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Prototyping Haptic Data Visualizations

Prototyping Haptic Data Visualizations

Presentation of the HITPROTO toolkit (Visualization and Medical Graphics Group Seminar, Bangor)

Panagiotis D. Ritsos

October 02, 2013
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  1. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
    Panagiotis D. Ritsos1  Sabrina A. Panëels2  Peter J. Rodgers3  Jonathan C. Roberts1
    [1] School of Computer Science, Bangor University, UK - {p.ritsos, j.c.roberts}@bangor.ac.uk)
    [2] CEA, LIST, France – [email protected]
    [3] School of Computer Science, University of Kent, UK – [email protected]
    VMG OCTOBER 2013
    Prototyping Haptic Data Visualizations

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  2. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
     Introduction to Haptic Data Visualization (HDV).
     Related work using Tactile Representations
     Overview of the concept of prototyping interactions
     In-depth description of the HITPROTO toolkit
     Examples of HDVs produced using the HITPROTO toolkit
     User evaluation of the HITPROTO toolkit
     Preliminary investigation with users with vision impairments
     Lessons learned
    Presentation Outline

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  3. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
     S.A. Paneels, P.D. Ritsos, P.J.Rodgers, and J.C.Roberts, Prototyping
    3D haptic data visualizations, Computers & Graphics, Volume 37, Issue
    3, May 2013, pp. 179-192
     P.D. Ritsos, S.A. Paneels, P.J.Rodgers, and J.C. Roberts, Towards a
    Formalized Process for Creating Haptic Data Visualization, Visweek
    2013, Atlanta, Georgia, USA
    Related Publications

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  4. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
     The use of haptic devices is becoming widespread, particularly with their
    growth in the home-games market.
     Likewise, the number of haptic devices and APIs is increasing.
     However, it is still difficult to program and develop haptic applications.
     One way to tackle this is by providing prototyping tools or frameworks.
     This paper presents a visual prototyping tool for interactions for…
     … haptic data visualization (HDV), also called haptification - the use of
    haptic devices to represent and realize information and data.
    Introduction

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  5. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
     In software engineering (SE) the term prototyping refers to the rapid
    development of a software solution and has, typically, two forms:
     evolutionary prototyping, where the user refines the prototype in an
    ongoing process before it turns into the final system
     throw-away prototyping where subsequent systems are created and
    then discarded in turn before the final development and delivery of a
    software produce.
     Our approach fuses both forms through the rapid creation of haptic
    interactions…
     …and the generation of reusable code that can be built-upon by
    developers.
    Prototyping

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  6. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
     The haptic visualization display can be considered to consist of three parts:
     First a model is created that contains the haptic information that is going to
    be perceived.
     The generation of the model closely follows the visualization process, where
    the data is enhanced and mapped into an abstract/haptic model.
     Second, haptic rendering is used to compute the forces required to realize
    the model.
    The Haptic Data Visualization
     Third, an electro-mechanical
    device is used to exert the forces
    that the user perceives.

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  7. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
     Braille tactile writing system (paper
    embossing)
     microcapsule paper, thermo-form
    and vacuum-form
     Wikkistix, which are strings doped
    with wax to make the string keep
    its form
    Tactile Graphics and Static Representations

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  8. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
     HITPROTO attempts to ameliorate the technical complexities and
    provide an interface that is closer to a natural language (e.g., “Wait for a
    button press, then add and start guidance”).
     We use a modular approach in HITPROTO, where users drag-and-
    drop components onto a canvas and connect them together to provide
    the logic for the haptic visualization.
     Parameters of the blocks can be set to describe specific behaviours.
     The arrangement of the blocks describes the semantic structure of the
    haptic interaction
    The HITPROTO Toolkit - Design

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  9. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
     There are four main parts to the process:
    1. The user makes the HDV scenario by connecting modular blocks on the canvas,
    2. this information is saved in the .hit XML file,
    3. HITPROTO generates a H3D Python file,
    4. H3DAPI is used to execute the haptic scene
    The HITPROTO Toolkit – The process

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  10. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
     HITPROTO uses H3DAPI (h3dapi.org), is implemented in C++ with
    WxWidgets and combines X3D, C++ and Python
     Current version tested with the Geomagic Touch and Touch X (formerly
    Sensable Phantom Omni and Desktop, respectively), but in theory can be
    used with devices supported by H3DAPI
    The HITPROTO Toolkit – The application
     GUI is like Lego NXT
    Mindstorms visual
    programming language

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  11. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
    HITPROTO Blocks
    • Action blocks - describe the addition, removal, creation and modification of
    haptic and guidance effects
    Stop – compulsory block that delimits the end of the ‘interaction scenario’
    Guidance Add – creates a guidance instance. Includes a spring to attach to the device and an
    anchor to visualize the spring and parameters such as path and speed/duration.
    Haptic Effect – creates a chosen haptic effect. The available haptic effects are: SpringEffect,
    Magnetic Line(s) and PositionFunctionEffect (model-based).
    • Flow blocks that control the flow of the data by listening to events.
    Wait For – enables the interruption of a sequence of actions until a chosen event happens
    such as a haptic device/mouse button or a keyboard key being pressed/released, an
    elapsed time or the activation of a spring
    Switch and Switch End – Checks if a condition is satisfied or not before executing a set of
    actions contained between the two blocks

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  12. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
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    Block Diagram Intermediate Form

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  13. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
    • We parse the .hit file sequentially, and the parameters stored as XML
    attributes are passed to the respective Python code components.
    • However, code generation is not a linear process. This is because the
    labels and values may be defined at a lower position in the .hit file
    • The Python code generated provides a runnable implementation and
    can be executed directly from HITPROTO’s interface, or the Python file
    run separately.
    • For the mentor/blind-user situation this may be enough, and it affords
    quick development and deployment.
    • However the code, being standard H3DAPI Python, can be reused and
    extended for the needs of another application
    Block Diagram Parsing and Python Output

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  14. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
    HITPROTO Examples
    Irises data set – force model
    UK Public Spending since 1963 – magnetic lines + X3D visual elements

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  15. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
     HITPROTO was evaluated by postgraduates that fitted the profile of
    potential support workers for blind users
     We used a ‘convenience sample’ of nine participants: ages 18-65, 6
    female and male, field study anything but Computer Science
     Participants completed four tasks of gradually increasing difficulty and
    success rates, time for task completion was recorded.
     A post-experiment questionnaire was completed, consisting of the
    System Usability Scale (SUS) and open ended questions.
    Usability Evaluation - I

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  16. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
     The average SUS score, rating overall usability, was 67%. Individual
    scores from participants ranged between 50% and 92.5%, except for one
    at 17.5%.
     The results indicate that earlier tasks were completed successfully
    with no or little help, whereas help was required for latter ones.
     This behaviour was expected because the latter tasks were designed to
    be more challenging than earlier ones.
     Overall 88.9% of the attempts at the tasks resulted in a working
    interaction, with or without help, while only 8.3% of them resulted in
    failures, despite the help given.
    Usability Evaluation - II

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  17. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
     We performed a talk-aloud session of the Guided
    Tour and the magnetic line-graphs
     They were very positive over haptic visualization
    techniques and saw much potential in the tool
     They discussed how they explored information in
    general, and explained that they had used static
    examples such as thermoformed images.
    Using HITPROTO with Blind Students
     Emphasised the fact that many tasks take them longer to perform in comparison to
    a sighted user.
     Saw the benefit of the Guided Tour example that led them to points of interest.
     We discussed how audio annotation could be incorporated into the
    representations

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  18. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
     Visual dataflow programming assists novice users
     Medium granularity required
     Block Appearance improves User Experience
     Alternative notation (block diagram and Python code) assists expert users
     Reuse of models/patterns towards Learning by Example
     Reliance on standards (e.g., X3D) and popular APIs (e.g., H3DAPI) allows
    reuse and extensibility
     Usage patterns
     Error Checking
     Default parameter values
    Lessons Learnt – Prototyping tools

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  19. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
     Objective mapping - clear mapping from the data to the haptic
    representation.
     Value - enable the user to understand the underlying data quantity.
    Values may be represented through other modalities (such as sound).
     Reproducible - identical if the same data is loaded in another session
     Different data can be loaded to be represented by HDV.
     Systematic set of interactions that allow exploring in 3D
     Provide feature guidance or touring mechanisms
     Exploration is encouraged
    Lessons Learnt – HDVs

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  20. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
     There are many areas that can be improved in HITPROTO.
     new block diagram editor with an error-checking parser,
     new custom block creator,
     ‘hinting’ mechanisms to the dataflow block diagram editor,
     use of ‘Patterns’ for users to build typical configurations.
    Future Work & Conclusions

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  21. School of Computer Science
    Ysgol Gwyddorau Cyfrifiadurol
    Thank You!

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