Physically based grasping control from example
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
A spring model for whole-hand virtual grasping
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
Accurate on-line avatar control with collision anticipation
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Grasp recognition for uncalibrated data gloves: A machine learning approach
Presence: Teleoperators and Virtual Environments
A haptic-based approach to virtual training for aerospace industry
Journal of Visual Languages and Computing
Advanced Maintenance Simulation by Means of Hand-Based Haptic Interfaces
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
On the potential of physics-based animation for task programming in virtual reality
ICRA'09 Proceedings of the 2009 IEEE international conference on Robotics and Automation
A pervasive visual-haptic framework for virtual delivery training
IEEE Transactions on Information Technology in Biomedicine - Special section on affective and pervasive computing for healthcare
Trajectory-Based grasp interaction for virtual environments
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Virtual grasp release method and evaluation
International Journal of Human-Computer Studies
Pseudo-physical interaction with a virtual car interior in immersive environments
EGVE'05 Proceedings of the 11th Eurographics conference on Virtual Environments
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We present a physically-based approach to grasping and manipulation of virtual objects that produces visually realistic results, addresses the problem of visual interpenetration of hand and object models, and performs force rendering for force-feedback gloves in a single framework. Our approach couples tracked hand configuration to a simulation-controlled articulated hand model using a system of linear and torsional spring-dampers. We discuss an implementation of our approach that uses a widely-available simulation tool for collision detection and response. We illustrate the resulting behavior of the virtual hand model and of grasped objects, and we show that the simulation rate is sufficient for control of current force-feedback glove designs. We also present a prototype of a system we are developing to support natural whole-hand interactions in a desktop-sized workspace.