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Warren Robinett, and Richard Holloway. Implementation of flying, scaling, and grabbing in virtual worlds. In Computer Graphics (1992 Symposium on Interactive 3D Graphics), David Zeltzer, Ed., vol. 25, pages 189--192, March 1992.

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ArtNova: Touch-Enabled 3D Model Design - Mark Foskey Miguel (2002)   (2 citations)  (Correct)

....the region of interest on the model surface is placed at the center of the view. We call our techniques user centric because the haptic tool indicates where the user wants to view the object from, rather than where the object should be. 5. 1 Grabbing Operation In the typical grabbing operation [RH92] the object is moved preserving the transformation between the virtual probe and the grabbing point. At the instant of grabbing, two points are picked: A, a point in the object, and B, the current position of the virtual probe. The transformation TBA from the probe to the object is set constant ....

Warren Robinett and Richard Holloway. Implementation of flying, scaling, and grabbing in virtual worlds. In David Zeltzer, editor, Computer Graphics (1992 Symposium on Interactive 3D Graphics), volume 25, pages 189--192, March 1992.


User-Centric Viewpoint Computation for Haptic Exploration and.. - Otaduy, Lin (2001)   (Correct)

....1 Introduction Three dimensional (3D) interaction has been explored in computer graphics, virtual reality (VR) user interface and scientific visualization. A number of techniques for 3D interaction have been developed, including object selection 97a] flying, grabbing and manipulating [RH92] worlds in miniature [PBBW95] combination of different modes of speech, gesture and gaze at the interface to allow real time interaction with a graphics display, two handed interaction 97, CFH97] and exploiting proprioception [MBS97] Among them, haptic visualization, as an augmentation to ....

Warren Robinett and Richard Holloway. Implementation of flying, scaling, and grabbing in virtual worlds. Computer Graphics (1992 Symposium on Interactive 3D Graphics), volume 25, pages 189--192, 1992.


Constrained Navigation Environments - Hanson, Wernert, Hughes (1999)   (Correct)

....navigation [8] to handle VR environment issues. Early important work on intelligent navigation upon which we build includes that of Mackinlay et al. 9] and Phillips et al. 10] as well as motion control systems like those of Ware and Osborne [16] Drucker et al. 5] and Robinett and Holloway [11]. The addition of intelligent interfaces is illustrated by the work of Billinghurst and Savage [2] The acquisition of cognitive maps, a special and limited application of constrained navigation, has attracted a great deal of attention as well, as described in the work of Thorndyke, Goldin, and ....

.... by the designer to exactly emulate features such as Mackinlay et al. s [9] controlled approach, or even dynamic field glasses that focus in on distant scene features as though one had donned zoomable binoculars to pan across the scene of interest, similar to one scenario of Robinett and Holloway [11]. Multiple Coverings. Another fundamental technique is the multiple covering navigation surface. Readers with mathematical backgrounds will recognize this as a relative of Riemann surfaces in complex variable theory. Here, one creates a surface that may come back to the same point by many ....

W. Robinett and R. Holloway. Implementation of flying, scaling, and grabbing in virtual worlds. In Computer Graphics, pages 189--192, 1992.


Virtual Prototyping Examples for Automotive Industries - Dai, Felger, Frühauf.. (1996)   (2 citations)  (Correct)

....of the velocity field emerge moving and stationary sources. Data courtesy of Volkswagen AG. robot or the microscope needle) Most techniques can be derived from a single model, which assumes the virtual camera mounted on a virtual cart, also sometimes referred to as flying carpet (see also [22, 19, 7, 6]) ffl In point and fly the user moves the cart by pointing in the desired direction with their navigation device (e.g. glove or cricket) and making a certain gesture or pressing a certain button. The speed of the motion can be controlled by the user the flexion value or the pressure on the ....

Robinett, W. and Holloway, R.: Implementation of flying, scaling, and grabbing in virtual worlds. In: Zeltzer, D. (ed.), Computer Graphics (1992 Symposium on Interactive 3D Graphics.) volume 25, pages 189--192, March 1992.


VR-Techniques for Industrial Applications - Zachmann (1998)   (Correct)

....is probably the simplest form of interaction, which can be found in all VR applications. Virtually all navigation techniques can be deduced from a single model, which assumes the virtual camera mounted on a virtual cart, also sometimes referred to as flying carpet model (see Fig. 4) See also [32, 25, 9]. ffl In point and fly the user moves the cart by pointing in the desired direction with the navigation device (e.g. glove or cricket) and making a certain gesture or pressing a certain button. If a glove is being used, the speed of the motion can be controlled by the flexion value. If head ....

W. Robinett and R. Holloway. Implementation of flying, scaling, and grabbing in virtual worlds. In D. Zeltzer, editor, Computer Graphics (1992 Symposium on Interactive 3D Graphics), volume 25, pages 189--192, Mar. 1992.


A Language for Describing Behavior of and Interaction with.. - Zachmann (1996)   (2 citations)  (Correct)

....world doesn t have to bother or know whether or not an object name denotes an LOD node (or one of its children) Navigation. The most basic interaction with a virtual world is navigating through it. We won t go into a thorough discussion of different techniques here. That can be found in [2, 8, 16, 14]. Instead, we will just state that a VR system must be easily configurable, and able to switch to a broad variety of devices such as mouse, spacemouse, boom, glove and HMD, microphone, etc. For these different devices, the VR system must provide different navigation paradigms, such as ....

W. Robinett and R. Holloway. Implementation of flying, scaling, and grabbing in virtual worlds. In D. Zeltzer, editor, Computer Graphics (1992 Symposium on Interactive 3D Graphics), volume 25, pages 189--192, Mar. 1992.


A Touch-Enabled System for Multiresolution Modeling and 3D.. - Ehmann, Gregory, Lin (2000)   (3 citations)  (Correct)

....due to the difficulty in translating conceptual designs into digital form. In the computer animation, visualization, VR and user interface communities, researchers have developed numerous techniques for 3D interaction comprising object selection [PFC 97] flying, grabbing and manipulating [RH92] miniature worlds [PBBW95] different modes of speech, gesture and gaze, two handed interaction [CFH97, ABF 97] and proprioception [MBS97] Most of this work has focused on interaction techniques and is based on data gloves or simple VR interfaces for selection and movement rather than on ....

Warren Robinett and Richard Holloway. Implementation of flying, scaling, and grabbing in virtual worlds. Computer Graphics (1992 Symposium on Interactive 3D Graphics) , volume 25, pages 189--192, March 1992.


Surface Modification Tools in a Virtual Environment.. - Mark Finch Vernon (1995)   (9 citations)  (Correct)

....a need for such restrictions has not yet been seen. Figure 1 Measuring a sample of TMV. Height in 3D space is exaggerated by a factor of 5. 4. TOOLS 4. 1 DISPLAY TOOLS The NM has inherited the standard set of virtual reality (VR) tools from the UNC vlib, such as grabbing, scaling, and flying [3]. In addition, tools are added as their desirability becomes apparent during use of the system. When used immersively, fixed lighting sources have proved sufficient, as the user s head position relative to the surface and light determines specular highlighting. By moving about in the scene, the ....

Robinett, Warren, and Richard Holloway, Implementation of Flying, Scaling, and Grabbing in Virtual Worlds. Proceedings of the ACM Symposium on Interactive 3D Graphics (Cambridge, MA, 1992), special issue of Computer Graphics, ACM SIGGRAPH, New York, 1992.


inTouch: Interactive Multiresolution Modeling and 3D.. - Gregory, Ehmann, Lin (1999)   (10 citations)  (Correct)

....have developed numerous This research is partially supported by ARO DAAG55 981 0322, NSF EIA 9806027, NSF DMI 9900157 and NSF IIS9821067 Figure 1. A Rooster Created Painted by inTouch techniques for 3D interaction comprising object selection [PFC 97] flying, grabbing and manipulating [RH92] miniature worlds [PBBW95] different modes of speech, gesture and gaze, two handed interaction [CFH97, ABF 97] and proprioception [MBS97] Most of this work has focused on interaction techniques and is based on data gloves or simple VR interfaces for selection and movement rather than on ....

Warren Robinett and Richard Holloway. Implementation of flying, scaling, and grabbing in virtual worlds. Computer Graphics (1992 Symposium on Interactive 3D Graphics), volume 25, pages 189--192, March 1992.


Constrained 3D Navigation with 2D Controllers - Hanson, Wernert   (Correct)

.... camera placement systems such as Phillips et al. 15] and general control systems such as those discussed by Ware and Osborne [25] and Drucker et al. 6] The use of constraints in view selection specifically for virtual reality has been used, for example, by Robinett and Holloway [16] to go beyond the usual flying modality, and by Billinghurst and Savage [2] in an expert system context. In this paper, we focus on the problem of using a 2 degree offreedom controller such as a mouse to move effectively through a displayed 3D environment with a particular task in mind; we ....

.... the designer to exactly emulate features such as Mackinlay et al. s [12] controlled approach, or even dynamic field glasses that focus in on distant scene features as though one had donned zoomable binoculars to pan across the scene of interest, similar to one scenario of Robinett and Holloway [16]. An example is given in Figure 9. Multiple Coverings. Another fundamental technique is the multiple covering navigation surface. Readers with mathematical backgrounds will recognize this as a relative of Riemann surfaces in complex variable theory. Here, one creates a surface that may come ....

W. Robinett and R. Holloway. Implementation of flying, scaling, and grabbing in virtual worlds. In Computer Graphics, pages 189--192, 1992. Proceedings of 1992 Symposium on Interactive 3D Graphics.


A Framework for Assisted Exploration with Collaboration - Wernert, Hanson (1999)   (3 citations)  (Correct)

....in its objectives. Methods that intelligently focus on particular scene points include Mackinlay et al. 15] while Phillips et al. 20] construct constraintbased camera placement, and more general control systems are treated by Ware and Osborne [27] and Drucker et al. 6] Robinett and Holloway [22] employ constraints in view selection, while expert knowledge is utilized by Billinghurst and Savage [1] wayfinding strategies in general are analyzed in Darken and Sibert [5] while viewpoint control and locomotion in immersive environments have been studied by Bowman, et al. 2, 3] Other work ....

W. Robinett and R. Holloway. Implementation of flying, scaling, and grabbing in virtual worlds. In Computer Graphics, pages 189--192, 1992. Proceedings of 1992 Symposium on Interactive 3D Graphics.


Constrained 3D Navigation with 2D Controllers - Hanson, Wernert (1997)   (Correct)

.... camera placement systems such as Phillips et al. 16] and general control systems such as those discussed by Ware and Osborne [27] and Drucker et al. 6] The use of constraints in view selection specifically for virtual reality has been used, for example, by Robinett and Holloway [17] to go beyond the usual flying modality, and by Billinghurst and Savage [2] in an expert system context. In this paper, we focus on the particular problem of using a 2 degree of freedom controller such as a mouse to move effectively through a displayed 3D environment with a particular task in ....

.... the designer to exactly emulate features such as Mackinlay et al. s [13] controlled approach, or even dynamic field glasses that focus in on distant scene features as though one had donned zoomable binoculars to pan across the scene of interest, similar to one scenario of Robinett and Holloway [17]. An example is given in Figure 9. Multiple Coverings. Another fundamental technique is the multiple covering navigation surface. People with mathematical backgrounds will recognize this as a relative of Riemann surfaces in complex variable theory. Here, one creates a surface that may come ....

Warren Robinett and Richard Holloway. Implementation of flying, scaling, and grabbing in virtual worlds. In Computer Graphics, pages 189--192, 1992. Proceedings of 1992 Symposium on Interactive 3D Graphics.


Virtual Reality in Assembly Simulation - Collision Detection.. - Zachmann (2000)   (Correct)

No context found.

Warren Robinett, and Richard Holloway. Implementation of flying, scaling, and grabbing in virtual worlds. In Computer Graphics (1992 Symposium on Interactive 3D Graphics), David Zeltzer, Ed., vol. 25, pages 189--192, March 1992.


International Immersive Projection Technologies Workshop.. - Deisinger Kunz Editors (2003)   (Correct)

No context found.

Robinett, W. and Holloway, R. Implementation of Flying, Scaling, and Grabbing in Virtual Worlds. In 1992 ACM Symposium on Interactive 3D Graphics, pp 189-192, Cambridge, Ma, Mar 1992.


Travel in Immersive Virtual Environments: An Evaluation.. - Bowman, Koller, Hodges (1997)   (13 citations)  (Correct)

No context found.

W. Robinett and R. Holloway. Implementation of Flying, Scaling, and Grabbing in Virtual Worlds. Proceedings of Symposium on Interactive 3D Graphics (Cambridge, MA, 1992), pp. 189-192.

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