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)
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)
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)
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)