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Aina Paper 009 Final
Aina Paper 009 Final
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5 authors, including:
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The Commonwealth Scientific and Industrial Research Organisation
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Tomasz P Bednarz, Con Caris, Jeremy Thompson, Chris Wesner, Mark Dunn
Exploration and Mining
CSIRO Queensland Centre for Advanced Technologies
Brisbane, Australia
tomasz.bednarz@csiro.au
Abstract—The present work concerns immersive virtual reality single instant) and large-scale (experienced across time) [5]
(IVR) experiments carried out for prospective applications in the spatial information in a three-dimensional format, eliminating
mining industry. Demonstrated technologies are also suitable for the need for users to translate between different visual
use in generic training and e-learning fields. Visualisation is modalities. Van Dam, Laidlaw and Simpson [6] have provided
handled by the Unity3D 2.5 multiplatform game development in their article a snapshot of immersive virtual reality use for
tool, which communicates over .Net socket servers with data scientific visualization. They have emphasized especially a
feeds from a 5DT Data Glove Ultra that measures finger flexures, great potential of IVR for dealing with the serious problem of
and an iPhone based touchpad device. The iPhone also provides exponentially growing scientific datasets. Their examples have
orientation data pertaining to acceleration and rotational
shown IVR to be a potent tool for humans to “see” the patterns,
attributes, such as, pitch, roll and yaw. The user is placed at the
focal point of a 4-m dome and experiences the immersive virtual
trends and anomalies in data well beyond what can be done
reality environment display. Navigation and object manipulation today using conventional 3D desktop displays.
by the user is made possible through the combination of hard- The Cell Biology Project [7] serves as an example of a
wired buttons, in-world selection techniques and gesture study focusing on the impact of VR defined in terms of
recognition. The techniques are directly applicable to the immersion, natural interaction (via hand trackers) and
monitoring of mining environments, in which mining equipment interactivity on the effectiveness of informal education (i.e.,
is surrounded by various sensor networks.
self-directed, unstructured learning experiences). The
Immersive Virtual Reality; Teleoperation; Dome; Data Glove;
application was developed in three formats (immersive VR,
iPhone; Sensor Networks; Data Communication desktop VR and video-tape viewing) to compare the various
visual modalities. Statistics of the modalities highlighted that
immersive users scored higher on post-testing of symbolic and
I. INTRODUCTION graphic retention and were much stronger in terms of level of
The potential of immersive virtual reality (IVR) technology engagement. However, the non-immersive groups were able to
and human-computer interaction (HCI) techniques as a major retain more cognitive information (at least for the short term).
technical advance for supporting teleoperation scenarios has Pouliquen, Bernard, Marsot and Chodorge [8] have addressed
been already well recognized by multiple industries [1-3]. One the problem of VR applications for a higher level of integration
of its unique advantages is the capability to allow operators to of safety and health requirements designs. They have reviewed
visualize abstract concepts, to visit environments and to industrial applications using VR and presented virtual hands,
interact with objects or events that distance, time, scale or which are coupled with a virtual press-brake by using a system
safety factors make difficult or impossible to access. In of motion capture and a force feedback device. As a result, they
addition, teleoperation scenarios offer safety advantages were able to estimate the risk level of machine tools.
compared to physical presence of people in harmful
Adamo-Villiani, Carpenter and Arns [9] have presented
environments. The same techniques can also be used in e-
their development of immersive 3D learning environments
education and for fully interactive training purposes, where all
designed to increase core mathematical skills in deaf children.
possible scenarios can be presented through a virtual reality
Their method taught mathematical concepts and sign language
world. Therefore, early investigations of possible technologies
through the user's interaction with fantasy 3D signers and with
that can be used in such scenarios are beneficial.
the virtual environments. Bell and Fogler [10] suggest that VR
It is also important to realise that the same IVR can be used is a good medium for presenting 3D objects and relationships
for training applications. Regian, Shebilske and Monk [4] as well as for illustrating concepts that have been covered
reported on empirical research that explored the instructional elsewhere. However, they did not find it to be an appropriate
potential of immersive VR as an interface for simulation-based medium for getting across factual information nor to substitute
training. According to these researchers, VR may hold promise for traditional educational methods. Yet, when used properly, it
for simulation-based training as the interface preserves both the can augment traditional methods and lead to improved long-
visual-spatial characteristics of the simulated world and the term retention of material. These benefits are also directly
linkage between motor actions of the student and resulting applicable to visually oriented students, helping them to more
simulated effects. VR offers the possibility of presenting both fully engage with the learning process.
small-scale (can be viewed from a single vantage point at a
II. CONFIGURATION AND OPERATION significant bit. For example, the index finger point gesture will
indicate number 1 and the little finger point gesture will
A. Apparatus indicate number 8. If the gesture cannot be recognized, -1
Fig. 1 shows the logical flow chart of the existing system integer value is returned.
for the human-computer interaction (HCI) experiments in a All gestures were tested in the following way: a picture of a
virtual reality environment. The user is the first element in the specific gesture is held on the screen for 1500 ms with 500 ms
diagram interacting with the system via two input devices: a transitional time between successive gestures. These tests
5DT Data Glove 5 Ultra (Fifth Dimension Technologies) and provide 90% of the required responses. Although better results
an iPhone 3G (Apple Inc), which are attached to one hand. The can be achieved when the user has more time to prepare
data glove is connected wirelessly to a PC using the 5DT Ultra specific gestures, different dynamic imitations are achievable
Wireless Kit. as described in detail in [11].
The data glove measures the flexure/bending of all five For prototype testing, a simple Paper-Stone-Scissors game
digits, reporting them as integer numbers as a function of the was included within the virtual world. In this mode, the user
angle of intermediate and proximal phalanges. Prior to running interacts with the game by hand gestures only. The user has
the experiments, the glove is calibrated using an algorithm that three seconds to prepare one of three game gestures: stone
estimates the minimum and maximum flexion and extension (gesture 0), paper (gesture 15) and scissors (gesture 3). The
for each digit sensor and then calculates the normalized computer randomly picks one figure and compares it with the
floating point numbers from 0 to 1.0 i.e., from maximum user's input. The users win when they pick stone against
extension to maximum flexion. The glove calibration is scissors, paper against stone or scissors against paper. If the
subsequently used in the experiments to characterize the user and the computer picked the same figure, it is a draw, and
finger/hand movements. in the remaining cases the user loses. The game was tested with
ten participants providing 100% correct system's recognition of
the input gestures 0, 3 and 15.
The orientation data is captured using three accelerometers
from the iPhone 3G: one acceleration sensor mounted along
each of the primary axes. This combination enables the
detection of device movements in any direction and tracks the
device's orientation relative to gravity. Access to raw data takes
place through the iPhone's SDK UI Accelerometer object. For
the experiments, the reporting occurs at 80 Hz as recommended
in the iPhone Application Programming Guide for "suitability
in applications needed detection of high-frequency motion such
as hitting the device or shaking it very quickly" [12]. The raw
data needs to be filtered in order to get the current orientation
of device and detecting instantaneous motion. Therefore,
simplified low-pass and high-pass filters were also
implemented.
The user interface and user interactions are implemented
Figure 1. Logical flow chart of the system.
via a schema of interaction modes for our testing system as
The iPhone’s touch screen is utilised to display dynamic shown in Fig. 2. The system implements two modes of
information and to handle button presses. The iPhone's built in operation: (a) a view mode and (b) an interactive mode. In view
multi-axis accelerometer is used to measure orientation mode, the user is not interacting with VR objects and only
information. Unity3D 2.5 multiplatform game development watches the scenes presented by the graphics engine. The view
tool is used to display the user interfaces and 3D objects and to mode switches to the interactive by one of the following
process the interactions transmitted from the input devices. The actions: if the user at anytime shakes the iPhone, touches the
final output is displayed in an immersive 3D environment on a mode button on the iPhone's screen, or makes the hand gesture
four metre hemispherical dome screen using two Christie HD3 number 8 using the data glove. In interactive mode, the main
professional projectors. The projectors are mounted on a menu is displayed on both the dome screen and the iPhone's
ceiling 1.5 metres apart and are located three metres from the touch screen.
focal point of the screen. Input selection by a variety of hardwired buttons on the
iPhone’s touch screen enables the user to have access to pre-
B. Data and User Interface Interactions determined controls. These were limited to behaviours such as
Using the 5DT SDK (Software Development Kit) supplied camera movement and selection, object interaction and menu
with the Data Glove, sixteen different hand gestures are easily based functionality. The inbuilt accelerometer allows the user
implemented (excluding thumb readings). Gesture number 0 is to change the orientation of selected virtual objects by physical
defined as all the fingers being closed and gesture number 15 translation or rotation of the iPhone.
as all fingers open. The index finger indicates the least
For gesture supported commands, a small icon is displayed The HSIP protocol has been designed to accommodate a
next to the dynamic element. The icon demonstrates the base set of sensors whilst allowing for the simple addition of
specific gesture associated with the command, enabling new devices. Data is transmitted using a set of common XML
ongoing integrated user-interface tuition. command strings containing a command type identifier. The
general form is <command type=”type”> data </command>.
Table I provides examples of commonly used command
strings.
Figure 4. Virtual Mine E-book: (a) inside Virtual Mine Centre (VMC) at
CSIRO QCAT, (b) virtual e-book, demonstrating gesture icons, (c) inside the
virtual underground mine.