Situated Analytics: Where to Put the Abstract Data? Neven A. M. ElSayed Ross T. Smith Bruce H. Thomas Wearable Computer Lab University of South Australia [email protected] Wearable Computer Lab University of South Australia [email protected] Wearable Computer Lab University of South Australia [email protected] (a) (b) (c) Figure 1: Chameleon technique for abstract data representation employed in a shopping scenario to gather nutrition-based information. A user assigns a serving amount with an AR slider and the abstract data is show on the user’s hand with a colour encoding to reflect a daily calorie budget. (a) The user assigns a serving size of 25% shown by recolouring their hand to green colour indicating their consumption is below the daily calorie budget. (b) Updating the selection to 50% changes the hand's colour to yellow indicating the calorie consumption will be close to the daily allowance. (c) Finally, Increased the serving size to 100% alters the user hand's colour to red indicating the daily calorie budget has been exceeded. Computer Graphics—Methodology Interaction Techniques. ABSTRACT Visual clutter from the background is one of the main challenges facing information visualisation in augmented reality. Abstract representation is the overall information visualisation resulted from the user interaction and data aggregation. "Where to represent the abstract data in the user’s view?" is one of the key questions for the emerging field of Situated Analytics. This paper presents "Chameleon" and "Midas" abstract visualisation techniques for augmented reality applications to overcome the clutter challenge. Chameleon employs the user’s hands as an abstract representation canvas, and Midas allow users to assign the canvas to physical objects by touching the objects. Both techniques propose a potential solution for blending the abstract representations into interactive in-situ augmented reality applications. and Techniques INTRODUCTION Many existing Augmented Reality (AR) visualisation approaches investigates the registration of virtual content in the real scene [1, 2]. Placing abstract visualisation in the real scene is challenging, as it can represent data that has no spatial relationship with the real scene. The location of the abstract visualisation might increase the visual cluttering due to the disconnection between the real context and the visualisation. Traditional AR data representation approaches use image segmentations [3] and surface mapping [4] to calculate the optimal zones within the real scene for the virtual content overlays. The resulting image analysis of the real scene dynamically registers the data as an overlayed annotation in the optimal location. This dynamically changing location, however, may result in perceptual confusion for the user as they are continually following this updating position. Author Keywords Situated Analytics; Immersive Analytics; Information Visualization; Abstract representation; augmented Reality; Blended Space; Blended Interaction; Scene Manipulations. With the increasing interest of in-situ interaction [5], abstract data visualisation became one of the key components of interactive AR visualisation systems [6]. Recently, Situated Analytics (SA) was introduced as a method of analytical interactive visualisation in AR [7]. SA enables the users to interact with AR space (real and physical world) helping users to inform better decisions based on the generated visualisation. ElSayed et al. [8, 9] classified the visual components of the interactive visualisation to two main types situated and abstract. Situated visualisation represents the virtual content which is related to the physical objects in the real scene, is a more traditional AR approach to virtual information overlays. The abstract visualisation represents the overall information generated by the user interaction with the real ACM Classification Keywords H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems—Artificial, augmented and virtual realities; I.3.6 [Computing Methodologies]: Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]. OzCHI '16, November 29 – December 2 2016, Launceston, TAS, Australia Copyright © 2016 ACM 978-1-4503-3673-4/15/12... $15.00 http://dx.doi.org/xx.xxxx/xxxxxxx.xxxxxxx. 1 scene. Traditionally this form of information has been presented as screen relative information [10]. hierarchy, to alter the annotations' size and detailed level based on its distance from the user's view. Recently, Tatzgern et al. [18] proposed the Hedgehog labelling, layout management techniques for moving objects to visual clutter from AR annotation. They employ two techniques the pole-based and plan-based. Recent techniques tried not only to register the data but also to blend it in the real scene, using surface mapping [4], object edge detection [3], and scene manipulation [19, 20]. Two of the challenging parameters of AR interaction are the large interaction space (the real scene) and secondly the increasing need for the abstract representation to track the user's overall data in this extended interaction space. We need to address a set of requirements for abstract data representation in AR that does not increase the visual clutter to the user. The research questions addressed in this paper can be summarised as follow: Abstract information does not suffer from the spatial relationship challenge, as the information may be placed in many different viewable locations to the user. However, abstract information is affected by the clutter challenge, as the background interferes with the user’s perception and might make the visualisation difficult to understand. Abstract visualisation is not well investigated in the AR research community. Most of the existing approaches use space-filling approaches, by finding either less cluttered space or the most obvious for the user’s perception. White et al. [21] visualisation investigations are considered to be one of the early approaches that have represented abstract information for AR, showing the CO2 level in the air. Kalkofen et al. [2] classify this approach as context-based information. Overlaying information on a separated layer [22] is a common method for abstract visualisation. However this approach presents a difficult transition for the user between the presented information and the overall information. Where should we put abstract data? How and when should we present the abstract visualisation? How can we make the abstract visualisation easy to understanding and perceive? In this paper, we present Chameleon and Midas, blended abstract representation techniques for SA. Chameleon employs the user’s hands for a canvas. The hands are selected as they minimally reduce the contextual information in the remaining interaction space. The main advantage of Chameleon is that it retains the contextual features for the user’s observation and decisions. The Midas approach allows users to assign the abstract visualisation's canvas to a physical object by touching to that object. This technique enables a user to assign the canvas to a zone that might have spatial cue or a better view from the user's perspective. BACKGROUND Virtual data registration and overlaying are key features of AR visualisation, which affect information understanding and perception [11-13]. A major area of AR investigation is the development of techniques for annotation management [14-16]. One of the challenges is to overcome cluttered backgrounds in AR and select a location where the virtual data does not conflict with the visual background and retains a spatial relationship between the virtual and the real scene. ElSayed et al. [8] have categorised AR information representations into two types situated and abstract representation. The situated visualisation augments the virtual annotations to the real scene, with explicit representation of the spatial relationship. The abstract representations overlay the overall information without cluttering the real scene, but the abstract representations do not have a spatial relationship with the real scene. CHAMELEON Chameleon employs a diminished reality [23] occupation approach, using the user’s hand as a visualisation canvas. The user’s hand is chosen as the canvas as it has a lower priority than the contextual features of the physical objects of interest. This technique blends a colour-coded value onto the user’s hand. Figure 1 shows the use of the chameleon technique in a shopping context. Demonstrating the user assigning a serving quantity of a product with a virtual slider, similar to opportunistic tangible user interfaces [24] and ephemeral interactions [25]. The abstract visualisation represents the calorie level calculated from the serving amount and the total pre-stored calorie budget of the user. The colours start from green for a healthy serving amount, passing through yellow and orange, until red for an unhealthy serving amount. Figure 1-a shows the user assigning a serving amount of 25% of the amount in the box, blending green colour to the user's hand reflecting that the assigned serving amount is healthy calculated to the stored nutrition functions and the user's fitness goal. Figure 1-b shows the user increasing the serving amount to be 50% of the box’s content, which converted the user hand from green to yellow showing that the assigned value will consume a large amount of the total calorie budget. Finally, Figure 1-c shows the user increasing the serving amount to the entire box, which converted the user's hand to a red colour showing that the assigned value has violated the pre-stored calorie budget. Most of the existing situated visualisation approaches solve the clutter challenges by calculating the registration location to enhance the visual perception and to reduce the visual cluttering. Azuma and Furmanski [17] have introduced one of the initial clustering approaches in AR. They developed algorithms to reduce labels' overlapping and to merge the duplicated labels; they demonstrated their technique is easier to read clustered text labels better than the original cluttered view. Azuma and Furmanski also used a layout technique to arrange the clustering output. Bell et al. [10] have proposed a view management technique for tree data, using a combination of filtering and displacement approaches to layout the data. The visualisation is based on the user's sight view and the data We implemented the Chameleon techniques using OpenGL Shading Language in Unity 3D. Two shader 2 algorithms were developed for hand segmentation and colour blending. The hand segmentation is implemented with an OpenGL shader for fast skin colour detection in real-time. The hand extraction algorithm converts the camera input stream from RGB to YUV colour space, extracting the user's hand based on skin’s colours. The skin colours are assigned using a calibration tool as shown in Figure 2. The calibration tool has a set of sliders used to assign the YUV values of the users' hand colour, which is associated with visual feedback to show the extracted regions of the assigned values. In the future, we will investigate automatic hand detection and skin detection algorithms. Simple detection techniques are used to establish the interactive visualisation techniques. bag’s abstract representation (Figure 3-c). The detailed view of the user's arm shows a breakdown chart of the consumed calories, using colour icons to relate the graphical representation with the products in the bag. (a) The colour-blending algorithm merges a colour code value with the colour of the skin on the user’s hand. The algorithm uses the green and red channels to alter the RGB hand's output colour. The developed techniques used a colour code approaches. However, more visualisations can be developed to display more graphical structures and to support data expansion. (b) (c) Figure 3: Midas touch abstract data canvas selection. (a) The chameleon technique. (b) Moving the abstract canvas to a bag with Midas touch. (c) The user assigned his arm to expand the abstract information of the bag, showing a detailed breakdown of the information. With the rapid enhancement of image processing and objects recognition for AR systems, there is an increase in the potential uses of Chameleon and Midas Touch techniques for platforms such as the Microsoft HoloLens head worn device. Figure 2: Hand extraction using colour segmentation MIDAS TOUCH, A STEP FURTHER The existing AR solutions register the virtual annotation based on image analysis [4, 14], calculating the best location for the virtual augmentation and based on the spatial relationship between the virtual content and the real scene. As mentioned in the previous section, the Chameleon approach uses lower priority contextual zones for information augmentation, such as the users’ hand. However, the user’s hand for a canvas is not always within the user’s view, and the canvas might be limited in size for a particular data representation. (a) (b) Figure 4: Midas Touch implementation. (a) The abstract visualisation was blended to the user's hand (chameleon) (b) the user touch the bag to assign the a new canvas for the abstract visualisation. We present Midas Touch, an extended concept of the Chameleon technique, allowing users to assign physical objects to be abstract representation canvas by touching the objects' surface. Figure 3 depicts the concept of Midas Touch in a shopping context, showing a user picking some products in a supermarket and reflect the abstract information on the user's hands (Figure 3-a). The user walks between the supermarket aisles, putting the products in his bag (Figure 3-b). The user then decides to move the representation canvas from his hand to the bag, for better perception. The user touches the bag, transferring the abstract representation canvas to the bag. Figure 4 shows an initial implementation of the Midas Touch using the same colour segmentation that has been used for Chameleon. Vuforia SDK was used for collision detection between the hand and the shopping bag. The collision is calculated between the user’s hand and the selected products in the shopping bag. Figure 4-a shows the user’s hand colour-coded to represent the calorie statues, starting from green for small energy consumption to red for high ones. The user then touches the bag to transfer the abstract canvas to the bag, turning off the chameleon hand visualisation. As mentioned in the Midas Touch method (Figure 3), the user can keep both hand and bag canvas multiple depths of the information, such as using the hand for detailed view and the bad for the overall value (Figure 5). The user holds a box of crackers, which converted the user’s hand to green, showing that the cracker’s energy is within The orange blended-colour of the shopping bag reflects that the total products' calories have exceeded the prestored calorie budget. The user then investigates how the calorie total has exceeded the allowance by sliding their finger on their left arm exploring a detailed view of the 3 the healthy serving range. 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