ABSTRACT
In this paper, we propose a method to reduce the inconsistency between virtual and real spaces in manipulating a 3D virtual object with users' fingers. When a user tries to hold a virtual object, fingers do not stop on the surface of the object and thrust into the object since virtual objects cannot give reaction force. We therefore try to prevent fingers from thrusting into a virtual object by letting the object deform or glide through the fingers. A virtual object is deformed by using a spring-based model and solving the equation of equilibrium. Whether the object glides through the fingers or not is determined by calculating resultant force added to the object and resultant force of static friction when the fingers touch the object. Based on these methods, we constructed a 3D tabletop interface that enables interaction with virtual objects with a greater sense of reality.
Supplemental Material
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Index Terms
- 3D Tabletop User Interface Using Virtual Elastic Objects
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