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3D Tabletop User Interface Using Virtual Elastic Objects

Published:16 November 2014Publication History

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.

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References

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    • Published in

      cover image ACM Conferences
      ITS '14: Proceedings of the Ninth ACM International Conference on Interactive Tabletops and Surfaces
      November 2014
      524 pages
      ISBN:9781450325875
      DOI:10.1145/2669485

      Copyright © 2014 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 16 November 2014

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      ITS '14 Paper Acceptance Rate31of112submissions,28%Overall Acceptance Rate119of418submissions,28%
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