“Grasping a Virtual Object with a Bare Hand” by Suzuki, Suzuki and Sato

  • ©Sota Suzuki, Haruto Suzuki, and Mie Sato

  • ©Sota Suzuki, Haruto Suzuki, and Mie Sato

  • ©Sota Suzuki, Haruto Suzuki, and Mie Sato

Conference:


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Entry Number: 51

Title:

    Grasping a Virtual Object with a Bare Hand

Presenter(s)/Author(s):



Abstract:


    We have developed an augmented reality (AR) system that can allow a user to interact with a virtual object with a bare hand. To realize a natural interaction between a user and a virtual object, it is important to obtain the user’s movements accurately and to bring the user into the virtual space. In conventional studies, the user’s position is measured by using markers and/or gloves. A problem with this approach is the discomfort experienced when devices are mounted on the user’s hand. To solve this problem, we use a depth camera that can measure the depth of a real space. With our AR system, the user does not wear markers or gloves. Instead, a depth camera continuously measures the user’s position.
    MirageTable [Benko et al. 2012], which also uses a depth camera, was proposed for holding a virtual object; however, with this device, the user cannot grasp the object. We focus on grasping a virtual object, because it is one of the basic movements involved in manipulating an object and more difficult than just holding the object. To achieve grasping, we devise precise detection of the user’s fingertips and compute the positional relationship between the virtual object and the fingertips. While grasping the virtual object, the user easily experiences incongruity as regards his interaction with the virtual object, because grasping needs more complex contact conditions than holding. We reduce this incongruity by providing the user with visual information that is close to that of actually grasping an object.

References:


    1. Benko, H., Jota, R., and Wilson, A. 2012. Miragetable: Freehand interaction on a projected augmented reality tabletop. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’12), 199–208.

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©Sota Suzuki, Haruto Suzuki, and Mie Sato

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