| Kessler, G. Drew, Larry H. Hodges, and Neff Walker. Evaluation of the CyberGlove as a Whole Hand Input Device. ACM Transactions on Computer-Human Interaction, 2(4):263-283, 1995. |
....adjust each individual sensor gain and offset. Figure 5. The two default hand positions used by the Immersion calibration routine. One calibration approach has been to use devices such as wooden blocks to position the hand at known positions and relate the sensor values to those known positions [Kessl95]. Another approach has been to use a kinematics model with the thumb and index finger [Griff00] Both approaches had limited resulting motion, and the kinematics model did not account for thumb roll. The general calibration approach for this project was to collect data from several different ....
Kessler, G., Hodges, L., Walker, N.: Evaluation of the CyberGlove as a whole-hand input device. ACM Transactions on Computer-Human Interaction, Vol. 2, No. 4, pp. 263-283, 1995.
....for MERLIN For 3D data interaction several pieces of VR based equipment are used. This includes a Virtual Technologies CyberGlove, a Polhemus Fastrak, and a Spacetec Spaceball. Each of these are serial devices and are connected as shown in Figure 2.5. The CyberGlove from Virtual Technologies [111, 57] (see Figure 2.6) is a high end data glove. This includes a glove equipped with 22 bend sensors to measure the motion of the hand and fingers along with the CyberGlove Interface Unit (CGIU) to provide a serial interface to the glove. The sensors used in the glove allow it to easily track the ....
G. Drew Kessler, Larry F. Hodges, and Neff Walker. Evaluation of the CyberGlove as a Whole Hand Input Device. Transactions On Human Computer Interactions, December 1995.
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D. Kessler, L. Hodges, N. Walker. "Evaluation of the CyberGlove as a Whole-Hand Input Device." ACM TOCHI , 2(4), pp. 263-283 (1995).
....interactions. While tracked gestures have been used to navigate and interact in virtual environments for some time, these usually involve cumbersome tethered devices and gloves that sense joint angles. In general, glove devices are cumbersome, imprecise in measuring hand orientation and posture[11]. Gloves are also unwieldy to share with other users. These, among other reasons, have led to work in vision based tracking devices for more natural interaction. For many ubiquitous or mobile applications, one may not have a mouse, keyboard, tracked 3D interaction device, or other similar ....
D. Kessler, L. Hodges, N. Walker. "Evaluation of the CyberGlove as a Whole-Hand Input Device." ACM TOCHI , 2(4), pp. 263-283 (1995).
....that track position and orientation are still usually tethered to the machine by wires. Devices, such as pinch gloves, that permit the user to experience a more natural seeming interface often do not perform as well and are less preferred with users, than simple handheld devices with buttons [Kessler95, Seay99]. Pinch gloves carry assumptions about the position of the user s hand and fingers with respect to the tracker. Of course, users hands differ in size and shape, so the assumed tracker position must be recalibrated for each user. This is hardly ever done. Also, the glove interface causes subtle ....
Kessler, G.D., L.F. Hodges, and N. Walker, Evaluation of the CyberGlove as a Whole-Hand Input Device, ACM Trans. on Computer-Human Interactions, 2(4), pp. 263-283 (1995).
No context found.
Kessler, .D., L. Hodges, and N. Walker. Evaluation of the CyberGlove as a Whole-Hand Input Device. ACM Tran. on Computer-Human Interactions, 2(4), pp. 263-283 (1995).
No context found.
Kessler, G.D., L.F. Hodges, and N. Walker. Evaluation of the CyberGlove as a Whole-Hand Input Device. ACM Tran. on Computer-Human Interactions, 2(4), pp. 263-283 (1995).
No context found.
Kessler, G. Drew, Larry H. Hodges, and Neff Walker. Evaluation of the CyberGlove as a Whole Hand Input Device. ACM Transactions on Computer-Human Interaction, 2(4):263-283, 1995.
No context found.
G. D. Kessler, L. F. Hodges, and N. Walker, "Evaluation of the CyberGlove as a Whole Hand Input Device," 2ansactions On Human Computer Interactions, December 1995.
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