the existence of a few tools for proxemic interaction
(which represent a particular point of view of spatial
user interaction, where distance plays a fundamental
role), they remain intended for very specific applica-
tions.
In order to analyze works on tools that support the
design and implementation of spatial interfaces, we
made a comparative table (Table 1) of the works cited
below based on two criteria: Tool type and Genericity.
(Perez et al., 2020) proposed a proxemic interac-
tion modeling tool based on a DSL (Domain Specific
Language). The latter is composed of symbols and
formal notations representing proxemic environment
concepts which are: Entity, Cyber Physical System,
Identity, Proxemic Zone, Proxemic Environment and
Action. From a graphical model, the tool creates an
XML schema used to generate executable code. In
(Marquardt et al., 2011) the authors presented a prox-
imic toolkit that enables prototyping proxemic inter-
action. It consists of a collection library conceived
in a component-oriented architecture and considers
the proxemic variables between people, objects, and
devices. The toolkit involves four main components:
(1) Proximity Toolkit server, (2) Tracking plugin mod-
ules, (3) Visual monitoring tool and (4) Application
programming interface. Another proxemic designers’
tool for prototyping ubicomp space with proxemic in-
teractions is presented in (Kim et al., 2016). It is built
using software and modeling materials, such as: Pho-
toshop, Lego and paper. Interactions can be defined
with photoshop based on proxemic variables. The
tool uses an augmented reality projection for minia-
tures to enable tangible interactions and dynamic rep-
resentations. A hidden marker sticker and a camera-
projector system enable the unobtrusive integration
of digital images on the physical miniature. Spi-
derEyes (Dostal et al., 2014) is a system and toolkit
for designing attention and proximity aware collabo-
rative scenarios around large wall-sized displays us-
ing information visualization pipeline that can be ex-
tended to incorporate proxemic interactions. Authors
in (Chulpongsatorn et al., 2020) explored a design
for information visualization based on distance. It
describes three properties (boundedness, connected-
ness and cardinality) and five design patterns (subdi-
vision, particalization, peculiarization, multiplication
and nesting) that might be considered in design.
According to the previous study, we noticed a lack
of generic approaches and tools capable of handling
the process of building applications supporting spatial
user interaction. In addition, existing works do not
take into account all the possibilities of spatial inter-
action. It treats only proxemic interactions as shown
above which are mainly based on distance. Moreover,
Table 1: Summary of designing tools for proximic user in-
teraction.
Reference Tool type Genericity
(Perez et al.,
2020)
Modeling
language and
prototyping
environment
Generic
(Marquardt
et al., 2011)
Prototyping
environment
For specific
use
(Kim et al.,
2016)
Prototyping
environment
For specific
use
(Dostal et al.,
2014)
Prototyping
environment
For specific
use
(Chulpongsatorn
et al., 2020)
Prototyping
environment
For specific
use
proposed tools target the prototyping of specific ap-
plications, except the recent research of (Perez et al.,
2020) which came forward to define a language for
proxemic interaction specification.
In order to respond to these shortcomings, we in-
troduce in this paper SUIL (Spatial User Interaction
Language) and SIMSIT (Spatial Interface Modeling
and SImulation Tool) which are respectively a model-
ing language and a modeling & simulating framework
for spatial interfaces. The remainder of this article is
structured as follows: Section 2 describes The SUIL
modeling language, and section 3 presents the SIM-
SIT tool. Section 4 provides a conclusion and per-
spectives for future works.
2 SUIL: A SPATIAL USER
INTERACTION LANGUAGE
We propose a language for modeling spatial user in-
terface called SUIL. It enables designers to specify
spatial interfaces with maximum expressivity which
means that it provides for them all needed concepts
to construct the spatial interactions they want to im-
plement. Figure 2 presents the abstract syntax of the
SUIL language.
2.1 Coordinate System
The coordinate system represents the absolute refer-
ence in the given physical space (an ambient room, a
smart house, etc.) that serves to determine absolute
locations and orientations of objects and/or users.
In the following, we will refer to each object and/or
user involved in spatial interactions by the term Spin
(SPatial INteractor). It will be introduced later (in
section 3.3).
HUCAPP 2022 - 6th International Conference on Human Computer Interaction Theory and Applications
226