Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3379337.3415824acmconferencesArticle/Chapter ViewAbstractPublication PagesuistConference Proceedingsconference-collections
research-article

FlowMatic: An Immersive Authoring Tool for Creating Interactive Scenes in Virtual Reality

Published: 20 October 2020 Publication History

Abstract

Immersive authoring is a paradigm that makes Virtual Reality (VR) application development easier by allowing programmers to create VR content while immersed in the virtual environment. In this paradigm, programmers manipulate programming primitives through direct manipulation and get immediate feedback on their program's state and output. However, existing immersive authoring tools have a low ceiling; their programming primitives are intuitive but can only express a limited set of static relationships between elements in a scene. In this paper, we introduce FlowMatic, an immersive authoring tool that raises the ceiling of expressiveness by allowing programmers to specify reactive behaviors---behaviors that react to discrete events such as user actions, system timers, or collisions. FlowMatic also introduces primitives for programmatically creating and destroying new objects, for abstracting and re-using functionality, and for importing 3D models. Importantly, FlowMatic uses novel visual representations to allow these primitives to be represented directly in VR. We also describe the results of a user study that illustrates the usability advantages of FlowMatic relative to a 2D authoring tool and we demonstrate its expressiveness through several example applications that would be impossible to implement with existing immersive authoring tools. By combining a visual program representation with expressive programming primitives and a natural User Interface (UI) for authoring programs, FlowMatic shows how programmers can build fully interactive virtual experiences with immersive authoring.

Supplementary Material

VTT File (ufp2615pv.vtt)
VTT File (3379337.3415824.vtt)
SRT File (ufp2615pvc.srt)
Preview video captions
ZIP File (ufp2615aux.zip)
The zip file contains three example applications that were created using our immersive authoring tool.
MP4 File (ufp2615pv.mp4)
Preview video
MP4 File (ufp2615vf.mp4)
Video figure
MP4 File (3379337.3415824.mp4)
Presentation Video

References

[1]
Cycling '74. 2018. Max 8. (2018). https://cycling74.com/products/max/
[2]
A-FRAME. 2015. A-FRAME. (2015). https://aframe.io/
[3]
Rahul Arora, Rubaiat Habib Kazi, Danny M Kaufman, Wilmot Li, and Karan Singh. 2019. MagicalHands: Mid-Air Hand Gestures for Animating in VR. In Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology. 463--477.
[4]
Engineer Bainomugisha, Andoni Lombide Carreton, Tom van Cutsem, Stijn Mostinckx, and Wolfgang de Meuter. 2013. A survey on reactive programming. ACM Computing Surveys (CSUR) 45, 4 (2013), 52.
[5]
Don Brutzman and Leonard Daly. 2010. X3D: extensible 3D graphics for Web authors. Elsevier.
[6]
Jeff Butterworth. 1992. 3DM: a three-dimensional modeler using a head-mounted display. (1992).
[7]
Ricardo Cabello. 2010. three.js. (2010). https://threejs.org/
[8]
Rikk Carey and Gavin Bell. 1997. The annotated VRML 2.0 reference manual. Number BOOK. Addison-Wesley.
[9]
Evan Czaplicki and Stephen N Chong. 2013. Asynchronous functional reactive programming for GUIs. In Proceedings of the 34th ACM SIGPLAN Conference on Programming Language Design and Implementation-PLDI'13. ACM Press.
[10]
Conal Elliott and Paul Hudak. 1997. Functional reactive animation. In ACM SIGPLAN Notices, Vol. 32. ACM, 263--273.
[11]
Carmine Elvezio, Mengu Sukan, and Steven Feiner. 2018. Mercury: A messaging framework for modular ui components. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. ACM, 588.
[12]
Barrett Ens, Fraser Anderson, Tovi Grossman, Michelle Annett, Pourang Irani, and George Fitzmaurice. 2017. Ivy: Exploring spatially situated visual programming for authoring and understanding intelligent environments. In Proceedings of the 43rd Graphics Interface Conference. Canadian Human-Computer Communications Society, 156--162.
[13]
Google. 2016. Google Tilt Brush. (2016). https://www.tiltbrush.com/
[14]
Daniel D Hils. 1991. Datavis: a visual programming language for scientific visualization. In Proceedings of the 19th annual conference on Computer Science. ACM, 439--448.
[15]
National Instruments. 2017. LabVIEW. (2017). http://www.ni.com/labview/
[16]
Bret Jackson and Daniel F Keefe. 2016. Lift-off: Using reference imagery and freehand sketching to create 3d models in vr. IEEE transactions on visualization and computer graphics 22, 4 (2016), 1442--1451.
[17]
Annie Kelly, R Benjamin Shapiro, Jonathan de Halleux, and Thomas Ball. 2018. ARcadia: A rapid prototyping platform for real-time tangible interfaces. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. ACM, 409.
[18]
Takayuki Dan Kimura, Julie W Choi, and Jane M Mack. 1986. A visual language for keyboardless programming. (1986).
[19]
David Lau-Kee, Adam Billyard, Robin Faichney, Yasuo Kozato, Paul Otto, Mark Smith, and Ian Wilkinson. 1991. VPL: an active, declarative visual programming system. In Proceedings 1991 IEEE Workshop on Visual Languages. IEEE, 40--46.
[20]
David Ledo, Steven Houben, Jo Vermeulen, Nicolai Marquardt, Lora Oehlberg, and Saul Greenberg. 2018. Evaluation strategies for HCI toolkit research. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. 1--17.
[21]
Gun A Lee and Gerard J Kim. 2009. Immersive authoring of Tangible Augmented Reality content: A user study. Journal of Visual Languages & Computing 20, 2 (2009), 61--79.
[22]
Gun A Lee, Gerard J Kim, and Mark Billinghurst. 2005. Immersive authoring: What you experience is what you get (wyxiwyg). Commun. ACM 48, 7 (2005), 76--81.
[23]
Gun A Lee, Claudia Nelles, Mark Billinghurst, and Gerard Jounghyun Kim. 2004. Immersive authoring of tangible augmented reality applications. In Proceedings of the 3rd IEEE/ACM international Symposium on Mixed and Augmented Reality. IEEE Computer Society, 172--181.
[24]
Microsoft. 2018. Microsoft Maquette. (2018). https://www.maquette.ms/
[25]
Mark Mine. 1995. ISAAC: A virtual environment tool for the interactive construction of virtual worlds. UNC Chapel Hill Computer Science Technical Report TR95-020 (1995).
[26]
Mark Mine, Arun Yoganandan, and Dane Coffey. 2014. Making VR work: building a real-world immersive modeling application in the virtual world. In Proceedings of the 2nd ACM symposium on Spatial user interaction. ACM, 80--89.
[27]
Mozilla. 2018. Mozilla Hubs. (2018). https://hubs.mozilla.com/
[28]
Marc A Najork and Eric Golin. 1990. Enhancing Show-and-Tell with a polymorphic type system and higher-order functions. In Proceedings of the 1990 IEEE Workshop on Visual Languages. IEEE, 215--220.
[29]
Michael Nebeling and Katy Madier. 2019. 360proto: Making Interactive Virtual Reality & Augmented Reality Prototypes from Paper. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. ACM, 596.
[30]
Michael Nebeling, Janet Nebeling, Ao Yu, and Rob Rumble. 2018. Protoar: Rapid physical-digital prototyping of mobile augmented reality applications. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. ACM, 353.
[31]
Oculus. 2016. Oculus Medium. (2016). https://www.oculus.com/medium/
[32]
Randy Pausch, Tommy Burnette, AC Capeheart, Matthew Conway, Dennis Cosgrove, Rob DeLine, Jim Durbin, Rich Gossweiler, Shuichi Koga, and Jeff White. 1995. Alice: Rapid prototyping system for virtual reality. IEEE Computer Graphics and Applications 15, 3 (1995), 8--11.
[33]
Thammathip Piumsomboon, Gun A Lee, Jonathon D Hart, Barrett Ens, Robert W Lindeman, Bruce H Thomas, and Mark Billinghurst. 2018. Mini-me: An adaptive avatar for mixed reality remote collaboration. In Proceedings of the 2018 CHI conference on human factors in computing systems. 1--13.
[34]
Kevin Ponto, Ross Tredinnick, Aaron Bartholomew, Carrie Roy, Dan Szafir, Daniel Greenheck, and Joe Kohlmann. 2013. SculptUp: A rapid, immersive 3D modeling environment. In 2013 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 199--200.
[35]
RxJS. 2015. RxJS. (2015). https://rxjs-dev.firebaseapp.com/
[36]
Nazmus Saquib, Rubaiat Habib Kazi, Li-Yi Wei, and Wilmot Li. 2019. Interactive Body-Driven Graphics for Augmented Video Performance. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. ACM, 622.
[37]
Arvind Satyanarayan, Ryan Russell, Jane Hoffswell, and Jeffrey Heer. 2015. Reactive vega: A streaming dataflow architecture for declarative interactive visualization. IEEE transactions on visualization and computer graphics 22, 1 (2015), 659--668.
[38]
Udo Schultheis, Jason Jerald, Fernando Toledo, Arun Yoganandan, and Paul Mlyniec. 2012. Comparison of a two-handed interface to a wand interface and a mouse interface for fundamental 3D tasks. In 2012 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 117--124.
[39]
Tiago Boldt Sousa. 2012. Dataflow programming concept, languages and applications. In Doctoral Symposium on Informatics Engineering, Vol. 130.
[40]
Anthony Steed and Mel Slater. 1996. A dataflow representation for defining behaviours within virtual environments. In Proceedings of the IEEE 1996 Virtual Reality Annual International Symposium. IEEE, 163--167.
[41]
William Robert Sutherland. 1966. The on-line graphical specification of computer procedures. Ph.D. Dissertation. Massachusetts Institute of Technology.
[42]
Steven L Tanimoto. 2013. A perspective on the evolution of live programming. In Proceedings of the 1st International Workshop on Live Programming. IEEE Press, 31--34.
[43]
Balasaravanan Thoravi Kumaravel, Fraser Anderson, George Fitzmaurice, Bjoern Hartmann, and Tovi Grossman. 2019. Loki: Facilitating Remote Instruction of Physical Tasks Using Bi-Directional Mixed-Reality Telepresence. In Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology. 161--174.
[44]
Unity. 2005. Unity. (2005). https://unity.com/
[45]
Unreal. 2020a. Unreal Blueprints. (2020). https://docs.unrealengine.com/Engine/Blueprints/
[46]
Unreal. 2020b. Unreal Engine 5. (2020). https://www.unrealengine.com/
[47]
Valve. 2020. Half-Life: Alyx. (2020). https://www.half-life.com/en/alyx/
[48]
The Verge. 2018. Microsoft is bringing the SharePoint work environment to virtual reality headsets. (2018). https://www.theverge.com/2018/5/21/17376422/microsoft-sharepoint-spaces-mixed-reality-virtual-reality-features
[49]
Neos VR. 2018. LogiX. (2018). https://neosvr.com/
[50]
Zhanyong Wan, Walid Taha, and Paul Hudak. 2002. Event-driven FRP. In International Symposium on Practical Aspects of Declarative Languages. Springer, 155--172.
[51]
Baltasar Trancón y Widemann and Markus Lepper. 2014. Foundations of Total Functional Data-Flow Programming. In MSFP. 143--167.
[52]
Lei Zhang and Steve Oney. 2019. Studying the Benefits and Challenges of Immersive Dataflow Programming. In 2019 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC). IEEE, 39--47.

Cited By

View all
  • (2024)Evaluating Design Guidelines for Intuitive, Therefore Sustainable, Virtual Reality Authoring ToolsSustainability10.3390/su1605174416:5(1744)Online publication date: 20-Feb-2024
  • (2024)Using Generative AI to Support Non-Experts in the Creation of Immersive ExperiencesProceedings of the 2024 International Conference on Advanced Visual Interfaces10.1145/3656650.3656733(1-3)Online publication date: 3-Jun-2024
  • (2024)How People Prompt Generative AI to Create Interactive VR ScenesProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661547(2319-2340)Online publication date: 1-Jul-2024
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
UIST '20: Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology
October 2020
1297 pages
ISBN:9781450375146
DOI:10.1145/3379337
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]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 20 October 2020

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. immersive authoring
  2. virtual reality
  3. visual programming

Qualifiers

  • Research-article

Conference

UIST '20

Acceptance Rates

Overall Acceptance Rate 842 of 3,967 submissions, 21%

Upcoming Conference

UIST '24

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)471
  • Downloads (Last 6 weeks)39
Reflects downloads up to 13 Sep 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Evaluating Design Guidelines for Intuitive, Therefore Sustainable, Virtual Reality Authoring ToolsSustainability10.3390/su1605174416:5(1744)Online publication date: 20-Feb-2024
  • (2024)Using Generative AI to Support Non-Experts in the Creation of Immersive ExperiencesProceedings of the 2024 International Conference on Advanced Visual Interfaces10.1145/3656650.3656733(1-3)Online publication date: 3-Jun-2024
  • (2024)How People Prompt Generative AI to Create Interactive VR ScenesProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661547(2319-2340)Online publication date: 1-Jul-2024
  • (2024)Virtual Dream Reliving: Exploring Generative AI in Immersive Environment for Dream Re-experiencingExtended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613905.3644054(1-11)Online publication date: 11-May-2024
  • (2024)Jigsaw: Authoring Immersive Storytelling Experiences with Augmented Reality and Internet of ThingsProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642744(1-14)Online publication date: 11-May-2024
  • (2024)ProInterAR: A Visual Programming Platform for Creating Immersive AR InteractionsProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642527(1-15)Online publication date: 11-May-2024
  • (2024)MineXR: Mining Personalized Extended Reality InterfacesProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642394(1-17)Online publication date: 11-May-2024
  • (2024)Fast-Forward Reality: Authoring Error-Free Context-Aware Policies with Real-Time Unit Tests in Extended RealityProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642158(1-17)Online publication date: 11-May-2024
  • (2024)ConnectVR: A Trigger-Action Interface for Creating Agent-based Interactive VR Stories2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00051(286-297)Online publication date: 16-Mar-2024
  • (2024)Immersive Creation of Virtual Reality Training ExperiencesIEEE Access10.1109/ACCESS.2024.341333712(85773-85782)Online publication date: 2024
  • Show More Cited By

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media