SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Six degree-of-freedom haptic rendering using voxel sampling
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Dynamic simulations of multibody systems
Dynamic simulations of multibody systems
Visual cues for perceiving distances from objects to surfaces
Presence: Teleoperators and Virtual Environments
User-Controlled Physics-Based Animation for Articulated Figures
CA '96 Proceedings of the Computer Animation
Virtual Reality Simulation Modeling for a Haptic Glove
CA '99 Proceedings of the Computer Animation
Using Kinematic Clones to Control the Dynamic Simulation of Articulated Figures
CGI '96 Proceedings of the 1996 Conference on Computer Graphics International
HAPTICS '03 Proceedings of the 11th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems (HAPTICS'03)
Intuitive Virtual Grasping for Non Haptic Environments
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
Virtual Chopsticks: Object Manipulation using Multiple Exact Interactions
VR '99 Proceedings of the IEEE Virtual Reality
Physically-Based Manipulation on the Responsive Workbench
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
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)
A constraint-based god-object method for haptic display
IROS '95 Proceedings of the International Conference on Intelligent Robots and Systems-Volume 3 - Volume 3
'Visual-Fidelity' Dataglove Calibration
CGI '04 Proceedings of the Computer Graphics International
A Modular System for Collaborative Desktop VR/AR with a Shared Workspace
VR '04 Proceedings of the IEEE Virtual Reality 2004
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
The Hand is Slower than the Eye: A Quantitative Exploration of Visual Dominance over Proprioception
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Evaluation of a haptic mixed reality system for interactions with a virtual control panel
Presence: Teleoperators and Virtual Environments - Special section: Legal, ethical, and policy issues associated with virtual environments and computer mediated reality
An Introduction to 3-D User Interface Design
Presence: Teleoperators and Virtual Environments
Spring-based manipulation tools for virtual environments
EGVE'01 Proceedings of the 7th Eurographics conference on Virtual Environments & 5th Immersive Projection Technology
6DOF Whole-Hand Haptic Interaction System Based on Hybrid Grasping Approach
EuroHaptics '08 Proceedings of the 6th international conference on Haptics: Perception, Devices and Scenarios
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
Physically based grasping and manipulation method using pre-contact grasping quality measure
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Dependability issues in visual-haptic interfaces
Journal of Visual Languages and Computing
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
Virtual grasp release method and evaluation
International Journal of Human-Computer Studies
Study on interaction-induced symptoms with respect to virtual grasping and manipulation
International Journal of Human-Computer Studies
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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 a simulation-controlled articulated hand model to tracked hand configuration using a system of linear and torsional virtual spring-dampers. We discuss an implementation of our approach that uses a widely available simulation tool for collision detection and response. We pictorially illustrate the resulting behavior of the virtual hand model and of grasped objects, discuss user behavior and difficulties encountered, and show that the simulation rate is sufficient for control of current force-feedback glove designs. We also present a prototype system for natural whole-hand interactions in a desktop-sized workspace.