3D INTERACTION ORIENTED OBJECT MODEL
Cheng Cheng and Jia Lu
Department of Computer Science, Beijing Institute of Technology
Haidian Zhongguancun South No.5 Street, Beijing, China
Keywords: Object Model, Human Computer Interaction, Virtual Manufacturing, Perception, Behavior.
Abstract: Human computer interaction (HCI) is the most urgent challenge to virtual environment based manufacturing
today. Traditionally VRML/X3D standards are used as the main object models in virtual environment (VE),
and collision detection serves as the exclusive perception mechanism in such an environment. It is observed
that these models are difficult to satisfy the requirement of 3D human computer interaction. This paper tries
to provide a new object model scheme for virtual assembly which is a typical virtual environment
application that has the most critical HCI requirements. The work of this paper includes introduction of
object scheme, new perception mechanism, and object behaviour abstraction. The provided object model is
applied and validated in virtual assembly prototype system.
1 INTRODUCTION
Virtual manufacturing (VM), which refers to virtual
environment based manufacturing, has potential
advantage for mechanical product design and
validation. It is essentially a kind of critical real-time
interactive 3D graphical computing, with the most
urgent HCI requirement.
(Drieux et al. 2006) discussed the need of shape
adaptation for virtual environment applications and
gave a description of the process that is used to
acquire the models. (Figueiredo 2007) briefly
reviewed the collision detection algorithms used in
virtual assembly. From this paper it can be
concluded that collision detection is still the unique
perception method used in VM. (Seo et al. 2004)
discussed the object model for virtual environment,
and used state chart to define the object’s discrete
event and behavior. (Lee et al. 2002) gave a
behavior design method in virtual environment for
game and animation, but the behaviors still referred
to predefined motions as the same as the “route” in
VRML/X3D model. (Callison 1995) presented the
time-sensitive object (TSO) model structures
systems making object values extend to object
histories in which a sequence of time-constrained
values describe the evolution of the object over time.
(Pons 2002) proposed a method that promoted and
incorporated temporal constraint specifications to
the class/type-level in a compatible fashion with the
object-oriented framework. (Shoyo et al.) studied
how to abstract human’s motion. The author
discussed a primitive motion, whereas complicated
object behavior abstraction had not been
investigated.
2 STATIC CONTENTS OF
VIRTUAL OBJECT
The fundamental static contents of virtual object
should be constructed in advance. The objects in
manufacturing are initially formed by features, but
these features are not used in virtual environment
because the data models used by the design
environment and the virtual environment are quite
different. 3D interaction oriented virtual object in
figure 1 shows four static aspects of the virtual
object which abstract all the necessary data for
dynamic mechanisms.
Instead of only using VRML/X3D models in VE,
the authors retrieved geometric features through
parsing the STEP files and reconstructed a
description of the part and the features. The
interaction oriented attributes for both the part and
the feature include the shape type, the dimensions
and some auxiliary features, such as ‘Origin’, which
refers to the barycenter of the object; ‘Major’,
Minor’, and ‘3thAxis’, which refer to the
perpendicular axes of the local coordinate of each
393
Cheng C. and Lu J. (2010).
3D INTERACTION ORIENTED OBJECT MODEL.
In Proceedings of the International Conference on Computer Graphics Theory and Applications, pages 393-396
DOI: 10.5220/0002825103930396
Copyright
c
SciTePress
object. These attributes are retrieved for both part
itself and some of the assembly features of the part.
The feature class definition thus is given in the
object model.
The VRML shape node is linked with the object,
and mappings between the features and different
segments of the VRML shape surfaces are also
constructed. We use VRMLref as a reference to the
VRML file of an object. A set of auxiliary features
for every geometric feature are established and the
corresponding appearances are VRML shapes
referenced by AuxFeaRefs.
Direct manipulation in VE demands a real-time
constraint perception and satisfaction. Constraints
are considered as properties of objects and forced on
features. The constraint objects are claimed in the
virtual object. One object makes reference to another,
and the constraint dependency relationships form a
DAG (Directed Acyclic graph). Fast searching and
tracing is so important that constraint dependency is
explicitly specified as a relationship in the composite
object model, i.e., assembly model.
Figure 1: The framework of static description of virtual
object class.
As behavior contains much technical information,
recording the object’s behaviors has a great
significance in virtual manufacturing. Behavior is
abstracted and formalized as a trace. All the
participant’s manipulation will finally transited into
object’s behavior. For the sake of succinctness, the
behavior formalization is laid in next section.
Class VirtualObj basically gives a template
because every application has its specific data
requirements. The researchers should give a concrete
definition of every attribute in the field based on
their specific application and also make efforts to
acquire the attributes from the original design.
3 CONSTRUCTIONS OF
PERCEPTION AND
BEHAVIOUR
The most difficult work in 3D interactive system
construction is to design the dynamic characteristics.
It mainly depends on designer’s experience currently.
It is necessary to put forward new perception and
behaviour mechanisms for virtual object.
3.1 Mechanism of Perception
The computing based perception mechanism
provides to users with the space relationship
consciousness to facilitate object manipulating and
semantics producing. The strategies of searching all
the potential target features are designed. A series of
rules of creating some spatial relationships are
established. The rules are formed which specify
when and how the special semantics are established
and the object transit among states. Every kind of
domain specific determining algorithm is given.
These algorithms are linear and domain dependent.
Representations of all kinds of the perceptions are
devised. The spatial relationships are built step by
step.
Figure 2 shows the example of coincidence
constraint perception. This perception works to
sense the align constraint that user want to add.
After the matched feature pair has been found,
shown as the highlighted hole, Coincidence
perception is working. The ‘Major’, ‘Minor’ and
3thAxis’ of the matched feature pair are determined
as the potential feature set, shown as the red dashed
lines. Spatial relationship rule is like: (Rule 1)
Parallel relationship is true if one of the ‘Major’,
Minor’ and ‘3thAxis’ of the current feature is
parallel with one of the ‘Major’, ‘Minor’ and
3thAxis’ of the target feature; The domain specific
algorithm can be described as: let v
1
, v
2
are
respectively the vectors of axes of current feature
and target feature, the formula of judging the
coincidence constraint in the interactive process is as
equation 1, and the visual communication is defined
as highlighting the coincident auxiliary feature pair.
21
21
cos
vv
vv
(1)
Class VirtualObj
{
// The static part of the class
// Other dynamic parts below
… …
}
Attribute
descri
p
tion
Feature class definition
Constraint class definition
Trace definition
;
VRMLRef: VRML
AuxFeaRef Set
;
GRAPP 2010 - International Conference on Computer Graphics Theory and Applications
394
Figure 2: An example of coincidence perception.
3.2 Behavior Construction
Object traces are constructed during the human
computer interaction process and interpreted and
simulated when the operations are required to repeat.
Definition 1: (Temporal behavior segment)
Temporal behavior segment (tbs) is a basic cell of
object behavior, has the form: <t
i
,cn
start
,bhv
k
,
cn
end
>. Let BHV be set of the primitive object
behavior type set
CN be a constraint set, T be the
time set. Where t
i
T is the start time of the behavior
segment, bhv
k
BHV is a primitive behavior type,
cn
start
CN is an original constraint, cn
end
CN is the
terminate constraint.
Behavior segment above is used to specify the
flow transitions. Here the typical behavior types
mainly include translation (Trans) and rotation (Rot).
The constraint types mainly include ‘Point’, ‘Line’,
Plane’, ‘Sphere’, ‘Circle’, ‘Distance’, and etc.
Definition 2
Short behavior sequence
Short
behavior sequence (sbs) is a sequence made up of
three temporal behavior segments which are
respectively corresponding to feature-matching
perception, coincidence constraint perception and
face-mating perception, has the form: tbs
1
;tbs
2
;tbs
3
.
The notation ‘; expresses the sequential
operation between two temporal behavior segments.
Short behavior sequence is an abstract of the
assembly operation from the domain. In order to
simplify it, translation motion and rotation motion
are separated apart, that is, when translation is
executed, the degree of rotation freedom is frozen
and vice versa.
Definition 3: (Object trace) Object trace (otrace) is
a successive short behavior sequences from an
initial state to a terminate state, it has the form:
sbs
1
;sbs
2
;…;sbs
n
.
Object behaviour is used to formalize the user’s
operation. In this way, the user’s direct manipulation
is translated into object’s behaviour when an object
is manipulated. The expert’s knowledge is thus
embedded into the object and guides the object to
simulate the human operations in a similar
circumstance. From the object’s assembly trace, we
can easily reverse or repeat the assembly process at
any time.
4 THE EXPERIMENTS AND
ANALYSIS OF 3DIOOM
MODEL
The authors conducted experiments to validate the
provided 3D interaction oriented object model
(3dIOOM). The first aspect is about semantics
construction. IOS represents the metric of system
capability of semantics construction. The second
aspect is about perception performance and behavior
capability. IOB represents the metric of perception
and behavior. The last aspect is interaction load.
IOC represents the metric of total cognition load.
The hardware the authors used is PC machine
and Logitech 3D spacemouse. The software platform
used is Open Inventor 5.0 and Microsoft Visual C++
6.0. A gear case which includes 36 parts is used as
an example for verifying and validating 3dIOOM.
Three models: 3dIOOM, VRML/X3D with AABB
algorithm and VRML/X3D with K-DOP algorithm
are compared because most of the applied models
have the same complexity with them. There were 27
participants. All are regular students at Beijing
Institute of Technology. The participants were
randomly divided into three 9-member groups for
the three experiments respectively. The task is to
assembly 35 parts on the gear case in the virtual
workshop. The metrics are formalized and all values
are normalized in 10 scales. The discrete events and
the evaluated indexes are counted by the programs.
The experiment results are shown by Figure 3.
On the aspect of semantics, 3dIOOM model can
create 8 relationships, i.e., approaching, feature
matching, aggregation, constraint dependency,
coincidence, face mating, and two traces, while
other models only create a collision.
On the aspect of perception and behavior, the
perception efficiency and behavior capabilities on
representation, adaptation are compared. Perceptions
used in 3dIOOM model are real-time. The behavior
mechanism put forward in this paper can make
behavior be constructed directly from participant’s
direct manipulation while others cannot. The
behavior in 3dIOOM is adaptable to the changed
environment, while the behaviors in other models
can not have this capability.
On the aspect of HCI supporting, the cognitive
load in 3dIOOM comes from the sensing of feature
matching searching, coincidence and the face mating.
On the contrary, in models of VRML/X3D
combining with AABB or K-DOP, the load comes
from collision events which occurred a lots of times.
3D INTERACTION ORIENTED OBJECT MODEL
395
IOC(num)
3dIOOM VRML/X3D(AABB) VRML/X3D(K-DOP)
10
100
100
100
IOB(num)
3dIOOM VRML/X3D(AABB) VRML/X3D(K-DOP)
10
100
100 100
IOS(num)
3dIOOM VRML/X3D(AABB) VRML/X3D(K-DOP)
10
100
100100
(a)Semantics (b) PerceptionandBehavior (c) Cognitiveload
Figure 3: Experiment results of virtual object model.
5 CONCLUSIONS
The authors put forward an object model 3dIOOM to
promote HCI in VE. It can be clearly depicted by the
static and dynamic parts. New perception and
behavior mechanisms in VE are established. The
experiments showed that 3dIOOM model can well
support 3D direct manipulation in VE. The
disadvantages of this model lie in the difficulty of
reconstructing the feature based design information.
The current situation is a semi-automation process.
ACKNOWLEDGEMENTS
This paper is jointly supported by national science
foundation of China (No.60773046), the state key
lab foundation of China under grant No.
SYSKF0905 and Beijing key discipline program.
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