2019
DOI: 10.1109/tvcg.2018.2849381
|View full text |Cite
|
Sign up to set email alerts
|

Realtime Hand-Object Interaction Using Learned Grasp Space for Virtual Environments

Abstract: We present a realtime virtual grasping algorithm to model interactions with virtual objects. Our approach is designed for multi-fingered hands and makes no assumptions about the motion of the user's hand or the virtual objects. Given a model of the virtual hand, we use machine learning and particle swarm optimization to automatically pre-compute stable grasp configurations for that object. The learning pre-computation step is accelerated using GPU parallelization. At runtime, we rely on the pre-computed stable… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
9
0

Year Published

2020
2020
2024
2024

Publication Types

Select...
4
3
1

Relationship

0
8

Authors

Journals

citations
Cited by 18 publications
(9 citation statements)
references
References 52 publications
0
9
0
Order By: Relevance
“…Due to how the overlay works, virtual objects cannot completely occlude the real environment as they will always be transparent. [48], [49], [75], [76], [78] Custom User Preference 10 (11.1%) [36], [60], [67]- [69], [73], [86], [95], [97], [105] Presence Questionnaire (PQ) [57] Presence 7 [59], [60], [66], [74], [84], [ [43], [43], [56], [72], [96], [108], [113], [118], [119] Custom User Performance 7 (100%) [106], [112], [120]- [124] Simulator Sickness Questionnaire (SSQ) [125] Physiologic Responses 8 [56], [61], [66], [106], [110], [112], [126] Motion Sickness Assessment Questionnaire [127] Physiologic Responses 1 [109]…”
Section: B Immersive Technologymentioning
confidence: 99%
“…Due to how the overlay works, virtual objects cannot completely occlude the real environment as they will always be transparent. [48], [49], [75], [76], [78] Custom User Preference 10 (11.1%) [36], [60], [67]- [69], [73], [86], [95], [97], [105] Presence Questionnaire (PQ) [57] Presence 7 [59], [60], [66], [74], [84], [ [43], [43], [56], [72], [96], [108], [113], [118], [119] Custom User Performance 7 (100%) [106], [112], [120]- [124] Simulator Sickness Questionnaire (SSQ) [125] Physiologic Responses 8 [56], [61], [66], [106], [110], [112], [126] Motion Sickness Assessment Questionnaire [127] Physiologic Responses 1 [109]…”
Section: B Immersive Technologymentioning
confidence: 99%
“…However, current approaches predominantly rely on computed grasps, not taking into account humans' grasping actions [41]. However, these limitations can be addressed by closely analysing human actions while grasping objects in VR [69]. Accordingly, Blaga et al [8] analysed human actions while grasping virtual objects by investigating the influence of thermal visual cues on grasping in VR, to understand how virtual environments influence grasping approaches.…”
Section: Grasping Virtual Objectsmentioning
confidence: 99%
“…Moving toward natural interface metaphors and generic manipulation with hands in VR, a promising path forward is the employment of physical simulation for hands, as in [81,137,48,114,18] among others. The key insight is that the force-based interaction afforded by physical simulation mimics the manner in which we affect the real world with our hands.…”
Section: Physical Modelingmentioning
confidence: 99%
“…Intuitive activities in VR enhance engagement and interactivity that contribute to enriched user experiences. However, the development of interfaces that bridge the gap between real-world input and virtual interpretation remains challenging due to a number of factors [39,18,114,35]. Foremost, speed is key for real-time performance.…”
Section: Physical Modelingmentioning
confidence: 99%