2013
DOI: 10.14257/ijmue.2013.8.6.33
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Real-Time Hand Gesture-Based Interaction with Objects in 3D Virtual Environments

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Cited by 14 publications
(9 citation statements)
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“…Kinect is used for detection of full human body gestures to interact with virtual objects [117]. Kumerburg et al [116] used Microsoft Kinect as input device for navigation in a VE.…”
Section: Related Workmentioning
confidence: 99%
“…Kinect is used for detection of full human body gestures to interact with virtual objects [117]. Kumerburg et al [116] used Microsoft Kinect as input device for navigation in a VE.…”
Section: Related Workmentioning
confidence: 99%
“…Kim et al explored gesture control of a 3D scene on a non-stereoscopic display. They concluded that freehand gestures have the potential to replace traditional mouse and keyboard interaction in virtual environments [15]. Hilliges et al created Holodesk, an interactive system made from a see-through glass and a Kinect camera.…”
Section: Gestures For 3d Displaysmentioning
confidence: 99%
“…One focus of our work is providing means for the person creating the prototype to easily position and manipulate objects in 3D space. Since 2D devices, such as keyboard and mouse, lack intuitiveness when it comes to manipulating 3D objects [15], we opted to investigate technologies that enable mid-air gestures to better support the person creating the prototype.…”
Section: Informing the Designmentioning
confidence: 99%
“…Based on this, it is possible to define the shape, surface, and color attributes as a formative element by analyzing the visual reality implementation elements of 3D VR contents according to the level of importance while considering the actual level [4,5]. Modeling elements are involved in the process of modeling(shape), mapping(texture), lighting(Threedimensional feeling), and animation(visual story) during the 3D animation production process [1,6]. In this paper, we compare the present and past of reconstructed heritage by combining 3D scanning, VR, and imaging techniques, and eliminate the problems of screen dizziness during VR movement and research, and program it to enable history experience through events.…”
Section: Introductionmentioning
confidence: 99%