed. Lessons from the lighthouse: collaboration in a shared mixed
Figure 3: A Virtual transfer: the red torus is on the virtual marker, the       reality system. In CHI ’03, pages 577–584, 2003.
green torus on the transfer tool, and the blue on the AR base marker.       [2] A. Butz, T. H¨ llerer, S. Feiner, B. MacIntyre, and C. Beshers. Envelop-
                                                                                              o
                                                                                ing users and computers in a collaborative 3d augmented reality. In
                                                                                IWAR ’99: Proceedings of the 2nd IEEE and ACM International Work-
                                                                                shop on Augmented Reality, page 35, Washington, DC, USA, 1999.
[3] K. Kiyokawa and H. Takemura. A tunnel window and its variations:
    Seamless teleportation techniques in a virtual environment. In HCI
    International 2005, 2005.
[4] T. Lang, B. MacIntyre, and I. J. Zugaza. Massively multiplayer online
    worlds as a platform for augmented reality experiences. In IEEE VR
    ’08, 2008.
[5] J. Looser, R. Grasset, H. Seichter, and M. Billinghurst. Osgart - a prag-
    matic approach to mr. In Industrial Workshop at ISMAR 2006, 2006.
[6] D. Schmalstieg and G. Hesina. Distributed applications for collabora-
    tive augmented reality. In IEEE Virtual Reality 2002, 2002.

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ISMAR09 Paper

  • 1. Cross-Manipulation in Mixed Reality Based on a Bridge Virtual Marker Raphael Grasset∗ ¨ Julian Stadon † Mark Billinghurst‡ HIT Lab NZ University of Canterbury Private Bag 4800, Christchurch, NZ A BSTRACT AR VR In this paper we introduce a concept for transferring and manip- User User ulating objects between different interface contexts (AR and VR), thus extending the capabilities of manipulation in transitional inter- faces, which provide navigation between these different contexts. To transport objects between AR and VR environments, we propose Shared Data the use of a virtual marker proxy, which provides a bridge between worlds. The concept is demonstrated with a prototype that allows users to transfer objects between a Massively Multiplayer Online World and a desktop Augmented Reality application. AR VR Index Terms: H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems—Artificial, augmented, and vir- User ? User tual realities; H.5.3 [Information Interfaces and Presentation]: Group and Organization Interfaces—Collaborative computing Data 1 Data 2 1 I NTRODUCTION Hybrid collaborative systems supporting a combination of Aug- mented Reality Environments, Virtual Reality Environments or Web Interfaces have been previously explored. In this type of Figure 1: Cross-Manipulation Problem: In the top figure, two users Mixed Reality collaboration (often highly asymmetric), users can in different worlds (Augmented Reality and Virtual Reality Environ- experience a shared world such as that proposed in [1]. In this con- ments) can manipulate similar data, such as the purple element via text, the information and the model are generally similar, the dif- a shared data mechanism. However if the data are separated, like in fering element is indeed the interface and the representation of the the bottom figure, how can objects be transferred between worlds? data (see the top of Figure 1 for a typical example). Another range of configuration issues consist in cases where the data is not shared between both worlds, each world is associated with its own data (illustrated at the bottom of Figure 1). In this con- the creation of a unique mixed environment rather than dealing with text manipulating and exchanging data and content between worlds two separate environments. is intrinsically more challenging. It can be sometimes even more This brief literature survey shows that different solutions have difficult when users have no control over the architecture of the sys- been proposed for symmetric environments, but hardly any research tem used; for example with a Massively Multiplayer Online World has been conducted with an asymmetric solution (like between an (MMO). Offering a way to combine a traditional AR system with a AR Context and a VR Context) where different type of data are VR world like a MMO is therefore attractive; thus there is a need associated with each world. In the next section we introduce our for techniques to transfer the data between both of these world (see approach to the problem. We focused on the scenario of an AR bottom of Figure 1). environment coupled with a VR environment for a mixed-reality Previous solutions have been proposed in the context of multiple collaboration. virtual worlds in virtual reality. For example, Kiyokawa et al.[3] suggested the use of a window portal metaphor for remote manipu- 2 C ONCEPT lation, using the concept of a tunnel window. 2.1 Virtual Marker For Augmented Reality, Butz et al. [2] proposed a drag and drop technique between a 3D AR space to a screen space within the EM- Our approach has been largely inspired by previous works in Vir- MIE system. Schmalstieg et al. [6] has explored the use of tangible tual Reality and interactive workspaces that use the concept of a object and public locales to migrate applications between remote bridge. A bridge defines a dedicated space where the user can trans- physical spaces in a context of a collaborative AR scenario. Fi- fer things between worlds, spaces, and contexts. Since we consider nally, MacIntyre has recently modified a client of a MMO for creat- the possible inability to modify or redesign the Virtual Reality En- ing mixed reality experiences [4]. However, his purpose was more vironment, it is necessary to define this bridge as part of the content of the virtual world. ∗ e-mail:Raphael.Grasset@hitlabnz.org To do this, we introduce the notion of a virtual marker. Real † e-mail:Julian.Staton@hotmail.com fiducial markers are generally used for tracking but they also sup- ‡ e-mail:Mark.Billinghurst@hitlabnz.org port association with virtual objects using tangible interface con- cepts in an Augmented Reality Environment. Similarly, equivalent Virtual Markers can be described in the virtual world. However, in our case the presence of a virtual marker in the virtual world will provide an anchor for an object in the world, and thus a bridge into
  • 2. Screen (Window of VR) 2.3 Object Coherence State The transfer of an object between both worlds implies the ability to define the state of the object in both of these worlds. For example, if Virtual Marker we transfer an object from SecondLife to the AR Base and modify an object property like scale, what should happen with the object in SecondLife, is it affected by this or is it in undefined state? If we transfer the object back into SecondLife how will its properties be Real Marker affected? To resolve this issue we consider three cases, mimicking the gen- eral solution implemented in standard 3D Modeling software. A transferred object can be in three states: (1) a copy, (2) an instance or (3) the same unique object. The instance will keep a coherent Figure 2: The user can visualize both real markers and virtual mark- state when manipulated in both of the worlds. The other two cases ers in the Augmented Reality Environment. won’t. 3 D ESIGN AND I MPLEMENTATION We have implemented this concept between SecondLife and a ded- the virtual environment. icated AR prototype application. This prototype is part of an art To support the transfer between both worlds, a window of the installation that will be presented for an exhibition in May, in Perth, virtual world should be available in the real world. Having this Australia. window, a user can observe the content of the virtual world and The AR system has been implemented using the osgART library therefore visualize virtual markers. In the user’s view, this virtual [5]. The user is equipped with an E-Magin Z800 HMD, and a Log- marker becomes equivalent to a real marker, integrated in the AR itech Quickcam 5000 USB camera. The VR World is displayed Application (illustrated in Figure 2). on a standard LCD screen. A 3D mesh corresponding to the vir- tual avatar of SecondLife is used to demonstrate the transfer. When the user moves the transfer tool from the AR context base next to 2.2 Interactive Space the virtual marker on screen a 3D mesh is transferred from the AR environment into the on-screen SecondLife environment. To show Assuming the availability of a virtual marker, our system uses three that we can change object state while doing this, when the user has components to transfer objects from the virtual world to the AR transferred the uncoloured 3D mesh from the transfer tool to the world. We use the virtual marker, a transfer tool and a contextual base, the object is coloured and textured (and can be also animated). base. The Contextual Base provides a reference space for manip- ulating the Augmented Reality Content, while the Transfer Tool We have been confronted with different design issues for the im- provides the interface to transfer things between the Virtual World plementation of this prototype, including: and the Augmented Reality World. Window: the visibility of the virtual marker is highly dependent on the technology used to display the virtual marker. Thus the use The user can transfer elements using proximity between two of a non-reflective desktop screen provided the best solution. A markers. They can thus realize bidirectional transfers in this or- projected image is problematic since the use of the camera for AR der: Virtual Marker ↔ Transfer Tool ↔ Base. To help the user to tracking requires good ambient lighting. understand the relationship between them we augment the markers Markers: the virtual marker can be easily designed with built-in with basic visual feedback provided by a virtual torus around each tools from SecondLife. Using the navigation mode of SecondLife, of the components (shown in Figure 3). placing a vertical marker in front of a clear background will im- [You might want to put more here about the actual mechanism prove the robustness of the AR tracking. of how the transfer is done - see what I wrote below] Coherence State: it remains challenging to support and maintain a coherent object state with SecondLife. The SecondLife API is limited, so we have only been able to implement a copy mode in VR AR our application. Window of VR Context 4 C ONCLUSION We have presented an implementation for transferring and manipu- Virtual lating objects from a VR MMO to an AR World based on using a Bridge Marker virtual marker. Acting like a bridge, the user can have the benefit of both worlds to visualize and modify different objects. We have Transfer identified design issues with this type of solution and presented our Tool initial approach to resolving them. In the future we hope to inves- tigate further the problems related to maintaining a coherent data AR Context state between both worlds. Base R EFERENCES [1] B. Brown, I. MacColl, M. Chalmers, A. Galani, C. Randell, and A. Steed. Lessons from the lighthouse: collaboration in a shared mixed Figure 3: A Virtual transfer: the red torus is on the virtual marker, the reality system. In CHI ’03, pages 577–584, 2003. green torus on the transfer tool, and the blue on the AR base marker. [2] A. Butz, T. H¨ llerer, S. Feiner, B. MacIntyre, and C. Beshers. Envelop- o ing users and computers in a collaborative 3d augmented reality. In IWAR ’99: Proceedings of the 2nd IEEE and ACM International Work- shop on Augmented Reality, page 35, Washington, DC, USA, 1999.
  • 3. [3] K. Kiyokawa and H. Takemura. A tunnel window and its variations: Seamless teleportation techniques in a virtual environment. In HCI International 2005, 2005. [4] T. Lang, B. MacIntyre, and I. J. Zugaza. Massively multiplayer online worlds as a platform for augmented reality experiences. In IEEE VR ’08, 2008. [5] J. Looser, R. Grasset, H. Seichter, and M. Billinghurst. Osgart - a prag- matic approach to mr. In Industrial Workshop at ISMAR 2006, 2006. [6] D. Schmalstieg and G. Hesina. Distributed applications for collabora- tive augmented reality. In IEEE Virtual Reality 2002, 2002.