18 citations found. Retrieving documents...
Robert C. Zeleznik, Andrew S. Forsberg, and Paul S. Strauss. Two pointer input for 3d interaction. Computer Graphics (1997.

 Home/Search   Document Details and Download   Summary   Related Articles   Check  

This paper is cited in the following contexts:
Isometric Pointer Interfaces for Wearable 3D Visualization - Krum, Melby, Ribarsky.. (2003)   (Correct)

....computer input devices. Copyright is held by the author owner(s) CHI 2003, April 5 10, 2003, Ft. Lauderdale, Florida, USA. ACM 1 58113 637 4 02 0004. Figure 1: Twiddler2 Chording Keyboard and Isometric Joystick. RELATED WORK Our interaction techniques are based on Zeleznik s discussion [7] of 2D devices for 3D manipulation and navigation and Zhai s bulldozer navigation metaphor [8] They do not require direct reference to points on the display, which is difficult with eyeglass mounted wearable displays. We have also employed a tilt sensor in two of our 3D navigation methods. Tilt ....

R.C. Zeleznik, A.S. Forsberg, and P.S. Strauss. Two Pointer Input for 3D Interaction. I3DG, pages 115--120, 192, 1997.


The SHAPE Lab: - New Technology And   (Correct)

.... generation of post WIMP interfaces that leverage application specific knowledge and human skills to realize a more powerful, natural, and task efficient user interface (e.g. see Fig 5) Examples of our recent work are 3D widgets [14, 3] free form deformations [24, 42] and gestural interfaces [60, 62, 61, 13]. 3D widgets demonstrate how parameters can effectively be represented by 3D geometry and embedded in a 3D dataspace. Our system Sketch [60] is a gestural interface for 3D geometric conceptual design which demonstrates that 2D drawn gestures can specify rich, context sensitive commands to realize ....

R.C. Zeleznik, A.S. Forsberg, and P.S. Strauss. Two pointer input for 3D interaction. In Proceedings of


Unifying Augmented Reality and - User (2002)   (Correct)

.... Our system builds on concepts from a number of researchers, including: Proprioception and the placement of objects relative to the body in [11] Viewing and manipulation of objects using the Worlds in Miniature [20] and Voodoo Dolls [17] techniques; Two handed 3D interaction techniques in [7] and [23]; Selection and manipulation techniques like the GoGo arm [18] and various others covered in [2] The WearTrack system and its variety of user interfaces in [6] Another existing powerful modelling system is MultiGen Smart Scene [12] which allows users to construct and manipulate objects in a ....

Zeleznik, R. C., Forsberg, A. S., and Strauss, P. S. Two Pointer Input For 3D Interaction. In 1997.


Tinmith-Evo5 - Software Architecture For (2001)   (Correct)

....[PIER97] that allow the user to manipulate the objects in the selection buffers. Image plane manipulations treat the objects as flat 2D entities, and map 2D movements of cursors into 3D transformations of objects. Any of the input devices can be used with this, and two handed manipulation [ZELE97] is particularly useful as the user can rotate or scale the object using one hand as a reference for the other. 6 Rendering system A major core component of Tinmith evo5 is the rendering system. It is a full hierarchical modelling system, similar to SGI s Inventor [STRA93] in that it implements ....

Zeleznik, R. C., Forsberg, A. S., and Strauss, P. S. Two Pointer Input For 3D Interaction. In 1997 Symposium on Interactive 3D Graphics, pp 115-120, Providence, RI, Apr 1997.


Tinmith-Metro: New Outdoor Techniques for Creating City.. - Piekarski, Thomas (2001)   (4 citations)  (Correct)

....attached to the cursor. Therefore, it is not possible to alter objects in directions the user is facing. Tinmith Hand may use any of the four cursors to perform image plane transformations on objects, although the two handed input gloves are the main method envisaged. Other previous work such as [2, 7, 19] also used two handed techniques to work in 3D environments. We have found rotation manipulation particularly well supported by two handed interaction techniques. By using two hands, the user can specify the orientation to apply based on the angle the hands form, and scale an object based on the ....

Zeleznik, R. C., Forsberg, A. S., and Strauss, P. S. Two Pointer Input For 3D Interaction. In 1997.


An Object Oriented Description of Interaction Techniques.. - Figueroa, Green, al. (2000)   (Correct)

....with advantages in certain conditions. For example, techniques that use spotlights [17] gaining functions for movement [21] the image plane [20] and the aperture of a cone created by a tracker [11] can compete as mechanisms for selection at a distance, while two trackers [27] two pointer input [32] or proprioception [18] can compete to support object manipulation. Several authors have created evaluation techniques for these new ITs, in particular for tasks such as traveling [6] grabbing, and object manipulation [5] 16] 22] 23] Some of these studies have produced testbeds where the ....

Zeleznik, R.; Forsberg, A. Two Pointer Input for 3D Interaction. In Symposium on Interactive 3D Graphics, 1997. pp. 115-120


Computational Steering in the CAVE - Mulder, van Liere, van Wijk (1998)   (Correct)

....such spatial input techniques are still in the development phase and it has not been determined yet which input device and manipulation technique are best for a particular manipulation task. Recent research results have been reported on techniques for object rotations [21] two handed input [20, 7, 9], and remote object transformations [1] A survey of earlier research on spatial input techniques is given by Hinckley et al. 8] 3. THE COMPUTATIONAL STEERING ENVIRONMENT IN THE CAVE The CSE has been developed to allow scientists to easily integrate a simulation and create a custom interactive ....

R.C. Zeleznik, A.S. Forsberg, and P.S. Strauss. Two pointer input for 3D interaction. In S.N. Spencer, editor, Proceedings of the 1997 Symposium on Interactive 3D Graphics, pages 115--120, 1997.


CavePainting: A Fully Immersive 3D Artistic Medium .. - Keefe, Feliz.. (2001)   (3 citations)  (Correct)

....or its color as it is being created. 1 Deering used a mouse and a tracker to explore a similar two hand interaction technique [10] Others, have also explored two handed interaction and noted several advantages over one handed input when the two handed interface is designed properly [7] 18] [27]. The most compelling advantage to using two hands in this case comes when the glove and the brush are used simultaneously to paint one stroke that contains a smooth transition between multiple colors. Typically, artists use this technique by starting a stroke with the non dominant hand held ....

Robert C. Zeleznik, Andrew S. Forsberg, and Paul S. Strauss. Two pointer input for 3d interaction. 1997 Symposium on Interactive 3D Graphics, pages 115--120, April 1997. ISBN 0-89791-884-3.


Whole-Hand and Speech Input in Virtual Environments - LaViola, Jr. (1999)   (1 citation)  (Correct)

....work focuses only on four of them: complementarity, concurrency, specialization, and transfer. ### ######## #### Di erenttypes of input mode combinations have been used in multimodal interaction. Zeleznik uses a stylus and puckonaWacom Tablet to interact with a conceptual 3D modeling application [154]. Cohen uses pen based gestures and voice commands in QuickSet, a system for setup and control of distributed interactive simulations [27] Waibel and Vo use a series of input modes that include speech, pen based gestures, eye tracking, lip reading, handwriting recognition, and face recognition ....

Zeleznik, Robert C., Andrew S. Forsberg, and Paul S. Strauss. TwoPointer Input For 3D Interaction. In Proceedings of the Symposium on Interactive 3D Graphics, 1997, 115-120.


Integrated Manipulation: Context-aware Manipulation of 2D.. - Masaaki Honda Takeo (1999)   (1 citation)  (Correct)

....The user can rotate and scale the diagram simultaneously by single dragging. If the cursor moves toward or away from the diagram s center, the diagram scales. If the cursor rotates around the center, the diagram rotates. 1 We assume one handed, single pointing device operation. Some systems [3] use two handed operation with a keyboard or another pointing device in the non dominant hand. Move Rotate Scale Moving the pivot Figure1: Integrated Manipulation. The user can move, rotate, and scale the diagram, and can move the pivot without mode switching. Figure2: The diagram rotates ....

Zeleznik, R.C., Forsberg, A.S., Strauss, P.S., Two Pointer Input for 3D Interaction, 1997 Symposium on Interactive


Post-WIMP User Interfaces - van Dam (1997)   (5 citations)  (Correct)

.... University have recently demonstrated a 3D modeling interface that relies purely on gestural sketching of geometry and commands and has a vocabulary of over 20 gestures [9] they have extended this type of interface to twohanded interaction, a combination of techniques that shows much promise [8]. This system, Sketch [9] was used to create a 3D model of a baseball field in a matter of mere minutes (Figure 2) Sketch uses unconventional, non realistic rendering techniques to make the 3D model appear like an informal line drawing. The two car images depicted in Figure 3 show how an exhaust ....

Zeleznik, R.C., Forsberg, A.S., and Strauss, P.S. Two-pointer input for 3D interaction. To appear in Proceedings of 1997 Symposium on Interactive 3D Graphics (Providence, Rhode Island, April 27--30, 1997).


Computational Steering in the CAVE - Mulder, van Liere, van Wijk (1997)   (Correct)

....such spatial input techniques are still in the development phase and it has not been determined yet which input device and manipulation technique are best for a particular manipulation task. Recent research results have been reported on techniques for object rotations [21] two handed input [20,7,9], and remote object transformations [1] A survey of earlier research on spatial input techniques is given by Hinckley et al. 8] 3 The Computational Steering Environment in the CAVE The CSE has been developed to allow scientists to easily integrate a simulation and create a custom interactive ....

R.C. Zeleznik, A.S. Forsberg, and P.S. Strauss. Two pointer input for 3D interaction. In S.N. Spencer, editor, Proceedings of the 1997 Symposium on Interactive 3D Graphics, pages 115--120, 1997.


Immersive Virtual Reality for Visualizing Flow.. - Forsberg, Laidlaw.. (2000)   Self-citation (Forsberg)   (Correct)

No context found.

Robert C. Zeleznik, Andrew S. Forsberg, and Paul S. Strauss. Two pointer input for 3d interaction. Computer Graphics (1997.


Immersive Virtual Reality for Visualizing Flow.. - Forsberg, Laidlaw.. (2000)   Self-citation (Forsberg)   (Correct)

No context found.

Robert C. Zeleznik, Andrew S. Forsberg, and Paul S. Strauss. Two pointer input for 3d interaction. Computer Graphics (1997.


Incorporating Speech Input into Gesture-Based Graphics.. - Zeleznik, Jr., Forsberg (1999)   Self-citation (Zeleznik Forsberg)   (Correct)

....invocations with their orthographic counterparts. For example, to display the color wheel, the user gestures the letter C , and to invoke a snapping mode the user draws the letter S . A di erent approach to extending the functionality of a gesture system is to support two handed interactions[7]. The use of two hands e ectively increases the amount of context that can be provided for each operation. For example, when using two hands to control two independent cursors, it is a simple matter to specify both ends of a line segment simultaneously something which can t be done with a single ....

R. C. Zeleznik, A. S. Forsberg, and P. S. Strauss. \Two Pointer Input for 3D Interaction," Proceedings of 1997 Symposium on Interactive 3D Graphics (Providence, Rhode Island, April 27-30, 1997).


UniCam - 2D Gestural Camera Controls for 3D Environments - Zeleznik, Forsberg (1999)   Self-citation (Zeleznik Forsberg)   (Correct)

....to a good location [3] or the system may automatically initiate an animated camera change when it perceives that the user needs to be in a different location to perform an interaction task [4] Transitioning between camera techniques has been largely unaddressed in the literature. Zeleznik [8] discusses fluid gestural transitions between camera interaction techniques in a system related to UniCam that, however, requires two 2 DOF input devices. Gleicher also enables elegant transitions between camera manipulations using Through the Lens Camera Controls [2] controls that enable a ....

Robert C. Zeleznik, Andrew S. Forsberg, and Paul S. Strauss. Two pointer input for 3d interaction. Computer Graphics (1997 Symposiumon Interactive 3D Graphics), pages 115--120, April 1997.


VRML: étude, mise en oeuvre et applications - Topol (2001)   (Correct)

No context found.

R. C. Zeleznik, A. S. Forsberg, P. S. Strauss. Two Pointer Input for 3D Interaction. In Proceedings of 1997 Symposium on Interactive 3D Graphics, Providence, Rhode Island, April 27-30, 1997. 160


Conceptual Design For Assembly - Lombeyda, Regli (1999)   (Correct)

No context found.

R.C. Zeleznik, A.S. Forsberg, and P.S. Strauss. Two pointer input for 3d interaction. In Proceedings of the 1997 Symposium on Interactive 3D Graphics, Providence, Rhode Island, April 27-30 1997.

Online articles have much greater impact   More about CiteSeer.IST   Add search form to your site   Submit documents   Feedback  

CiteSeer.IST - Copyright Penn State and NEC