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David J. Struman. Whole-hand input, 1992.

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GRASP: Recognition of Australian Sign Language Using Instrumented .. - Kadous (1995)   (3 citations)  (Correct)

....a component of facial gesture) most research in this area has focussed on measuring hand movement, and basing recognition on this, using one of a variety of approaches. Some work, however, has been done at recognising signs at a body level. This term comes from D. J. Sturman s PhD thesis [Stu92]. Yes, that is an awful pun. 2.3 Physiology of the hand To better understand sign language, it may be useful to have some background information about how the hand operates and how complex its movements can be. This requires an examination of the internal structures of the hand. DIP ....

....Middle Distal Radius Metacarpals Carpals Ulna 1 2 3 4 5 Metacarpocarpal Joints 1 DOF each on digits 4 5 Thumb IP Joint 1 DOF Thumb MP joint 1 DOF Trapeziometacarpal Joint 3 DOF Figure 2.1: The joints in their hand together with their associated degrees of freedom. Taken from [Stu92]. In figure 2.1 we can see that there are a total of 23 degrees of freedom available solely in the hand above the wrist, to which we usually add another six degrees of freedom, which cover its movement in 3 dimensions. A hand can move not only up down (yaxis) left right (x axis) and ....

[Article contains additional citation context not shown here]

D. J. Sturman. Whole Hand Input. PhD thesis, MIT, February 1992. Available at: ftp://media.mit.edu/pub/sturman/WholeHandInput/* .


The X-Ray Factory-some experiments with three-dimensional, iconic .. - Jää-Aro (1991)   (Correct)

.... graphics engines ) There is currently very little emphasis on proprioceptive coherence or spatial correspondence in virtual worlds there is usually no intuitive relation between the sizes of objects in the world and the size of one s virtual body, as indicated by the In following with [Stu91], I use the term postures for static finger positions and gestures for dynamic movements. Note the difference between depth perception, i.e. distinguishing the relative distances to objects and distance perception, determining the absolute distances to objects. I will henceforth use the ....

David J. Sturman. Whole-hand Input. Thesis proposal, MIT, 1991.


The perceptive workbench: Computer-vision-based gesture.. - Starner, al. (2003)   (3 citations)  (Correct)

.... to interact with the physical world, it has a rich heritage of related work [1,15,16,24,27,35,36,38,44] Many augmented desk and virtual reality designs use tethered props, tracked by electromechanical or ultrasonic means, to encourage interaction through gesture and manipulation of objects [1,3,27,33, 38]. Such designs tether the user to the desk and require the time consuming ritual of donning and doffing the appropriate equipment. Fortunately, the computer vision community is interested in the tasks of tracking hands and identifying gestures. While generalized vision systems track the ....

Sturman D (1992) Whole-hand input. PhD thesis, MIT Media Lab, Cambridge


Gesture Recognition - Turk   (Correct)

....People naturally use their hands for a wide variety of manipulation and communication tasks. Besides being quite convenient, hands are extremely dexterous and expressive, with approximately 29 degrees of freedom (including the wrist) In his comprehensive thesis on whole hand input, Sturman [27] showed that the hand can be used as a sophisticated input and control device in a wide variety of application domains, providing real time control of complex tasks with many degrees of freedom. He analyzed task characteristics and requirements, hand action capabilities, and device capabilities, ....

J. Sturman, "Whole-hand Input," Ph.D. Thesis, MIT Media Laboratory, Cambridge, MA, February 1992.


Vb2 An Architecture For Interaction In Synthetic Worlds - Gobbetti, Balaguer, Thalmann (1993)   (9 citations)  (Correct)

....of new users, and thus simpler to use. 4.1.1 Hand Gestures VB2 uses a gesture recognition system linked to the DataGlove. Whole hand input is emerging as a research topic in itself, and some sort of posture or gesture recognition is now being used in many virtual reality systems (see Sturman [36] for a detailed overview of whole hand input) The gesture recognition system has to classify movements and configurations of the hand in different categories on the basis of previously seen examples. Once the gesture is classified, parametric information for that gesture can be extracted from the ....

Sturman DJ (1991), Whole-Hand Input, PhD Thesis, M1T.


The Laboratory for Human Interaction in the Virtual.. - Cockayne, Zyda..   (Correct)

....interested in performing emergency medical procedures on injured soldiers in a field of battle, this work will simulate the complete range of medic s hand motions. Within the prototyping environment we will develop a natural mode of interaction using the input devices. BAR 95] BUX 86] KAB 94] STU 92] WAL 95] For the future, integration with NPSNET is a top priority. This work will require a more detailed human hand model; work is being completed at NPS to deliver such a model. Development of the next generation of NPSNET will also facilitate the integration of hands into the virtual ....

Sturman, D.J., "Whole-hand Input", 1992, Media Arts & Sciences, Massachusettes Institute of Technology, Dissertation


The Perceptive Workbench: Toward Spontaneous and.. - Leibe, Starner.. (2000)   (10 citations)  (Correct)

.... the Perceptive Workbench has a rich heritage of related work [1, 3, 5, 10, 11, 12, 15, 16, 18, 19, 26, 27, 28, 31] Many augmented desk and virtual reality designs use tethered props, tracked by electromechanical or ultrasonic means, to encourage interaction through manipulation and gesture [2, 3, 5, 18, 19, 23, 28]. Such designs tether the user to the desk and require the time consuming ritual of donning and doffing the appropriate equipment. However, the Perceptive Workbench leverages techniques from the computer vision community [21, 32] to maintain a wireless interface. Most directly related to the ....

Sturman, D. Whole-hand input. Ph.D. Thesis, MIT Media Lab (1992).


A Taxonomy of Usability Characteristics in Virtual Environments - Gabbard, Hix (1997)   (12 citations)  (Correct)

.... gloves are not well suited for general or casual use 112 [Sturman and Zeltzer, 1994] Gesture1 To fully realize the power of natural gestural interaction, VE systems need to recognize a particular sequence of hand postures (tokens) as something more than simply the sum of the parts 113 [Sturman, 1992] [Su and Furuta, 1994] Gesture2 Allow gestures to be defined by users incrementally, with the option to change or edit gestures on the fly 114 [Su and Furuta, 1994] Gesture3 Image processing based gesture recognition is well suited for desktop or fishtank VEs 114 [Maggioni, 1993] ....

....meaning, and intended result. Although recognizing full body gestures (arm position, stance, etc. and facial gestures has the potential to facilitate a complete, gestural interface, the majority of current research focuses on hand gestures (a smaller, yet useful subset of gestures) For example, [Sturman, 1992] classifies three types of interpretations of hand actions for use as computer based input: direct, mapped, and symbolic. Direct interpretation, the most basic interpretation, is essentially point, reach, and grab interaction. Mapped interpretation refers to fiddling with devices at a ....

Sturman, D. J. (1992). Whole-hand input. Ph.D. Thesis, Media Arts & Science, MIT.


DLoVe - A specification paradigm for designing distributed VR.. - Deligiannidis (2000)   (Correct)

....exoskeleton that is attached to the fingers using velcro straps. Attached to each finger joint is a device called a Hall effect sensor whose purpose is to measure the finger joint angle. Tod Machover used an Exos DHM at the MIT Media Lab to control acoustic parameters in live musical performances [Sturman 92] The ability to feel objects in virtual environments can markedly enhance the effectiveness of many applications, particularly for training, scientific visualization, and telepresence [Langreth 95] Haptic devices for presenting tactile and force sensations, are being developed in several ....

D.J. Sturman, "Whole-Hand Input", doctoral dissertation, Media Lab, Massachusetts Institute of Technology, Cambridge, MA., Feb. 1992.


Gesture Recognition using Neural Networks - Sandberg (1997)   (2 citations)  (Correct)

....2 dimensional and voice control is still fairly limited outside narrow subjects if reliable function is required. Many applications require many degrees of freedom, but to control all of them using (say) joysticks, dials or mice is a daunting task for most people and require much training [Stu92] This is especially problematic for immersive applications or where a high degree of intuitiveness is required. In an immersive application the user cannot see the keyboard or other interaction tools unless they are given a virtual representation, which is often an unsatisfactory solution 1 ....

....a glove is mapped to a virtual hand used to manipulate the world and give commands to the system. The interaction model used in the Virtual Environment Display System of the Aerospace Human Factors Research Division of the NASA Ames Research Center and the VPL system has been widely used [Stu92] Often gestures are used as a command language: a gesture is made to signal that the user wants the system to do something, such as move to another position or manipulate an object [JFH94] ffl The Glove Talk II system [Fel94] translates hand gestures into speech formants through an adaptive ....

[Article contains additional citation context not shown here]

David J. Sturman. Whole-hand Input. PhD thesis, MIT, February 1992. ftp://ftp.media.mit.edu/pub/sturman/ WholeHandInput/thesis.pix.ps.Z.


The Perceptive Workbench: Towards Spontaneous and.. - Leibe, Starner.. (2000)   (10 citations)  (Correct)

....While the Perceptive Workbench is unique in its capabilities to our knowledge, it has a heritage of related work. Many augmented desk and virtual reality designs use tethered props, tracked by electromechanical or ultrasonic means, to encourage interaction through manipulation and gesture [3, 4, 10, 17, 18, 23, 25, 27]. Fakespace sells the Immersive Workbench , which normally uses tethered electromagnetic trackers and datagloves for interaction. Such designs tether the user to the desk and require the time consuming ritual of donning and doffing the appropriate equipment. Fortunately, the computer vision ....

Sturman, D. Whole-hand input. Ph.D. Thesis, MIT Media Lab (1992).


Human Performance Evaluation of Manipulation Schemes in.. - Zhai, Milgram (1993)   (13 citations)  (Correct)

....carried out to evaluate user performance when manipulating 3D graphical objects with these 6DOF input devices. For example, Massimino et al. [1989] evaluated an isometric controller in a 6DOF placement task. Ware [1990] conducted a similar study with a Polhemus TM device in various display modes. Sturman [1992] compared whole hand input with buttons and dials. Research currently underway at the University of Toronto aims at addressing this topic systematically, by investigating a variety of factors involved in the process of manipulating objects in 3 space. This paper presents the results of one of ....

Sturman, D., 1992, Whole Hand Input, PhD Dissertation, MIT Media Lab.


Vb2 An Architecture For Interaction In Synthetic Worlds - Gobbetti (1993)   (9 citations)  (Correct)

....of new users, and thus simpler to use. 4.1.1 Hand Gestures VB2 uses a gesture recognition system linked to the DataGlove. Whole hand input is emerging as a research topic in itself, and some sort of posture or gesture recognition is now being used in many virtual reality systems (see Sturman [36] for a detailed overview of whole hand input) The gesture recognition system has to classify movements and configurations of the hand in different categories on the basis of previously seen examples. Once the gesture is classified, parametric information for that gesture can be extracted from the ....

Sturman DJ (1991), Whole-Hand Input, PhD Thesis, MIT.


Machine Recognition of Auslan Signs Using PowerGloves: Towards.. - Kadous (1996)   (6 citations)  (Correct)

....when one sign finishes and the next starts is not easy. In these experiments, the segmentation problem, mime aspects of sign language, fingerspelling and spatial pronouns are not handled. We focus on recognising isolated signs. Instrumented gloves Instrumented gloves (Sturman Zeltzer, 1994; Sturman, 1992) have been used extensively recently, mostly for direct manipulation for virtual environments (Rheingold, 1991) But they may also be used for gesture and sign language recognition. They have several advantages (and some disadvantages) when compared to video methods. Their advantages are: ffl ....

Sturman, D. J. (1992). Whole Hand Input. PhD thesis, MIT. URL: ftp://media.mit.edu/pub/sturman/WholeHandInput/*.


Evaluation of the CyberGlove as a Whole Hand Input Device - Kessler, Hodges, Walker (1995)   (4 citations)  (Correct)

....between distant participants. In (Speeter, 1992) hand input from an EXOS dextrous hand master TM controlled a robot hand some distance away from the user. Discussion of the appropriateness of hand input for particular computer applications has been limited, as well. In his doctoral thesis, Sturman (1992) discusses the criteria one should use to decide if a given application would benefit from hand input versus more conventional mouse, joystick, or dial input devices. An experimental comparison between hand gestures (visually recognized by the experimenter) and speech input for image manipulation ....

Sturman, D. (1992). Whole-hand input. Ph.D thesis, Media Arts and Sciences, Massachusetts Institute of Technology.


A Logical Hand Device In Virtual Environments - Su, Furuta (1994)   (6 citations)  (Correct)

....is the logical device: locator, keyboard, pick, choice, and stroke devices [Foley et al. 1990] The goal of this paper is to propose a logical hand device that is general enough to serve most of the needs of the development and implementation of virtual environment systems in use of 3D gestures. Sturman [1992] has discussed the use of whole hands as an input device in his thesis. He suggested three ways of interpretation of hand actions: direct, mapped, and symbolic interpretation. The direct interpretation refers to point, reach, and grab interaction; and the mapped interpretation refers to fiddling ....

Sturman, D. J. [1992] Whole-hand Input , PhD thesis, Media Arts & Sciences, MIT, Chap. 6.


The Software Required for the Computer Generation.. - Zyda, Pratt.. (1994)   (22 citations)  (Correct)

....raw inputs from a non standard 3D input device and figuring out what state that device is in. This gets done over and over again by everyone who buys one of these devices. Excellent technical papers and commercial sources are now available, quite worth examining before striking out on one s own [Sturman, 1992], Shaw, 1992] Brill, 1993] The second part of building interaction software is to turn the 3D device s state information into a dialogue that is meaningful to our system application. We need to be able to easily filter out erroneous or unlikely dialogues that might be generated by faulty ....

Sturman, David Joel "Whole-Hand Input," MIT Ph.D. Thesis, Media Arts and Sciences Section, School of Architecture and Planning, February 1992.


Design of Virtual Three-dimensional Instruments for Sound Control - Mulder (1998)   (3 citations)  Self-citation (Sturman Thesis)   (Correct)

....sound design are not constrained temporally. Normally CHAPTER 3. VMI DESIGN 25 a composition is first written out, after which a performance of the piece may occur. For sound design, sound parameters may be adjusted after which the sound may be generated for evaluation. Thus, based on Sturman [89], the task of performing and composing music and designing sound can be characterized as follows: ffl Degrees of freedom Musical performance, composition and sound design involve the control of many parameters. The precise number of degrees of freedom depends on the type of musical activity. ....

....and accuracy. 3.2.2 Pragmatics Object manipulation can be defined as the grasping, holding and changing of position, orientation and shape of an object. These actions normally occur within a certain spatial region or workspace [69] and are preferably centered around the body of the performer [89]. Holding The pragmatics of holding objects involves a number of specific grips [91] ffl Platform grip While the hand is flat, the object is resting on the whole or part of the palmar surface. ffl Pinch grip The object is held between at least two pads of the hand. Some of the main pinch ....

[Article contains additional citation context not shown here]

David J. Sturman. "Whole hand input" Ph.D. thesis. Available at ftp://medialab. mit.edu /pub/sturman/WholeHandInput. Cambridge, MA: Massachusetts Institute of Technology, 1992.


Multi-finger Cursor Techniques - Tomer Moscovich Brown   (Correct)

No context found.

David J. Struman. Whole-hand input, 1992.


Multi-finger Cursor Techniques - Tomer Moscovich Brown (2006)   (Correct)

No context found.

David J. Struman. Whole-hand input, 1992.


Face and Body Gesture Recognition for a Vision-Based.. - Gunes, Piccardi, Jan (2004)   (Correct)

No context found.

J. Sturman, "Whole-hand Input," Ph.D. Thesis, MIT Media Laboratory, Cambridge, MA, February 1992.


Computer Vision-Based Gesture Tracking, Object.. - Starner, Leibe..   (Correct)

No context found.

D. Sturman. Whole-hand Input. PhD thesis, MIT Media Lab, 1992.

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