3D Interface and Application Based on Fingertip Position
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Fingertip is both the best touch sensor and the finest actuator. Many technicians depend on their touch of fingertips to regenerate accurate and well-experienced actions. Although computer game is also the area that delicate control is needed, most of game interfaces have no such considerations because they can’t represent tactile impression. Furthermore, as VRs are rapidly evolving, various input interfaces for immersive 3D environments are emerging but their technical level remains on the same stage of gamepad with some sensors. This paper proposes a methodology to design 3D interface that uses positions of fingers. In traditional methods hand-tracking devices usually recognize some gestures and simple expressions. However, this kind of methods don’t consider about some complicated gestures which include comparatively minute finger joints movement and interactions between hands. Proposed methodology presents how to apply these expressions to 3D applications. To derive meaningful outputs from these small expressive controls, it contains many computations among finger position vectors, angles, etc. Following simple application using the method shows how it works and what can it express with hands. Although the quality of results and visual output is not so adorable because of some technical obstacles and artless processes, in conclusion it is expected that this method can be applied to implement complicated hands expressions in 3D and also immersive environment.
Abstract
Fingertip is both the best touch sensor and the finest actuator. Many technicians depend on their touch of fingertips to regenerate accurate and well-experienced actions. Although computer game is also the area that delicate control is needed, most of game interfaces have no such considerations because they can’t represent tactile impression. Furthermore, as VRs are rapidly evolving, various input interfaces for immersive 3D environments are emerging but their technical level remains on the same stage of gamepad with some sensors. This paper proposes a methodology to design 3D interface that uses positions of fingers. In traditional methods hand-tracking devices usually recognize some gestures and simple expressions. However, this kind of methods don’t consider about some complicated gestures which include comparatively minute finger joints movement and interactions between hands. Proposed methodology presents how to apply these expressions to 3D applications. To derive meaningful outputs from these small expressive controls, it contains many computations among finger position vectors, angles, etc. Following simple application using the method shows how it works and what can it express with hands. Although the quality of results and visual output is not so adorable because of some technical obstacles and artless processes, in conclusion it is expected that this method can be applied to implement complicated hands expressions in 3D and also immersive environment.
참고문헌 (13)
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