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ABSTRACT
Performing 3D interactions with virtual objects easily becomes a complex task, limiting the implementation of larger applications. In order to overcome some of these limitations, this paper describes a framework where the virtual object aids the user to accomplish a pre-programmed possible interaction. Such objects are called Smart Objects, in the sense that they know how the user can interact with them, giving clues to aid the interaction. We show how such objects are constructed, and exemplify the framework with an application where the user, wearing a data glove, can easily open and close drawers of some furniture.
REFERENCES
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[doi> 10.1145/261135.261137]
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CITED BY 4
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Mashhuda Glencross , Alan G. Chalmers , Ming C. Lin , Miguel A. Otaduy , Diego Gutierrez, Exploiting perception in high-fidelity virtual environmentsAdditional presentations from the 24th course are available on the citation page, ACM SIGGRAPH 2006 Courses, July 30-August 03, 2006, Boston, Massachusetts
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INDEX TERMS
Primary Classification:
H.
Information Systems
H.5
INFORMATION INTERFACES AND PRESENTATION (I.7)
H.5.1
Multimedia Information Systems
Subjects:
Artificial, augmented, and virtual realities
Additional Classification:
B.
Hardware
B.4
INPUT/OUTPUT AND DATA COMMUNICATIONS
B.4.2
Input/Output Devices
Subjects:
Channels and controllers
H.
Information Systems
H.5
INFORMATION INTERFACES AND PRESENTATION (I.7)
H.5.2
User Interfaces (D.2.2, H.1.2, I.3.6)
Subjects:
Haptic I/O
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.4
Graphics Utilities
Subjects:
Virtual device interfaces
I.3.7
Three-Dimensional Graphics and Realism
Subjects:
Virtual reality
General Terms:
Design,
Human Factors,
Management,
Performance,
Theory
Keywords:
data glove,
interaction,
manipulation,
virtual environments,
virtual objects,
virtual reality
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