SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Intuitive Virtual Grasping for Non Haptic Environments
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Dexterous Object Manipulation Based on Collision Response
VR '03 Proceedings of the IEEE Virtual Reality 2003
Human interface using the Rutgers Master II force feedback interface
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Virtual Grasping for Virtual Assembly Tasks
ICIG '04 Proceedings of the Third International Conference on Image and Graphics
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Automatic adjustments for efficient and precise positioning and release of virtual objects
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
A spring model for whole-hand virtual grasping
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
Grimage: markerless 3D interactions
ACM SIGGRAPH 2007 emerging technologies
Bringing physics to the surface
Proceedings of the 21st annual ACM symposium on User interface software and technology
Interactions in the air: adding further depth to interactive tabletops
Proceedings of the 22nd annual ACM symposium on User interface software and technology
Dropping the ball: Releasing a virtual grasp
3DUI '11 Proceedings of the 2011 IEEE Symposium on 3D User Interfaces
Enabling functional validation of virtual cars through Natural Interaction metaphors
VR '10 Proceedings of the 2010 IEEE Virtual Reality Conference
A soft hand model for physically-based manipulation of virtual objects
VR '11 Proceedings of the 2011 IEEE Virtual Reality Conference
Effective manipulation of virtual objects within arm's reach
VR '11 Proceedings of the 2011 IEEE Virtual Reality Conference
HoloDesk: direct 3d interactions with a situated see-through display
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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We address a ''sticking object'' problem for the release of whole-hand virtual grasps. The problem occurs when grasping techniques require fingers to be moved outside an object's boundaries after a user's (real) fingers interpenetrate virtual objects due to a lack of physical motion constraints. This may be especially distracting for grasp techniques that introduce mismatches between tracked and visual hand configurations to visually prevent interpenetration. Our method includes heuristic analysis of finger motion and a transient incremental motion metaphor to manage a virtual hand during grasp release. We integrate the method into a spring model for whole-hand virtual grasping to maintain the physically-based pickup and manipulation behavior of such models. We show that the new spring model improves release speed and accuracy based on pick-and-drop, targeted ball-drop, and cube-alignment experiments. In contrast to a standard spring-based grasping method, measured release quality does not depend notably on object size. Users subjectively prefer the new approach and it can be tuned to avoid potential side effects such as increased drops or visual distractions. We further investigated a convergence speed parameter to find the subjectively good range and to better understand tradeoffs in subjective artifacts on the continuum between pure incremental motion and rubber-band-like convergence behavior.