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A Semantic Reasoning Engine for Context-Awareness: Detection and Enhancement of 3D Interaction Interests

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HAL Id: hal-00761912

https://hal.archives-ouvertes.fr/hal-00761912

Submitted on 6 Dec 2012

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A Semantic Reasoning Engine for Context-Awareness:

Detection and Enhancement of 3D Interaction Interests

Yannick Dennemont, Guillaume Bouyer, Samir Otmane, Malik Mallem

To cite this version:

Yannick Dennemont, Guillaume Bouyer, Samir Otmane, Malik Mallem. A Semantic Reasoning En- gine for Context-Awareness: Detection and Enhancement of 3D Interaction Interests. 18th ACM Symposium on Virtual Reality Software and Technology (VRST2012), Dec 2012, Toronto, Canada.

pp.201–202. �hal-00761912�

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A Semantic Reasoning Engine for Context-Awareness:

Detection and Enhancement of 3D Interaction Interests

Yannick Dennemont, Guillaume Bouyer, Samir Otmane, Malik Mallem

IBISC Laboratory 40 rue du Pelvoux, Evry, France

FirstName.LastName@ibisc.fr

ABSTRACT

We propose a semantic reasoning engine for context-awareness in classic VR environments. It is currently used to automati- cally detect user’s interests and manage visual enhancements depending on the user’s movement.

Categories and Subject Descriptors

I.3.6 [Methodology and Techniques Subjects]: Inter- action Techniques; I.3.7 [Computer Graphics]: Virtual reality; I.2.4 [Computing Methodologies]: Knowledge Representation Formalism and Methods

Keywords

Context-awareness, 3D interaction assistance, Adaptive 3D interaction,

1. INTRODUCTION

Tasks in immersive virtual environments are associated to 3D interaction (3DI) techniques and devices. As tasks and environments become more and more complex, these techniques can no longer be the same for every application.

Our work focuses on 3DI assistance by adding adaptivity depending on the interaction context. To reach context- awareness, an engine has been designed, implemented with the Amine platform and tested with a Virtools application.

2. A SEMANTIC REASONING ENGINE

The engine uses rules to take decisions regarding a stored context (knowledge, events etc.). Context and decisions con- cern the user, the interaction and the environment. They communicate with the engine through a set of tools with a semantic description by using Open Sound Control. Tools can be actuators with perceivable multimodal effects (en- vironment modifications etc.) or sensors that retrieve in- formation (by monitoring the interaction, etc.). The engine uses Conceptual Graphs (CGs) which provide a good expres- siveness and usability. CGs link concepts with relations, both classified in an ontology. They are used to describe rules and facts. Decision request seeks a true reaction ap- plicable by a tool. Then, the engine aggregates its global confidence (degree of sureness) and impact (degree of per- ceived repercussion). A CG global confidence depends on

Copyright is held by the author/owner(s).

VRST’12, December 10–12, 2012, Toronto, Ontario, Canada.

ACM 978-1-4503-1469-5/12/12.

all paths leading to a true expression of the described sit- uation using facts, events and rules. A CG fact is certain by default or can supply its own confidence (e.g. provided by a sensor). Events confidence decreases with the ratio of their remaining validity. Rule effects confidence is equal to the rule causes average confidence, times the rule confi- dence itself. Finally the global confidence of a CG expres- sion is obtained by a fusion function. With n paths and Mean as their average confidence value: Globalconfidence = (1 − Mean) × (1 −

1n

) × Mean + Mean.

Next, the engine aggregates the decisions impact. Each tool has an initial impact which can be modified given spe- cific cases. Initial impact equals to 0 (without any impacts) or 1 (with the most impact) are not modified. Otherwise at each applicable case, the impact is altered with a weight (W , 25% if not valued) impact(n) = impact(n − 1 ) − W × impact(n − 1 ) for a decrease or impact(n) = impact(n − 1 )+

W × (1 − impact(n − 1 )) for a increase. An acceptable total impact limits the decisions that can be made, which induces a knapsack problem as a last classification.

3. 3D INTERACTION ASSISTANCE

The engine is applied in a case study to automatically acquire and enhance user’s interests. Sensors describe user movement, gestures and Zones of Interest (ZOI) content.

Actuators create the ZOI, change objects color or add an

attraction. The engine triggers adaptations using internal

rules and those tools. Thereby, a object is colored red when

the user passes by or points at it and reset when the user

moves far away or after time. An attraction is added to the

virtual hand when the object is detected several times as

an interest or when the user stands next to it and removed

when the user tries to resist. Attraction can not be added

again for a time while coloring reactivations occur as the de-

cision has less impact. An object (e.g. suddenly abandoned

by the user) can flicker for a while. This is an unplanned

mean to attract the user attention: the object is both still

interesting enough to be colored and not enough to avoid

the color reset. When several objects are close to the hand,

a group logic usually emerged by distributing the available

impact using the less impacting adaptation (coloring) on a

maximum of objects. Thus the rules are combined, with

outcomes not fully planned. In fact, the engine can release

the designer from the prediction of every situation. Besides,

it acquires and manages context to assist the user. This

work is supported by the AP7 DigitalOcean project.

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