| Literature DB >> 25285327 |
Kevin Ponto, Ryan Kimmel, Joe Kohlmann, Aaron Bartholomew, Robert G Radwin.
Abstract
Virtual Reality environments have the ability to present users with rich visual representations of simulated environments. However, means to interact with these types of illusions are generally unnatural in the sense that they do not match the methods humans use to grasp and move objects in the physical world. We demonstrate a system that enables users to interact with virtual objects with natural body movements by combining visual information, kinesthetics and biofeedback from electromyograms (EMG). Our method allows virtual objects to be grasped, moved and dropped through muscle exertion classification based on physical world masses. We show that users can consistently reproduce these calibrated exertions, allowing them to interface with objects in a novel way.Entities:
Keywords: H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems—Artificial, augmented and virtual realities; H.5.2 [Information Interfaces and Presentation]: User Interfaces—Input devices and strategies
Year: 2012 PMID: 25285327 PMCID: PMC4181385 DOI: 10.1109/3DUI.2012.6184189
Source DB: PubMed Journal: Proc IEEE Symp 3D User Interfaces