I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
The virtual erector set: dynamic simulation with linear recursive constraint propagation
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Physical modeling with B-spline surfaces for interactive design and animation
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Transforming human hand motion for telemanipulation
Presence: Teleoperators and Virtual Environments - Premier issue
Dynamic simulation of non-penetrating flexible bodies
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Integrating constraints and direct manipulation
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Implementation of flying, scaling and grabbing in virtual worlds
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Fast contact force computation for nonpenetrating rigid bodies
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Fine object manipulation in virtual environment
VE '95 Selected papers of the Eurographics workshops on Virtual environments '95
Adapting VRML 2.0 for immersive use
VRML '97 Proceedings of the second symposium on Virtual reality modeling language
Moving objects in space: exploiting proprioception in virtual-environment interaction
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Human-centered visualization environments
Human-centered visualization environments
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Manual object manipulation is a basic, yet vital issue in the development of VR technology. Natural and realistic manipulation capability is also essential in order for the application to be a useful one. In addition, it is a major requirement which is needed to provide a higher degree of presence for the user via interaction. This paper aims discuss the efforts which have been made to develop a globally generic realistic manipulation calculation model which is based on the integration of several subcomponent manipulation calculation models. First, the conceptual framework necessary to compose globally generic manipulation is described. Manipulation was abstracted into three categories: the free, the restrictive, and the boundary region. Following this discussion, a brief description is provided for the Impetus Method, which was previously developed by the authors. This method was a calculation model which supported the boundary region. The primary merit of this method was that it could properly detect to which region the current situation of an object belonged to. Globally generic manipulation was then developed based on this type of capability. Next, the Representative Spherical Plane Method (RSPM) was proposed and realized for the restrictive region. This model could generate the behavior of an object manipulated with two or three fingertips. As the result of the successful integration of these models, a smooth sequence of different manipulations was realized. The following is an example sequence: 1) At first, the user attaches one finger to the object, and then pushes it with the finger. 2) After attaching another finger, the user pushes with both fingers. 3) The user then picks up the object with two fingers and attaches a third finger. 4) The object is finally manipulated with all three fingers and released. Examples such as this are used to demonstrate how a globally generic realistic calculation model can enable a relatively smooth transition from one method to the other.