Mores Prachyabrued

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We present the first experiment on tradeoffs involving visual interpenetration in whole-hand virtual grasping, with new findings that contrast prior interpenetration research and provide a stronger understanding of user behavior and beliefs. Most notably, preventing interpenetration reduced performance by increasing real hand closure and reducing release(More)
We address a “sticking object” problem for the release of whole-hand virtual grasps. The problem occurs when grasping techniques require fingers to be moved outside an object’s boundaries after a user’s (real) fingers interpenetrate virtual objects due to a lack of physical motion constraints. This may be especially distracting for grasp techniques that(More)
We investigate visual feedback for virtual grasps, especially cues to improve behavior after real fingers enter a virtual object. To date, such visual cues have usually been developed in an ad-hoc manner, with minimal or no studies that can guide selection. Existing guidelines are based largely on other interaction types and provide inconsistent and(More)
Recent virtual grasping approaches involve physical simulation and virtual couplings between tracked and virtual hand configurations. We introduce a nonuniform coupling in which the stiffness of thumb coupling is scaled relative to that of other digits. This shifts the position of grasped objects in the hand, which may impact grasp and release performance.(More)
We present design and impact studies of visual feedback for virtual grasping. The studies suggest new or updated guidelines for feedback. Recent grasping techniques incorporate visual cues to help resolve undesirable visual or performance artifacts encountered after real fingers enter a virtual object. Prior guidelines about such visuals are based largely(More)
The simulated MIG lab (sMIG) is a training simulator for Metal Inert Gas (MIG) welding. It is based on commercial off the shelf (COTS) components and targeted at familiarizing beginning students with the MIG equipment and best practices to follow to become competent and effective MIG welders. To do this, it simulates the welding process as realistically as(More)
A virtual hand can intentionally deviate from the real hand configuration to improve interaction and experience. Subsequent discrepancy reduction (convergence) is important to avoid undesirable side effects such as grasping difficulty. Prior work did not study convergence motion effects adequately to understand finger motions and speed effects. We present(More)
We present Handymap, a novel selection interface for virtual environments with dense datasets. The approach was motivated by shortcomings of standard ray-casting methods in highly cluttered views such as in our visualization application for coalbed methane well logs. Handymap uses a secondary 2D overview of a scene that allows selection of a target when it(More)
Outdoor worlds are often the setting for games and game worlds are often accompanied by a stylized version of the world drawn by an artist as a 2D map. Procedurally generating the terrain allows games to have a higher replay value. A limitation of procedural terrain generation is an artistic map of the terrain cannot be created by an artist beforehand. We(More)