| E. Gobbetti, J.-F. Balaguer and D. Thalmann, VB2: An Architecture for Interaction in Synthetic Worlds, in ACM Symposium of User Interface Software and Technology. 1993. ACM Press. p. 167-178. |
....user can specify object behaviours and interact with them, exploring various possibilities. However, due to the research nature of our work, we wished to implement new ideas that were previously unthought of, and as a result, making extensions within the existing framework would be difficult. VB2 [GOBB93] was designed to demonstrate the use of constraints to implement virtual environments. When trackers are updating, the constraint engine manipulates objects in the scene graph, allowing the user to alter the position and orientation of objects. However, constraints are only useful as a solution to ....
Gobbetti, E. and Balaguer, J.-F. VB2: An Architecture For Interaction In Synthetic Worlds. In 6th Int'l ACM Symposium on User Interface Software and Technology, pp 167-178, Atlanta, Ga, Nov 1993.
.... including the user interface toolkit MultiGarnet [Sannella, 1994] the constraint imperative programming language Kaleidoscope [Freeman Benson, 1991] the drawing program CoolDraw [FreemanBenson, 1993] the 3D animation system TBAG [Elliott et al. 1994] and the virtual reality system VB2 [Gobbetti and Balaguer, 1993] 9 . Frequently, constraint solvers and imperative programming languages have been integrated by modifying an object oriented system. For example, Garnet [Myers et al. 1990] Rendezvous [Hill et al. 1993, Hill, 1993] and PICASSO [Rowe et al. 1991] use the facilities of an object oriented ....
E. Gobbetti and J.-F. Balaguer. VB2: An architecture for interaction in synthetic worlds. In Proceedings of the UIST'93 (ACM SIGGRAPH Symp. on User Interface Software and Technology), pages 167--178, Atlanta, GA, 1993.
....upon is to combine these two roles (visible representation and control) into one directly manipulable object. Control will be performed using integrated three dimensional handles[CSH 92, ZHR 93] and supported using object oriented visualization environment design techniques[TGB 90, GBT93, FH94] The handles will have consistent functions and appearances across different tools. Tool selection will be controlled via voice commands, thus reducing the input devices to a three dimensional mouse and a microphone. 4.2 Interface Implementation A prototype of the interface design was ....
Enrico Gobbetti, Jean-Francis Balaguer, and Daniel Thalmann. Vb2 an architecture for interaction in synthetic worlds`. In UIST
....objects in a twodimensional plane. ffl TBAG is a toolkit for creating interactive 3D graphics [3] that uses SkyBlue to maintain relationships between time varying properties of graphic objects such as their positions and the derivatives of their positions. ffl The VB2 virtual reality system [7] uses SkyBlue to maintain connections between 3D input devices and objects in the virtual world, and to attach virtual tools to objects that the user is editing. These constraints are added and removed as the user manipulates different objects in the virtual world. ffl The Kaleidoscope language ....
Enrico Gobbetti and Jean-Francis Balaguer. VB2: An Architecture for Interaction in Synthetic Worlds. In Proceedings of the ACM SIGGRAPH Symposium on User Interface Software and Technology, pages 167--178, Atlanta, Georgia, November 1993.
.... [2] cone casting, head crusher select [12] go go interaction [13] look at menus [10] Manipulation: scaled world grab [10] orbital mode [14] hand held widgets [10, 15] over the shoulder deletion [10] Environment commands: pull down menus [10] voice recognition [16] gesture recognition [17, 18]. These groups are not totally rigid as some techniques combine elements of two or more modes. For example, the scaled world grab [10] has components of object selection followed by object manipulation. Also, scaled world grab can be used as a technique for navigation where, instead of bringing ....
E. Gobbetti, J.-F. Balaguer and D. Thalmann. VB2: An Architecture for Interaction in Synthetic Worlds. In ACM Symposium of User Interface Software and Technology, Atlanta, pp. 167-178. ACM Press, 1993.
.... the user interface toolkit MultiGarnet [ Sannella, 1994 ] the constraint imperative programming language Kaleidoscope [ FreemanBenson, 1991 ] the drawing program CoolDraw [ Freeman Benson, 1993 ] the 3D animation system TBAG [ Elliott et al. 1994 ] and the virtual reality system VB2 [ Gobbetti and Balaguer, 1993 ] 9 . 9 see also [Balaguer and Gobbetti, 1995] Frequently, constraint solvers and imperative programming languages have been integrated by modifying an object oriented system. For example, Garnet [ Myers et al. 1990 ] Rendezvous [ Hill et al. 1993, Hill, 1993 ] and PICASSO [ Rowe et ....
E. Gobbetti and J.-F. Balaguer. VB2: An architecture for interaction in synthetic worlds. In Proceedings of the UIST'93 (ACM SIGGRAPH Symp. on User Interface Software and Technology), pages 167--178, Atlanta, GA, 1993.
.... [2] Cone casting, Head crusher select [12] Go go interaction [13] Look at menus [10] Manipulation: Scaled world grab [10] Orbital mode [14] Hand held widgets [10, 15] Over the shoulder deletion [10] Environment Commands: Pull down menus [10] Voice recognition [16] Gesture recognition [17, 18]. These groups are not totally rigid as some techniques combine elements of two or more modes. For example, the Scaled world grab [10] has components of object selection followed by object manipulation. Also, Scaled world grab can be used as a technique for navigation where, instead of bringing ....
Gobbetti, E., J.-F. Balaguer, and D. Thalmann. VB2: An Architecture for Interaction in Synthetic Worlds. in ACM Symposium of User Interface Software and Technology. 1993. ACM Press.
.... 1 [To Appear in the SIGGRAPH 94 Conference Proceedings] Abstract We present a paradigm and toolkit for rapid prototyping of interactive, animated 3D graphics programs. The paradigm has its roots in declarative programming, emphasizing immutable values, first class functions, and relations, applying these concepts to a broad ....
....by programming language support for definition of constants of arbitrary types. TBAG: A High Level Framework for Interactive, Animated 3D Graphics Applications Conal Elliott, Greg Schechter, Ricky Yeung, and Salim Abi Ezzi SunSoft, Inc. 2550 Garcia Avenue, M S MTV10 228, Mountain View, CA 94025 USA. phone:415 336 3086,6950,1791,2141 . email: conal,gds,ryeung,salim eng.sun.com. 2 [To Appear in the SIGGRAPH 94 Conference Proceedings] Parameterized reusable geometry is handled by definition and invocation of functions that produce geometry. The resulting customization power is ....
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Enrico Gobbetti, Jean-Francis Balaguer, and Daniel Thalmann. VB2: An Architecture for Interaction in Synthetic Worlds. In Proceedings of the ACM Symposium on User Interface Software and Technology, 167-178, November, 1993.
....with two dimensional worlds, it starts to show limitations when interacting with three dimensional worlds. Major drawbacks of this solution are the lack of correlation between manipulation and effect as well as the high degree of cognitive separation between users and the models they are editing [21, 33, 32]. The inadequacy of user interfaces based on 2D input devices and 2D mindsets becomes particularly evident in applications that require users to specify complex spatial information, such as 3D modeling and animation, motion control, or surface modeling. In all these cases, the low bandwidth ....
.... Optimizer) to high end professional packages (e.g. Division dVS and dVise, Sense8 World Tool Kit WTK) The increased power of parallel processing is essential to meet timing constraints in real applications [95] and for this reason high end graphics systems are network parallel or MP parallel [4, 33, 20, 75, 81]. No system to date, however, incorporates appropriate support to time critical graphics and low latency synchronization schemes [96, 91] In addition to generic support systems, a variety of software tools exist to solve specific problems. Examples are domain specific toolkits for supporting ....
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GOBBETTI, E., AND BALAGUER, J.-F. VB2: An architecture for interaction in synthetic worlds. In Proceedings of the ACM SIGGRAPH Symposium on User Interface Software and Technology (Conference held in Atlanta, GA, USA, 1993), Virtual Reality, ACM Press, pp. 167--178.
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E. Gobbetti, J.-F. Balaguer and D. Thalmann, VB2: An Architecture for Interaction in Synthetic Worlds, in ACM Symposium of User Interface Software and Technology. 1993. ACM Press. p. 167-178.
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