
 
 
Figure 2: An example of coincidence perception. 
3.2 Behavior Construction 
Object traces are constructed during the human 
computer interaction process and interpreted and 
simulated when the operations are required to repeat. 
Definition 1:  (Temporal behavior segment) 
Temporal behavior segment (tbs) is a basic cell of 
object behavior, has the form: <t
i
 ,cn
start
 ,bhv
k
, 
cn
end
>. Let BHV be set of the primitive object 
behavior type set
,
CN be a constraint set, T be the 
time set. Where t
i
T is the start time of the behavior 
segment, bhv
k
BHV is a primitive behavior type, 
cn
start
CN is an original constraint, cn
end
CN is the 
terminate constraint. 
Behavior segment above is used to specify the 
flow transitions. Here the typical behavior types 
mainly include translation (Trans) and rotation (Rot). 
The constraint types mainly include ‘Point’, ‘Line’, 
‘Plane’, ‘Sphere’, ‘Circle’, ‘Distance’, and etc.   
Definition 2
:(
Short behavior sequence
)
Short 
behavior sequence (sbs) is a sequence made up of 
three temporal behavior segments which are 
respectively corresponding to feature-matching 
perception, coincidence constraint perception and 
face-mating perception, has the form: tbs
1
;tbs
2
;tbs
3
.  
The notation ‘;’ expresses the sequential 
operation between two temporal behavior segments. 
Short behavior sequence is an abstract of the 
assembly operation from the domain. In order to 
simplify it, translation motion and rotation motion 
are separated apart, that is, when translation is 
executed, the degree of rotation freedom is frozen 
and vice versa.     
Definition 3: (Object trace) Object trace (otrace) is 
a successive short behavior sequences from an 
initial state to a terminate state, it has the form: 
sbs
1
;sbs
2
;…;sbs
n
. 
Object behaviour is used to formalize the user’s 
operation. In this way, the user’s direct manipulation 
is translated into object’s behaviour when an object 
is manipulated. The expert’s knowledge is thus 
embedded into the object and guides the object to 
simulate the human operations in a similar 
circumstance. From the object’s assembly trace, we 
can easily reverse or repeat the assembly process at 
any time.  
4 THE EXPERIMENTS AND 
ANALYSIS OF 3DIOOM 
MODEL 
The authors conducted experiments to validate the 
provided 3D interaction oriented object model 
(3dIOOM). The first aspect is about semantics 
construction.  IOS represents the metric of system 
capability of semantics construction. The second 
aspect is about perception performance and behavior 
capability.  IOB represents the metric of perception 
and behavior. The last aspect is interaction load. 
IOC represents the metric of total cognition load.  
The hardware the authors used is PC machine 
and Logitech 3D spacemouse. The software platform 
used is Open Inventor 5.0 and Microsoft Visual C++ 
6.0. A gear case which includes 36 parts is used as 
an example for verifying and validating 3dIOOM.  
Three models: 3dIOOM, VRML/X3D with AABB 
algorithm and VRML/X3D with K-DOP algorithm 
are compared because most of the applied models 
have the same complexity with them. There were 27 
participants. All are regular students at Beijing 
Institute of Technology. The participants were 
randomly divided into three 9-member groups for 
the three experiments respectively. The task is to 
assembly 35 parts on the gear case in the virtual 
workshop. The metrics are formalized and all values 
are normalized in 10 scales. The discrete events and 
the evaluated indexes are counted by the programs. 
The experiment results are shown by Figure 3.        
On the aspect of semantics, 3dIOOM model can 
create 8 relationships, i.e., approaching, feature 
matching, aggregation, constraint dependency, 
coincidence, face mating, and two traces, while 
other models only create a collision. 
On the aspect of perception and behavior, the 
perception efficiency and behavior capabilities on 
representation, adaptation are compared. Perceptions 
used in 3dIOOM model are real-time. The behavior 
mechanism put forward in this paper can make  
behavior be constructed directly from participant’s 
direct manipulation while others cannot. The 
behavior in 3dIOOM is adaptable to the changed 
environment, while the behaviors in other models 
can not have this capability.  
On the aspect of HCI supporting, the cognitive 
load in 3dIOOM comes from the sensing of feature 
matching searching, coincidence and the face mating. 
On the contrary, in models of VRML/X3D 
combining with AABB or K-DOP, the load comes 
from collision events which occurred a lots of times. 
 
 
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