A Novel
Interface Paradigm for Supporting CAD Environments
Kuo-Cheng Wu
Future Workspaces Research Centre,
University of Salford, UK
Terrence Fernando
Future Workspaces Research Centre,
University of Salford, UK
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Contents
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Abstract
This paper presents the design and
implementation of an interactive
2D sketching and 3D sculpting paradigm to support creative designs. This work builds on advances in a large number of related technologies
such as multi-screen displays, constraint-based assembly modelling, deformable
modelling and state-of-the-art multi-sensory interfaces. This paper presents the current design
and implementation features of the proposed design paradigm.
Keywords: Freeform
modelling, constraint modelling, user interaction, design workspace,
computer-aided design.
Current CAD environments offer
non-intuitive interfaces for supporting designer's creativity, especially when
the designer is attempting to define innovative and complex products. The problem is caused by the mismatch in
mapping between the user's mental model and the user interfaces, hindering
creativity and increasing the lead time.
The user's mental model is mainly affected by the nature of interaction
with the physical system, coupled with the person's knowledge and understanding
of the problem. As suggested by Norman [1], if the interface of the physical system can
reduce the distance of semantic (deciding what to do) and articulatory distance
(how to do it), that is, the user actions can be expressed as higher-level
languages and the meaning of that expression can directly be interpreted into a
physical form, then the system could be easier to learn and use.
Sketching and sculpting are two
design activities, which have direct-mapping between the user's intent and the
user's action. During the design
process, sketching is the ultimate user interface analogy for "paper and
pencil" metaphor [2].
The vast majority of designers prefer use of traditional sketches to
support the creative process.
Moreover, by incorporating "rules" or "constraints" such as relations
between model entities in the sketching activity, designers can not only draw an
object, but also facilitate the process of making the object [3].
However, it has been technically difficult from both the hardware and
the software perspective to provide such a user interface [4, 5].
Another technique which provides a direct-mapping between the user's
intent and the user's action for designing a complete product is 3D
sculpting. This allows designers to
directly manipulate the model without worrying about the underlying
mathematical representations, and to create complex surfaces and curves
intuitively and efficiently. This approach
is ideal for the design of complex mechanical products that require the rapid
development of innovative surface and curve features for applications such as
industrial design, aircraft skin, automotive styling and product design.
Furthermore, the perception of the
design plays an important role in supporting creativity and assessing the
design to make sure the product is fulfilling the set requirements. Different types of displays are now
available in the market to assess and interact with the evolving model in a
different way. Touch screens and
stereoscopic displays allow the designers to visualise and interact with the
design. It is possible that future
design stations could use a combination of such screens to support the
designer's thinking process and to enhance productivity.
The aim of this research is to
develop a novel design paradigm which supports creativity and productivity
within the design process. This
work aims to contribute to the development of future CAD systems and to go
beyond current simple user-menu based CAD systems. The key objectives of this research are:
to develop an intuitive modelling framework closer to the designer's thinking
process and explore the use of 2D sketching and deformable modelling; to
develop a novel interface paradigm which combines variety of appropriate
technologies such as direct interaction, sketching, sculpting, constraint-based
geometric modelling, assembly simulation, multi-screen display environments
with gesture interaction and optical infra-red tracking.
This section states the theory of
human-computer interaction and reviews technological advances in the fields of
user interaction techniques and display technology.
2.1. Human computer interaction
Norman [1] proposed a theory of user interaction for the
computer system. He stated two
different gulfs that need to be bridged by the system designer between the
user's goal and the physical system (Figure 1). The gulf of execution is the difference
between the intentions of the users and what the system allows them to do. On the other hand, the gulf of
evaluation is the amount of effort a person must exert to interpret the
physical state of the system and assess how well the expectations and
intentions have been met. As argued
by Norman [1], two different interface languages (semantic
directness and articulatory directness) can be used to describe the distances
between both gulfs of execution and evaluation. Semantic directness describes the
relationships between user's intentions and meanings of expressions, while
articulatory directness describes the relationships between the meanings of
expressions and their physical forms.
Thus, providing suitable user actions which can match the user
intentions (semantic directness) and proper input devices for those user
actions (articulatory directness) would bridge the gulf of execution. Similarly, having a feedback from the system
which can be compared with the intentions (semantic directness) through output
devices (articulatory directness) can reduce the distance of the gulf of
evaluation.

Fig. 1. Gulfs of execution and evaluation
2.2. User interaction techniques
User interfaces are used to transfer the human behaviour into the computer system. Ideal user interfaces would allow users
to design and interact within the computer-generated environment as naturally
as in the real world. The user interaction
techniques based on interfaces can be categorised into
GUI-based system, tool-based system and gestural-based interaction [6].
In GUI-based systems, users deploy
menus and other widgets such as buttons to interact with the environment. In virtual environments, 3D GUIs have
been implemented and utilised in many applications such as
medical [7] and maintenance simulation [8, 9]. The tool-based interaction involves
physical devices which allow users to interactively manipulate the virtual world. Several researchers [10-12] have adopted a pen-based tool for
2D sketching. Michalik [13] presented a constraint-based
sketching system for 3D curves and surfaces. On
the other hand,
gestural-based interaction can capture movements to support design operations
within virtual environments. O'Hagan used finger and hand tracking in place of a
mouse to select and manipulate data [14]. In Matsumiya's work [15], he allowed the user to deform a
primitive object using a glove device.
Currently magnetic, acoustic and optical tracking are used to support gesture
interaction. However, in comparison
with magnetic and acoustic tracking, optical tracking provides greater accuracy
and lightweight wireless tracking.
Furthermore, optical tracking has the ability to track a larger number
of devices in parallel [16].
In GUI-based interaction, the
semantic distance is greater since users need to execute less-obvious task
sequence to define the user intentions.
It can also be limited by having obstacles for execution and
evaluation. For example, the
sketching proposed by Michalik [13] requires an auxiliary surface which
can restrict the user's visibility for evaluation purpose, and the glove's wire
can also limit the execution in Matsumiya's
work [15] .
2.3. Display technology
The visualisation helps designers to
perceive the design in order to evaluate and produce a better result. Several visualisation devices are
available both in research and commercial fields. 2D visualisation is mainly based on
desktop workstation and has recently evolved into more compact and
touched-enabled devices.
For 3D visualisation, there is a
wider range of displays from desktop workstation to immersive displays. Auto-stereoscopic displays are a desktop
visualisation technology which allows the user to view in 3D without wearing
any special glasses [17].
On the other hand, CAVE environments, which provide stereoscopic views
using shutter glasses, enables the user to be immersed within a 3D environment
and experience the evolving design [9].
Each of these visualisation devices has its own advantages. Most of the previous research work
mainly provides a single display dedicated for all modelling and navigation
purposes. For engineering design
process, there is no single visualisation which can satisfy all the requirements. In order to gain a comprehensive visual
feedback the authors believe that a combination of appropriate visualisation
displays should be adopted for promoting creativity.
3. The novel product design modelling system
The proposed freeform modelling
environment for innovative product design integrates advanced user interaction
techniques, state-of-the-art multi-sensory devices and a multi-display
environment. This section presents
the workspace design environment, user interaction techniques, underlying system
architecture and the software processes.
3.1. CAD Workspace design environment
The CAD workspace, discussed in this paper, is being developed to explore the following research hypothesis:
Figure 2 shows the initial prototype, which has been constructed to evaluate the above research hypothesis. Several touch-enabled displays with a pen device allow the user to work on the screen itself providing better hand-eye coordination. At present, one display is used for 2D sketching and the second one is used for selecting sculpting tools and other attributes such as colours. The sketching interface allows the designer to draw the 2D model profiles.

Fig. 2. CAD design workspace

(Left) Sketching interface; (Right) Gesturing interface.
The TRACE system, from BARCO, is used for 3D stereo visualization of the 3D Models. A Vicon optical tracking system, attached on the 3D display, is used to track the designers hand to provide direct sculpting facilities on the stereoscopic objects. This sculpting interface provides the user with a library of virtual sculpting tools to perform direct sculpting operations on the 3D model.
3.2. User interactions
The user interaction is the most
critical concern in the design process.
Hence, this research adopts two high-level metaphors (sketching and
sculpting) to reduce the semantic distance and support the designers'
creativity.
Sketching interface paradigm
The sketching interface allows the
designer to deploy the "pen and paper" metaphor on a horizontal touch display. This allows the user to exploit their hand-eye-coordination
for intuitive sketching actions to create 2D technical shapes such as points,
lines, arcs, circles and splines (Figure 3a and 3b). During the creation and manipulation of
those strokes, the system also provides constraint mechanisms to create
complete geometric shapes. These
constraints permit various forms of distance and angle dimensions between the
geometries that it manages. Logical
constraints such as parallel, perpendicular, tangent, coincident and symmetric
are also supported (Figure 3c and 3d).
Once the satisfactory 2D profile has been constructed, it can be
converted into a 3D solid model through modelling operations such as spinning,
sweeping, lofting and extrusion and displayed in the 3D scene.

Fig. 3. (a, b) Freehand sketch; (c) constraint
between sketches; (d) dynamic updating
Sculpting interface paradigm
The sculpting interface allows the
designer to sculpt innovative shapes through gesturing and sculpting tools. In gestural sculpting, the user can
directly manipulate the model with hands and fingers, whilst tool sculpting
allows the user to perform feature-based modelling with physical tools.
The gesture types are categorised
into static and dynamic gestures (Table 1). The user performs static gestures to select and deselect
objects. Selecting an object is
carried out by
pinching the forefinger with the thumb.
In this approach both fingers have reflective-markers attached for
optical tracking. Separating these two fingers would
release the selected object.
Dynamic gesture is regarded as continuous movement of static gestures
for doing model transformation and deformation. Two dynamic gestures for deformation,
pushing/pulling and stretching/shrinking, are available in the sculpting
interface. The pulling gesture
allows the user to pull a certain area or point on the 3D model (Figure 4.a). The point and area manipulators for
pushing operation are defined through the finger intersection with the selected
model. The dynamic stretching
gesture requires the user to use two hands simultaneously to control two
manipulators (point or curve) to stretch or shrink the model (Figure 4.b and 4.c).
Table 1. Gesture classification
|
|
Type |
Operations |
|
Static gesture |
Pinch |
Select/deselect objects. |
|
Dynamic gesture |
Transformation |
Translate/rotate/scale objects. |
|
Push/pull |
Push/pull a point or area. |
|
|
Stretch/shrink |
Bi-manual control of manipulators (points /curves) |

Fig. 4. (a) Pull/push operation; (b)
Initial state for stretching; (c) Stretching the model by transforming the
middle curve manipulator
A physical tool is used for
performing a variety of feature modelling operations. The user can select and attach any
available deformable function from the virtual toolbox to the physical tool. The virtual toolbox with 3D icons is a
pallet containing pre-defined functions.
An examples of feature modelling with tools is the cut operation. The cut tool is a knife-like object
which allows the user to section the model (Figure 5). Other potential tools are Boolean and
blend tools. Boolean operation allows
the user to unite, intersect and subtract the model with other primitive
models. For blending faces of the
model, the user can use cylindrical tool to connect faces smoothly, and the
degree of blending depends on the radius of the virtual tool.

Fig. 5. Cutting tool
In situations where several parts
are presented for an assembly task, the user can use their finger to select
constraints such as parallelism, tangency, alignment and concentricity from 3D
GUI buttons for mating parts. The
parts can also be constrained automatically during the transformation in run
time. Once the parts within the
assembly are constrained, the user can use dynamic gesture to perform the
physical simulation in real-time.
The input devices for sketching and
sculpting provide the physical and direct forms of modelling, which are related
to their corresponding meanings of expressions. This greatly enhances the articulatory
directness and, thus, can bridge the gulf of execution.
3.3. System architecture
The system architecture is comprised
of the user layer, the interface hardware layer and the software layer (Figure 6). The user layer represents two user
actions: sketching and sculpting. The
interface hardware layer supports two input devices (sketching pen, finger/hand
gestures and tools), and two output devices (3D active stereo display and
touch-flat display). In the
software layer, seven software modules are presented for supporting specific
modelling purposes.
The process flow can be grouped into
two interactions within these three layers. For sketch-based user interaction, the
designer performs action with the sketching pen input device. This sketch data is transmitted to the
sketching manager to be processed and the result is displayed on the touch-flat
display. For sculpting interaction,
the designer operates with his/her finger or tools which are captured by the
optical tracking cameras. The
sculpting manager in turn analyses the input data, and outputs the results to
the 3D active stereoscopic display.
In addition to
the sculpting and sketching mangers, which are responsible for receiving
user-input and presenting the GUI design, five other managers are available to
provide various services:

Fig. 6. System
architecture
Deformation manager
The deformation manager provides
sculpting functions for the sculpting manager. The functionality of the deformation manager
component is provided by the Spatial Deformable Modeller [18]. It adopts an energy-based optimisation
strategy [19] to deform precise B-spline NURBS curves and
surfaces which allows users to modify the shape by applying loads and
constraints. Loads pull or push
deformable models with a force to approximate locations while constraints
control the exact shape of a deformable model at the locations specified. Loads and constraints have parameters
that affect either global or local shape of the deformable model in a
predictable manner. The degree of
continuity available for the surfaces are control position, tangency, and
curvature at points and along curves. These points and curves can lie in the
interior of surfaces or along surface boundaries. In this research, parameters of
constraints and load are associated with finger/hand and tool devices,
therefore, the model can be deformed and updated repeatedly to create an
interactive sculpting environment.
2D-Constraint manager
It allows users to perform sketching
rapidly and accurately while maintaining the consistency of the geometric
models. The constraints supported
by the 2D constraint manager are: dimensions for managing the distance and
angle between geometries; logical constraints such as parallel, perpendicular,
tangent, coincident and symmetric.
To modify a model, the user simply specifies a change to the rules, such
as a modified value for a dimension. The 2D-constraint manager then re-calculates the locations of all the
geometries affected by the new dimension value, ensuring that their new
locations are consistent with the previously applied dimensions and
constraints. This manager adopts
the 2D DCM library from UGS D-CUBED Ltd [20].
Coordination manager
This manager acts as a coordinator
among the sculpting manager, sketching manager, assembly manager and the geometry
manager. The coordination manager
is invoked when performing the assembly simulation, validation checks and model
conversion between sculpting and sketching operations. For example, when the sketching manager
requires geometry operations (spinning, sweeping, lofting and extrusion) for
converting a 2D profile into 3D or when the sculpting manager requires feature-modelling
(sectioning, boolean, blending, hollowing and offsetting), the coordination
manager would be responsible for transferring the request to the geometry
manager. In the case of performing
assembly simulation, the coordination manager would activate the assembly
manager for supporting the task.
Geometry and assembly managers
The geometry manager encapsulates
the low level modelling operations and provides geometric services through the coordination
manager to create geometrically valid objects. In addition to those operations listed
above, the geometry manager also provides model enquiry and model creation facilities for both the
gesturing and the sketching managers through the coordination manager. The geometry manager has been implemented by using
the UGS Parasolid Geometry Kernel [21] based on exact boundary
representation. The assembly
manager facilitates building the relationships among multi-parts. A part can be connected to another part
with parallel, tangent or concentric constraints.
3.4. System process
The system process introduces the
communication aspect among those managers in the software layer (Figure 7). When the user performs either a sketching
or a sculpting task, various managers will respond to each other according to
the user action.

Fig. 7. System process
For the sketching interaction, the sketching
manager informs the coordination manager for initialization. With the 2D-constraint manager, required
constraints can be assigned to the 2D profile model and allows the user to carry
out the sketching task. When the
sketching is completed, the coordination manager updates the final model in both
the sculpting and the geometry managers with a validation check.
For the sculpting interaction, the
sculpting manager informs the coordination and deformation managers for
initialization. According to the
task, the coordination manager can send the command to other managers (deformation,
geometry and assembly) for updating.
When the sculpting is completed, the coordination manager updates the final
model in both the sketching and the geometry managers with a validation check.
4. Conclusions and future work
This research explored the use of 2D
sketching and 3D sculpting to implement a highly interactive design paradigm,
which combines direct interaction techniques, sketching and sculpting tools,
assembly simulation and multi-screen display environment with optical tracking.
The definition of tools to support
design intent during product development is a key issue for the next generation
of CAD systems. These design tools
will not replace the designer, but will merely exist to enhance the designer's
abilities. This evolution of design
tools will push many designers to create their own distinctive styles, and to
market those styles more directly.
The current implementation of the system doesn't support feature
modelling to perform deformation tasks.
This limitation prohibits the capability of creating new functionality
at run time. With the incorporation
of assembly simulation, designers are able to design a complete product and
analyse the requirement for functional aspects. In additional, the benefit of a multi-display
environment could support the designer assessing and evaluating the product
efficiently.
Future work required further development to complete the entire functionality of the system. This work then needs to be evaluated using complete case studies and end users. In particularly, incorporating user-defined feature-based deformation, designers are free to define, add, delete and modify the customised sculpting features according to their domain task rather then providing a large repertoire of features covering every possible application. Moreover, a well-defined distributed and collaborative design environment could potentially allow designers to work collaboratively, discuss design opinions, present creativity and assess design from variety of design perspective
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