Computers in Industry 60 (2009) 114–125
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Tangible augmented prototyping of digital handheld products Hyungjun Park a,*, Hee-Cheol Moon a, Jae Yeol Lee b a b
Department of Industrial Engineering, Chosun University, 375 Seosuk-dong, Dong-gu, Gwangju 501-759, South Korea Department of Industrial Engineering, Chonnam National University, 300 Yongbong-dong, Buk-gu, Gwangju 500-757, South Korea
A R T I C L E I N F O
A B S T R A C T
Article history: Received 3 December 2007 Received in revised form 4 July 2008 Accepted 6 September 2008 Available online 17 December 2008
Proposed in this paper is a novel approach to virtual prototyping of digital handheld products using augmented reality (AR)-based tangible interaction and functional behavior simulation. For tangible user interaction in an AR environment, we use two types of tangible objects: one is for a product, and the other is for a pointer. The user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. Rapid prototyping and paper-based modeling are adopted to fabricate the AR-based tangible objects which play an important role in improving the accuracy and tangibility of user interaction. For functional behavior simulation, we adopt a state transition methodology to capture the functional behavior of the product into an information model, and build a finite state machine (FSM) to control the transition between states of the product based on the information model. The FSM is combined with the AR-based tangible objects whose operations in the AR environment facilitate the tangible interaction, realistic visualization and functional simulation of a digital handheld product. Based on the proposed approach, a prototyping system has been developed and applied for the design evaluation of various digital handheld products with encouraging feedback from users. ß 2008 Elsevier B.V. All rights reserved.
Keywords: Virtual prototyping Tangible objects Augmented reality User interaction Functional behavior simulation
1. Introduction For most digital handheld products such as a mobile phone and an MP3 player, their functional behavior is very complicated and nearly all expressed as human–machine interaction (HMI) tasks, each of which may trigger the transition between the states of the products. For successful entry of a new product into the competitive world market, it is imperative to reduce time to market as much as possible while precisely converting its demands into actual product forms, features, and functions [1,2]. An essential activity required is the efficient and extensive use of prototypes during the product development process [1,2]. With recent advances in computer technology, virtual prototyping (VP) has been considered as a new and powerful prototyping solution to overcome the shortcomings of conventional prototyping methods. The concept of VP has been widely employed and implemented in many industrial fields including automotive and airplane industries [7,8], but most works have been based on using virtual reality (VR) techniques [3–10], and they have been focused on visualization [2,9], assembly and
* Corresponding author. Tel.: +82 62 230 7039; fax: +82 62 230 7128. E-mail address:
[email protected] (H. Park). 0166-3615/$ – see front matter ß 2008 Elsevier B.V. All rights reserved. doi:10.1016/j.compind.2008.09.001
disassembly testing [10–12], manufacturing process simulation [13,14], structural analysis [2,6], and ergonomic analysis [2,9]. Some works have been conducted on capturing and simulating the functional behaviors of digital handheld products in VP applications [15,16]. In VR-based prototyping solutions, it is not easy to build a virtual environment of fine quality (e.g. making detailed and realistic three-dimensional models) and to acquire tangible user interaction with low cost VR devices. Recently, augmented reality (AR) approaches have been applied as alternatives for developing VP solutions to overcome these shortcomings [17–23]. In order to realize faithfully the virtual design and prototyping of digital handheld products such as mobile phones and MP3 players, it is very important to provide the people involved in product development with tangible user interaction, the realistic visualization of the products, and the vivid simulation of their functional behaviors in a virtual environment. In this paper, we propose a novel approach to virtual prototyping of digital handheld products, which can satisfy such requirements by combining ARbased tangible interaction with functional behavior simulation. We call it tangible augmented prototyping. The proposed approach does not require high-cost devices such as data gloves and haptic devices for user interaction. Rapid prototyping (RP) and paper-based modeling are properly adopted in building AR-based tangible objects whose manipulation in an AR
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environment can improve the accuracy and tangibility of interaction with the products. Rapid prototyping is a manufacturing technology to generate physical objects so-called RP models directly from geometric data without traditional tools easily and rapidly [2,14]. An RP model usually serves the purpose of communicating information and demonstrating ideas. It can also support various kinds of tangibility for experiments and interactions which gives rapid and critical feedback to the product development and evaluation. The tangible objects, composed of paper and RP models without any hardwired connection using electronic components, are easily available at low cost. This makes the AR environment more accessible to developers, stakeholders, and even consumers. Moreover, the proposed approach suggests how to combine the forms, functions, and interactions of digital handheld products physically and virtually at the same time. The rest of the paper is organized as follows: Section 2 summarizes previous work related to virtual prototyping. In Section 3, the proposed approach is described with its key components. Section 4 explains the operations of the virtual product model in a tangible AR environment. Section 5 addresses the implementation and application of the product design evaluation system based on the proposed approach. Section 6 describes a preliminary user study to show the usefulness of the approach. Section 7 closes the paper with some concluding remarks and future work to be done. 2. Previous work Early attempts at supporting VP were based on CAD and VR systems. Powerful tools including stereoscopic display systems, head mounted displays (HMD), data gloves and haptic devices have been introduced [9] and combined to construct VP systems that provide realistic display of products in a simulated environment and offer various interaction and evaluation means. Bochenek et al. compared the performance of four different VR displays in a design review setting and mentioned that the best approach for design review activities could be a combined technology approach [24]. Park et al. suggested virtual prototyping of consumer electronic products by embedding HMI functional simulation into VR techniques for design evaluation [15,16]. As it is not easy to build a virtual environment of fine quality and to acquire tangible interaction with VR-based systems, many alternative solutions have been proposed. Greenberg and Fitchett presented toolkits called Phigets that allow designers to explore a tangible user interface (TUI) for interactive product design [25]. Hartmann et al. presented similar toolkits called d.tools for visually prototyping physical user interfaces [26]. In TUI, physical objects and ambient spaces are used to interact with digital information [27]. Hardwired connection is often employed using electronic components. Tangible interfaces are quite useful because the physical objects used in them have properties and physical constraints that restrict how they can be manipulated. However, it is difficult to change and evaluate an object’s physical properties dynamically. The human computer interfaces and interaction metaphors originating from AR research have proven advantageous for a variety of applications [17,18]. AR techniques can naturally complement physical objects by providing an intuitive interface to a three-dimensional information space embedded within physical reality. However, although an AR interface provides a natural environment for viewing spatial data, it is often challenging to interact with and change the virtual content. To overcome the limitations of the AR and TUI approaches while retaining their benefits, tangible AR has been suggested [19,20]. Verlinden et al. suggested the concept of augmented prototyping
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that projects the perspective images of the product on the physical object made by rapid prototyping techniques [21]. The concept of integrating hardware and software in AR environments has been presented [22,23]. Basically, it augments a virtual display onto the soft mockup of a product by incorporating simple switches as basic input interfaces. Prototypes with hardwired connection can provide direct and accurate interfaces, but significant efforts are usually required to implement and build them. Moreover, it is not easy to make them available and accessible to many people who are located at different places. Although various ways have been proposed to support virtual prototyping of digital products, more research is still needed in the following aspects. The interaction should be intuitive and tangible to help developers and users in product design evaluation to make a product of interest more complete and malfunction free before production. The prototyping environment should be available at low cost without strong restriction of its accessibility to users. Moreover, for effective evaluation of the product, we need to define its behavior through forms, functions and interactions, and to develop a proper way of integrating them in a virtual environment. In this paper, we address these aspects by proposing a prototyping approach called tangible augmented prototyping. 3. Proposed approach Fig. 1 shows the overall process of tangible augmented prototyping proposed in this paper. There are five main tasks required for relevant prototyping and downstream applications: creation of a product model, acquisition of multimedia contents data, generation of HMI functional model, construction of a FSM, and fabrication of AR-based tangible objects. Fig. 2 shows a graphical diagram depicting key components used for the proposed approach. In the diagram, a game phone is used as an example of a digital handheld product. A product model, multimedia contents data, an HMI functional model, and an FSM constitute a virtual product model whose operations combined with tangible objects in an AR environment facilitate tangible interaction, realistic visualization, and functional simulation of the product. The visualization of the product in the AR environment is obtained by overlaying the rendered image of the product on the real world environment in real time [17,18]. For tangible user interaction, we play with the AR-based tangible objects to create input events by touching specified regions of the product-type object with the pointer-type object. For functional behavior simulation, we adopt a state transition methodology to capture the functional behavior of the product into the HMI functional model, and build the FSM to control the transition between states of the product using the model. RP and paper-based modeling are properly adopted to build the AR-based objects which support good tangibility for experiments and interactions. During the process of tangible augmented prototyping, users may detect any problems in the overall appearance, the assembly structure, or the functional behavior of the product. In such cases, product designers correct the problems and update the product model or the HMI functional model. As shown in Fig. 1, the users and the product designers can promote the product design and development by repeating the process with the product model and the HMI functional model updated. In the following subsections, we describe how to acquire the key components used for the proposed tangible augmented prototyping. 3.1. Product model creation Creating a product model is the most basic step for constructing the virtual product model. The product model includes the
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Fig. 1. Overall process of tangible augmented prototyping.
geometry, the attributes of material and color, the assembly structure, and the kinematics of the part components of the product [2]. In general, geometric models of the part components can be created with CAD software. In the case that only physical prototypes or soft mockups are available, the geometric models can be created with reverse engineering (RE) tools [28]. In this work, we approximate the geometric models by triangular meshes that are fine enough to provide realistic visualization, and we store them in OBJ and STL formats [2]. The STL formats are used to fabricate the AR-based tangible objects of the product.
basically require three kinds of multimedia contents data: graphical images, audio sounds, and video animations. Nearly every digital handheld product has LCD display(s) to show visual information (images and animations) related to its specific states. It also has audio output devices or speakers to output auditory information, that is, audio sounds specific to its states. We use the JPEG file format for graphical images, MP3 or WAV file formats for audio sounds, and the AVI file format for video animations. The multimedia contents data can be acquired by audio/video recording.
3.2. Multimedia contents data acquisition
3.3. Generation of HMI functional models
We acquire multimedia contents data to create visual and auditory display information required for realistic visualization of a product and vivid simulation of its functional behavior. We
The HMI functional model of a product is an information model that represents the HMI-related functional behavior of the product. In this work, we adopt a state transition methodology [26,29–31] to capture the functional behavior by breaking it down into the following entities: (1) all objects related to HMI tasks, (2) all HMI events occurring in the product, (3) all states in which the product can be, (4) activity information related with each state, (5) state transitions occurring in each state, and (6) event-condition-action information related with each state transition. Nearly every digital handheld product has some part components (i.e. lamps, switches, buttons, sliders, displays, timers, and speakers) involved in the interaction between the user and the product. They are called objects making the basic building blocks of functional simulation. Every object has a pre-defined set of properties and functions that describe everything it can do in a real-time situation. The overall functional behavior of a product can be broken down into separate units called states. Every state transition is triggered by one or more events associated with it. As shown in Fig. 3, the transition occurs only when one of these events is activated and some specified conditions are met. Tasks called actions can be performed before transition to a new state. Tasks called activities are performed in each state, and they only occur when their state becomes active. Actions and activities are
Fig. 2. Key components of the proposed approach and their relations.
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Fig. 3. State transition.
constructed using the objects’ properties and functions. Each action or activity consists of a set of statements, each of which can be the assignment of some value to a variable, the calling of a function of an object, or a composite statement with a conditional statement. In this work, we have used a simple markup language to represent the functional behavior of the product [16]. After analyzing and gathering the above-mentioned entities of the functional behavior, we write them into a set of text files based on the markup language to build the HMI functional model. In the HMI functional model, each action or activity consists of a set of logical statements expressed with the objects’ properties and functions. The concrete execution according to each action or activity is conducted during functional simulation. 3.4. Construction of a finite state machine The FSM is used to control the transition between states of the product based on the HMI functional model. In this work, we developed a module to compile the text files for the HMI functional model and to operate the FSM. Fig. 4 shows the control flow of the FSM module. Note that actions or activities, logically defined in the HMI functional model, are invoked during functional simulation. As they may contain statements invoking functions related to image synthesis and display, playing audio sounds, and handling video animation data, some function libraries for processing audio/ image/video data are often required. 3.5. Fabrication of AR-based tangible objects To improve the accuracy and tangibility of the interaction between the user and the product in an AR environment, we use two types of AR-based tangible objects: one is for the product, and the other is for a pointer. The user creates HMI events by touching specified regions of the product-type tangible object with the pointer-type tangible object. Each tangible object has at least one AR marker used to augment the image of the real world with its rendered image [17,18].
Fig. 4. Control flow of the finite state machine.
For the AR-based tangible object of the product, we build an RP model using rapid prototyping with the STL format of the product [2,14], and paste AR markers on the specified regions of the RP model. As nearly every digital handheld product has at least one LCD display, the AR markers are pasted on the LCD display(s). Fig. 5 shows the AR-based tangible object for a game phone. Although the product consists of part components, it is enough to make the RP model as a single component since the necessary information for tangible interaction is the position of the pointer-type object with respect to the RP model as shown in Fig. 5(b). For the AR-based tangible object of the pointer, we apply paperbased modeling as follows: we generate a polygonal mesh composed of a cube and a square pyramid, develop its unfolded sheet, cut out the sheet, and build the paper model with the cut-out sheet. Fig. 6 shows the AR-based tangible object for the pointer. Note that four AR markers are included in the unfolded sheet. The paper model actually can be replaced with any physical model (i.e. RP model or plastic object) that satisfies the following conditions: Its shape and size are nearly the same as those of the geometric model of the pointer. It is easily fabricated at low cost. It is rigid enough to keep its overall shape and the accuracy of picking operations when users grasp it in their hands and touch rigid objects with its tip. Paper-based modeling provides low-cost benefits with ease to fabricate. Moreover, it can guarantee good rigidity if a paper model is made of thick and sturdy paper. In this work, the geometric model of the pointer is defined as the outward offset of the polygonal mesh by a small distance. This offsetting is helpful to
Fig. 5. AR-based tangible object for a game phone: (a) the RP model with an AR marker and (b) the augmented image of the game phone.
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Fig. 6. AR-based tangible object for a pointer: (a) an unfolded sheet for a paper model; (b) the paper model with four AR markers; (c) the augmented image of the pointer.
overlay properly the rendered image of the pointer on the image of the real paper model. The use of the AR-based tangible objects can greatly improve the accuracy and tangibility of user interaction.
The distance from the tip to the button or slider is the shortest among the distances from the tip to the other buttons and sliders. The distance is kept smaller than a tolerance during a specified time period.
4. AR-based tangible interaction and functional simulation After obtaining the product model, multimedia contents data, the HMI functional model, the finite state machine, and AR-based tangible objects, we can start the design evaluation of the product by operating them in the AR environment. In this work, ARToolKit [17] is adopted to construct a computer vision-based AR environment. Fig. 7 shows a schematic diagram for AR-based tangible interaction and functional simulation. When the user manipulates AR-based tangible objects to touch specified regions of a digital handheld product, the AR engine recognizes HMI events based on the spatial relations between the AR-based tangible objects, reacts to the events, and sends the proper results to output devices. It may change states of the product and activate associated actions or activities. Through the output devices, the user can experience the appearance, kinematics animation, and functional behavior of the product.
According to the length of the specified time period, the HMI events related to push-type buttons can be recognized differently— short or long pushing. As the distance computation should be
4.1. Tangible user interaction Most digital handheld products have buttons to push or sliders to move. In order to create HMI events, the user holds the pointertype tangible object and touches specified regions (for example, buttons or sliders) of the product-type tangible object with the tip of the pointer-type tangible object. We consider a button (or slider) to be pushed or moved (that is, an HMI event occurs) if the following conditions are satisfied:
Fig. 7. Control flow in AR-based interaction and simulation.
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Fig. 8. Distance computation in the AR environment: (a) coordinate transformation between a camera and an AR marker; (b) distance between two points using the camera coordinate frame.
performed in a reference coordinate frame, it is required to transform the tip, the buttons, and the sliders into the camera coordinate frame for each video image. Using the camera calibration information acquired by ARToolKit [17], we can easily acquire coordinate transformations between the camera and the AR markers associated with their tangible objects as shown in Fig. 8(a). A point pk in a local coordinate frame OXYZk defined by a kth AR marker can be expressed as a point pc in the camera k coordinate frame OXYZc as follows: pc ¼ Rkc pk þ dc where the k k rotation matrix Rc and the translation vector dc constitute a transformation from OXYZk to OXYZc. The distance d(p1, p2) between p1 in OXYZ1 and p2 in OXYZ2 can be easily computed as 1 2 follows: dðp1 ; p2 Þ ¼ jjR1c p1 þ dc R2c p2 dc jj, see Fig. 8(b). To reduce the computational load, we can simply compute the distances from the center of the tip to the centers of buttons or sliders. 4.2. Functional behavior simulation The functional simulation of the product is completed as follows: when the user creates an input event with AR-based tangible objects, the AR engine checks if the event is related to the functional behavior of the product or not. If so, the FSM module refers to the HMI functional model of the product and determines if the event triggers a state transition. If the state transition is confirmed, the FSM module does the specified actions and changes the state to a new one, and performs the activities of the new state (see Fig. 3). Otherwise, it keeps conducting the activities of the current state. These actions and activities include tasks such as, for example, changing the position and orientation of buttons and switches, playing or pausing MP3 music, turning on or off the lamp, increasing or decreasing the volume. The execution of the actions and activities yields state-specific visual and auditory data. The state-specific visual data are sent to the AR engine to update the visual image of the product, and the state-specific auditory data are sent directly to auditory output devices.
windows-based IBM compatible personal computer. As input devices, we used two types of AR-based tangible objects and a PC camera with 640 480 resolution. As output devices, we used an LCD monitor and a pair of speakers. VR-oriented devices such as HMD can also be integrated into the AR environment. Fig. 9 shows the system environment. For product model generation, we used a CAD software called Rhino3DTM version 3.0 and an RE software called RapidFormTM version 2004. We stored the HMI functional models of digital handheld products into markup language-based text files and used them in the FSM module. Graphical images, video animations, and audio sounds required as multimedia contents data were acquired by recording. The AR engine is based on ARToolKit [17] and includes additional modules for visualization, I/O interface handing, sound play, LCD image display, and environment parameter setting. ARToolKit was used for camera calibration, marker recognition, and 3D object augmentation. The LCD image display module is used to create state-specific images which appear on the LCD display of each product [15,16]. For the visualization module, we used OpenGL and GLUT as graphics libraries. For the sound play module, we used Direct Show for MP3 decoding. We developed the other modules by writing our own source code.
5. Implementation and application Based on the proposed approach, a product design evaluation system has been implemented in C and C++ languages on a
Fig. 9. System environment for tangible augmented prototyping.
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Figs. 10 and 11 show the virtual product models (i.e. virtual prototypes) of an MP3 player and a game phone in four different states and their operations in the tangible augmented prototyping environment, respectively. The MP3 player is made by iRiverTM and the game phone is made by LG ElectronicsTM. In some states, video animations are displayed and sounds (i.e. button click or music sounds) are played. While performing the design evaluation of any product using the system, users may detect any problems in the overall appearance, the assembly structure (if the prototyping system is elaborated further), or the functional behavior of the product. In such cases, product designers correct the problems and update the product model or the HMI functional model (i.e. feedbacks occur during the iterative process in Fig. 1). The users and the product designers can promote the product design and development by repeating the product design evaluation in this manner. 6. Preliminary user study Usability testing is used for ensuring that the intended users of a product can carry out the intended tasks efficiently, effectively and satisfactorily. In usability testing, users are asked to perform certain tasks in an effort to measure the product’s ease-of-use, task time, and the user’s perception of the experience [1,32,33]. To investigate the usefulness and quality of the proposed approach,
we carried out a preliminary user study of the MP3 player and the game phone with a subject group consisting of 10 university students. Of the 10, 8 learned the basics of 3D geometric modeling from CAD/CAM courses. Simple task performance measures and questionnaires were used to evaluate the approaches using four different virtual prototypes: traditional 2D screen prototypes (2DSCR), 3D stereoscopic prototypes (3DSTR), 3D augmented prototypes (3DAR), and 3D tangible augmented prototypes (3DTAR). As we have built the virtual prototypes from commercial products based on reverse engineering, we could include the use of real products (REAL) in the tests as the target reference of the prototyping approaches. Obviously, using a real product is the best but most costly approach to its design evaluation. As shown in Fig. 12, 2D screen prototypes present front and/or side views of products, but the image of the views usually has a limited resolution. 2D screen prototypes were built by combining the images of views with multimedia contents data, functional models, and FSMs. These 2D screen prototypes allow users to perform the image-based functional simulation by clicking buttons on the views. 3DTAR corresponds to the approach proposed in this paper and 3DSTR corresponds to the VR-based prototyping approach proposed by Park et al. [15,16]. Similar to the 3DTAR approach, each virtual model in 3DSTR also consists of a product model, multimedia contents data, a functional behavior model, and an FSM.
Fig. 10. MP3 player in four different states: (a) MP3 Play; (b) Mode Select; (c) FM Radio; (d) Hold; and (e) its tangible augmented prototyping.
H. Park et al. / Computers in Industry 60 (2009) 114–125
Fig. 11. Game phone in four different states: (a) On; (b) Calling; (c) Multimedia menu; (d) Movie; and (e) its tangible augmented prototyping.
Fig. 12. 2D screen prototypes for (a) the MP3 player and (b) the game phone.
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Fig. 13. VR-based prototyping of (a) the MP3 player and (b) the game phone.
As shown in Fig. 13, a user using 3DSTR wears HMD and interacts with the virtual model by using some keys and a mouse to experience the realistic appearance and functional behavior of a product. 3DAR is the same as 3DTAR except that, instead of tangible objects made by RP and paper-based modeling, traditional AR markers shown in Fig. 14 are used for the augmentation of 3D virtual objects and the interaction between users and products. 3DAR was included in order to show the advantages that AR-based tangible objects have over traditional AR markers in aspects such as tangibility and ease-of-use. Note that a 3D screen prototype (3DSCR) working on a single monitor screen without an HMD can be considered as an alternative approach. However, 3DSCR has been compared with 3DSTR in the literature (for example, see [15,16,32]), and it was known that 3DSCR and 3DSTR show similar results with some tradeoffs between them. As advanced HMDs have been introduced, 3DSTR produces better results in many aspects than 3DSCR. Based on this rationale, 3DSCR was not included in the user study of the paper. In order to evaluate the task performance of the prototyping approaches, we asked the subjects to complete two tasks for the MP3 player and three tasks for the game phone. Details of the tasks are described in Table 1. We first introduced the subjects to four kinds of prototypes (2DSCR, 3DSTR, 3DAR, 3DTAR) of the two products for 15 min. Each subject was given some time (about 20 min) to learn how to manipulate them (i.e. how to click buttons, how to move, scale, and rotate 3D prototypes, and how to manipulate tangible objects or AR markers). The subject was then asked to conduct the five tasks using the four prototypes in the following order: {2DSCR, 3DSTR, 3DAR, 3DTAR} ! REAL. For each prototype, the tasks were assigned to the subject in the following order: T1 ! T2 ! T3 ! {T4, T5}. The prototypes and the tasks in braces {} were ordered randomly. This random ordering was used to minimize the learning effect occurred during the repetitive
tasks. Before performing each task, the subject could have access to a simple graphical manual describing the steps required to complete the task. The results of the performance measures are summarized in Table 1 and plotted in Fig. 15. After completing all the tasks, each subject was asked to fill questionnaires in order to capture qualitative aspects (i.e. understandability of functions, ease-of-use, tangibility, sense of realism, legibility) of his or her experience of four prototyping approaches (2DSCR, 3DSTR, 3DAR, 3DTAR). Verlinden et al. and Park et al. performed similar qualitative comparison of their virtual prototyping approaches [16,33]. The questions asked are summarized in Table 2. All responses were scored on a five-point scale and each question included a field to add some comments. Fig. 16 shows the analysis results of the questionnaires collected from all the subjects. From the results of task performance, we found that the overall ranking of task performance was as follows: REAL > 3DSTR > 2DSCR > 3DTAR > 3DAR. We found that the ease of button clicks is the most dominant factor affecting the task performance. Button clicks are done with some keystrokes and the mouse in 2DSCR and 3DSTR, with simple AR markers in 3DAR, and with AR-based tangible objects in 3DTAR. Using the keystrokes and the mouse was faster and easier than using the AR-based markers or tangible objects. Especially, all the subjects felt severe inconvenience in clicking buttons with traditional AR markers. When they tried to click buttons with simple AR markers, they often encountered confusing situations in which 3D virtual objects overlapped each other (i.e. the pointer object penetrated the product object). This can explain why the 3DAR approach required much more time to complete the tasks than the others. On the other hand, the subjects mentioned that they did not experience any object overlap and penetration and felt the sense of touch when using tangible objects in the 3DTAR approach.
Fig. 14. AR-based prototyping: (a) simple AR markers; (b) manipulation of the MP3 player; and (c) manipulation of the game phone.
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Table 1 Task descriptions and performance measures. Product type
Task
Task steps
MP3 Player
(T1) Play the 3rd MP3 music with volume level 30.
1. 2. 3. 4. 5. 1. 2. 3. 4. 5. 1. 2. 3. 1. 2. 3. 4. 1. 2. 3. 4.
Average time required (in s) 2D SCR
(T2) Play the 2nd FM radio station with volume level 20.
Game Phone
(T3) Make a call to the 1st tester. (T4) Play an animation.
(T5) Change the caller ring into the 3rd one.
Turn on the MP3 player. Play the music. Move to the 3rd music. Increase the volume up to 30 levels. Hold on the buttons (move ‘‘hold’’ slider to the right). Hold off the buttons (move ‘‘hold’’ slider to the left). Enter the menu. Select the FM radio submenu to play FM radio. Move to the 2nd FM radio station. Decrease the volume down to 20 levels. Turn on the game phone. Enter the phone number by using number buttons. Press ‘‘call’’ button. Enter the main menu. Move to the multimedia submenu (press ‘‘6’’ button). Select the 2nd bin for animation files. Play the animation by pressing ‘‘OK’’ button. Enter the main menu. Move to the caller ring submenu (press ‘‘2’’ button). Select the 3rd one. Set it to the current caller ring by pressing ‘‘OK’’ button.
We also found that the complexity of button layout and the visibility of prototypes affect the task performance. For the MP3 player, it has a few buttons, but their layout in the 2D screen prototype is rather confusing as the buttons were distributed into three views (one front view and two side views). This often caused the subjects to make mistakes when picking buttons. For the game phone, it has over 30 buttons whose layout is rather complex, and
3D AR
REAL
6.5
5.9
3D STR
3D TAR 9.2
42.4
5.3
8.8
8.1
13.0
45.8
7.5
10.0
7.7
13.3
47.8
6.4
9.6
7.3
10.3
42.4
6.7
9.0
6.6
8.8
35.2
5.6
some buttons are small and compact. Moreover, the visibility of the 2D screen prototype in either case is not good. Some subjects commented that they felt inconvenience and made mistakes when clicking buttons with the mouse pointer in the 2DSCR approach. In the 3DSTR approach, subjects can go closely to the prototypes to see them in finer detail. This helps to make the subjects click buttons more easily and accurately. As Kuutti et al. pointed out [32], it might be unnatural to go more closely to an object than where the eye can be focused. Nonetheless, it must be one of advantages of using 3D virtual prototypes to manipulate (move, scale, and rotate) freely them in a VR environment. In the AR-based approaches, subjects can also have a close look at the prototypes as long as the AR markers associated with the prototypes are captured and identified. The visibility of prototypes in the AR-based approaches is not better than the one in the 3DSTR approach since the resolution of PC camera is lower than that of HMD. On the other hand, some subjects without experience of using HMD commented that in the 3DSTR approach they had some inconvenience in visibility of 3D prototypes and felt some unnatural weight gain in their heads while wearing the HMD. From the analysis results of the questionnaires, we found the advantages of 3D-based approaches over the 2D-based approach in most aspects, the significant advantages of 3DTAR over 3DAR, and some trade offs between 3DSTR and 3DTAR. As the same HMI functional models were integrated into all the four kinds of prototypes, there were no significant differences between the four approaches in understandability of the product functions. The 3D-based (3DSTR, 3DAR, 3DTAR) approaches gave the subjects better sense of realism than the 2DSCR approach. Table 2 Questionnaires contents (translated from Korean).
Fig. 15. Graphical plots of task performance measures of (a) AR-based approaches and (b) four approaches.
Q1 Q2 Q3 Q4 Q5 Q6 Q7 Q8 Q9
Can you understand the product functions by using the virtual prototype? Is it easy to click buttons when using the virtual prototype? Does the virtual prototype make you feel as if you push real buttons? Does the virtual prototype look like the real product? Can you figure out the size of the product with the virtual prototype? Can you feel a three-dimensional effect when using the virtual prototype? Is the liquid crystal display (LCD) of the product legible? Do you think the use of virtual prototype interesting? Does the virtual prototype offer enough information for a decision to buy the product?
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Fig. 16. Graphical plots of questionnaire results for all subjects.
Regarding the three-dimensional effect, the subjects perceived depth the most vividly in the 3DSTR approach. As these approaches allow the subjects to go closely to the prototypes and to see the display of the products more clearly, they got higher points than the 2DSCR approach in legibility. The 3DAR approach received the lowest points in the ease of button clicks as mentioned above. The 3DAR and 3DTAR approaches showed similar results except that the 3DTAR approach received much higher points than the 3DAR approach especially in tangibility and the ease of button clicks. The 3DSTR and 3DTAR approaches received higher points than the 2DSCR approach in most aspects, but we found some tradeoffs between the two: 3DTAR received lower points than 3DSTR in the ease of button clicks but higher points in the tangibility and the sense of realism. Some of the subjects felt some difficulty in figuring out the size of the product with the 2DSCR and 3DSTR approaches. However, all the subjects could easily estimate the product size in the AR-based approaches since they felt like holding the product with their hands (especially in 3DTAR). Most of the subjects answered that 3D-based prototypes were more appealing to customers than the 2D screen prototype. Some subjects pointed out that they sometimes felt confusion and difficulty in their tasks when the virtual objects disappeared in the AR-based approaches. This problem usually occurs when some AR markers fail to be recognized due to bad light conditions or some occlusions between the markers and by the user’s hands. Some subjects expressed inconvenience as they had to watch the LCD screen (not their hands) while manipulating tangible objects or AR markers. Nonetheless, most of the subjects felt that it was very nice to touch and grasp the prototypes in the 3DTAR approach. Some subjects commented that it would be better if they could click buttons with their fingers not with the pointer-type tangible object. They also added that the 3D-based prototypes, if they can be accessed via Internet, will draw great interest from a number of remote customers. Based on the preliminary user study, we found that the subjects’ feedback about the 3DTAR approach was encouraging since it could provide them with more tangibility and better sense of realism while allowing them to experience the functional behavior and the visual appearance of the product easily and vividly. 7. Concluding remarks and future work Functions represent what a product does to satisfy customers. These functions usually differ from product to product. Generally, there is no prototyping tool that can make a prototype represent all the functions of every kind of products. It is common to use various prototypes each of which can represent specific functions of a group of target products.
In this paper, we have proposed a novel approach to virtual prototyping of digital handheld products, which is called tangible augmented prototyping. The primary function of these products is mostly considered as sending users visual or auditory information in response to user inputs. The proposed approach is aimed at generating and utilizing prototypes that can represent not only the primary function but also other functions such as looking nice in aesthetic shape and keeping good in overall structure. In the approach, a product model, multimedia contents data, an HMI functional model, and an FSM are combined with AR-based tangible objects whose operations in an AR environment facilitate the tangible interaction, realistic visualization, and functional behavior simulation of a digital handheld product. We presented how to adopt rapid prototyping and paper-based modeling properly in building the AR-based tangible objects, and thereby to realize accurate and tangible interaction between the user and the product. We also suggested how to combine the forms, functions, and interactions of digital handheld products physically and virtually at the same time. The AR-based tangible objects are composed of paper and RP models without any hardwired connection. If drawing files for paper models and STL files for RP models are sent (via Internet), anyone can easily obtain the tangible objects by simple paper crafting and with the help of an RP service bureau. The AR environment described in this paper is easy to implement, available at low cost, and accessible to developers, stakeholders, and even consumers. The paper model used as a pointing tool can be replaced by a haptic device in the AR environment. With the haptic device, we can enhance the sense of touch and improve the accuracy of button clicks during design evaluation. However, using the haptic device makes object manipulation rather uncomfortable due to increased spatial constraints. It also increases hardware costs directly, which significantly restricts the availability of the AR environment to users. Based on the proposed approach, a prototyping system has been developed and applied for the design evaluation of various digital products such as MP3 players and mobile phones, and it has obtained highly encouraging feedback from users. We found some potential possibility that the prototyping system can be used as an important tool for design review and evaluation of digital handheld products. We also found that the proposed approach can be applicable to any product (or system) that satisfies the following guidelines: The primary function of the product is featured as sending users visual or auditory information in response to user inputs. Users can create HMI inputs by touching, moving, or pressing the specific components of the product. The product has a flat region in which an AR marker can be placed. The tangible physical model (i.e. RP model) of the product can be easily available at low cost. These guidelines are not so tight that the approach would not be applicable to various kinds of products including digital handheld products. We are currently expanding the application of the approach to various products (or even systems) used for entertainment, education, and training. From the user study, the prototyping system revealed some points which guide the directions of our future research for improving the proposed approach. Firstly we will improve compatibility between the manipulation and the viewing of tangible objects. In our present AR environment, the direction from the user’s eyes to the LCD screen is different from the
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direction from the camera to an object of interest. This tends to make the user’s cognitive process inconvenient. We expect to alleviate this problem greatly by adopting an optical or video seethrough HMD system in the AR environment. Secondly we will make the marker recognition module more robust to reduce the occasions where the virtual objects disappeared during their augmentation. Thirdly we will incorporate computer vision techniques to recover the image of real objects (e.g. fingers) occluded by the image of virtual objects and thereby to make the visualization more natural and realistic. Fourthly we will make user interaction more tangible by devising a picking mechanism with which the user can push or select buttons with his or her fingertips. Lastly we will expand the system to be run on webbased environments that allow easy access to AR-based product design evaluation via Internet. Acknowledgements The authors are grateful to all the anonymous referees for their helpful comments on this paper. This work was supported by the Korea Research Foundation Grant (KRF-2008-013-D00152). References [1] K.T. Ulrich, S.D. Eppinger, Product Design and Development, McGraw Hill, New York, 2004. [2] K. Lee, Principles of CAD/CAM/CAE Systems, Addison Wesley, Berkeley, 1999. [3] M.J. Clayton, J.C. Kunz, M.A. Fischer, Rapid conceptual design evaluation using a virtual product model, Engineering Applications of Artificial Intelligence 9 (4) (1996) 439–451. [4] H.J. Bullinger, R. Breining, W. Baucer, Virtual prototyping—state of the art in product design, in: Proceedings of the 26th International Conference on Computers & Industrial Engineering, 1999, pp. 103–107. [5] S. Ottosson, Virtual reality in the product development process, Journal of Engineering Design 13 (2) (2002) 159–172. [6] F. Zorriassantine, C. Wykes, R. Parkin, N. Gindy, A survey of virtual prototyping techniques for mechanical product development, Journal of Engineering Manufacture 217 (2003) 513–530. [7] F. Dai, W. Felger, T. Fruhauf, Virtual prototyping examples for automotive industries, in: Proceedings of Virtual Reality World, 1996, pp. 1–13. [8] M. So¨derman, Virtual reality in product evaluations with potential customers: an exploratory study comparing virtual reality with conventional product representations, Journal of Engineering Design 16 (3) (2005) 311–328. [9] G.C. Burdea, P. Coiffet, Virtual Reality Technology, John Wiley & Sons, USA, 2003. [10] S. Jayaram, H.I. Connacher, K.W. Lyons, Virtual assembly using virtual reality techniques, Computer-Aided Design 29 (8) (1997) 575–584. [11] N. Shyamsundar, R. Gadh, Collaborative virtual prototyping of product assemblies over the Internet, Computer-Aided Design 34 (2002) 755–768. [12] Z. Siddique, D.W. Rosen, A virtual prototyping approach to product disassembly reasoning, Computer-Aided Design 29 (12) (1997) 847–860. [13] S.K. Ong, L. Jiang, A.Y.C. Nee, An internet-based virtual CNC milling system, International Journal of Advanced Manufacturing Technology 20 (1) (2002) 20–30. [14] S.H. Choi, A.M.M. Chan, A virtual prototyping system for rapid product development, Computer-Aided Design 36 (2004) 401–412. [15] H. Park, C.Y. Bae, K.H. Lee, Virtual prototyping of consumer electronic products by embedding HMI functional simulation into VR techniques, Transactions of the Society of CAD/CAM Engineers 12 (2007) 87–94. [16] H. Park, J.S. Son, K.H. Lee, Design evaluation of digital consumer products using VR-based functional behavior simulation, Journal of Engineering Design 19 (2008) 359–375. [17] ARToolKit, http://www.hitl.washington.edu/ARToolKit. [18] R.T. Azuma, A survey of augmented reality, Presence: Teleoperators and Virtual Environments 6 (1997) 355–385. [19] H. Kato, M. Billinghurst, I. Poupyrev, K. Imamoto, K. Tachibana, Virtual object manipulation on a table-top AR environment, in: Proceedings of the International Symposium on Augmented Reality, 2000, pp. 111–119. [20] M. Billinghurt, H. Kato, I. Poupyrev, Collaboration with tangible augmented reality interfaces, in: Proceedings of HCI International, 2001, pp. 234–241. [21] J. Verlinden, A. de Smit, A.W.J. Peeters, M.H. van Gelderen, Development of a flexible augmented prototyping system, Journal of WSCG 11 (2003) 496–503.
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[22] T.J. Nam, Sketch-based rapid prototyping platform for hardware–software integrated interactive products, in: Proceedings of conference on human factors in computing systems (CHI), 2005, pp. 1689–1692. [23] W. Lee, J. Park, Augmented foam: touchable and graspable augmented reality for product design simulation, Bulletin of Japanese Society for the Design Science 52 (2006) 17–26. [24] G.M. Bochenek, J.M. Ragusa, L.C. Malone, Integrating virtual 3-D display systems into product design reviews: some insights from empirical testing, International Journal Technology Management 21 (2001) 340–352. [25] S. Greenberg, C. Fitchett, Phidgets: easy development of physical interfaces through physical widgets, in: Proceedings of the ACM UIST, 2001, pp. 209–218. [26] B. Hartmann, S.R. Klemmer, M. Bernstein, N. Mehta, d.tools: visually prototyping physical UIs through statecharts, in: Proceedings of ACM Symposium on User Interface Software and Technology (UIST), 2005. [27] H. Ishii, B. Ullmer, Tangible bits: towards seamless interfaces between people, bits and atoms, in: Proceedings of Conference of Human Factors in Computing Systems, 1997, pp. 234–241. [28] T. Varady, R. Martin, J. Cox, Reverse engineering of geometric models—an introduction, Computer-Aided Design 29 (1997) 255–268. [29] J. Rumbaugh, State trees as structured finite state machines for user interfaces, in: Proceedings of ACM SIGGRAPH Symposium on User Interface Software, 1988, pp. 15–29. [30] D. Harel, Statecharts: a visual formalism for complex systems, Science of Computer Programming 8 (1987) 231–274. [31] H. Feng, Dcharts, a formalism for modeling and simulation-based design of reactive software systems, Master Thesis, McGill University, 2004. [32] K. Kuutti, K. Battarbee, S. Sa¨de, T. Mattelma¨ki, T. Keinonen, T. Teirikko, A. Tornberg, Virtual prototypes in usability testing, in: Proceedings of the 34th Hawaii International Conference on System Sciences, 2001, pp. 1–7. [33] J. Verlinden, W. van den Esker, L. Wind, I. Horvath, Qualitative comparison of virtual and augmented prototyping of handheld products, in: Proceedings of International Design Conference, 2004, pp. 533–538. Hyungjun Park is an associate professor at the Department of Industrial Engineering, Chosun University, Korea. He received his BS, MS, and PhD degrees in Industrial Engineering from Pohang University of Science and Technology (POSTECH), Korea, in 1991, 1993, and 1996, respectively. From 1996 to 2001, he worked as a senior researcher at Samsung Electronics, Korea. He involved in developing commercial CAD/CAM software and in-house software for modeling and manufacturing aspheric lenses used in various optical products. Since 2001, he has been a faculty member of Chosun University. His current research interests include geometric modeling, virtual prototyping of engineered products, 3D shape reconstruction using reverse engineering, biomedical engineering, and CAD/CAM/CG applications. Hee-Cheol Moon received his BS and MS degrees in Industrial Engineering from Chosun University, Korea, in 2005 and 2007, respectively. He is currently a PhD student at Chosun University. His main research topic is virtual prototyping of portable electronic products using augmented reality and CAD/CAM techniques.
Jae Yeol Lee is an associate professor at the Department of Industrial Engineering, Chonnam National University, Korea. Before joining the faculty members of Chonnam National University, he was a senior researcher at Distributed Collaboration Technology Research Team in Electronics and Telecommunications Research Institute (ETRI). He received his BS, MS and PhD degrees in Industrial Engineering from Pohang University of Science and Technology (POSTECH), Korea, in 1992, 1994, and 1998, respectively. His current research interests include collaborative virtual engineering, collaborative product commerce, and distributed computing for product development.