2017
DOI: 10.1109/toh.2016.2628369
|View full text |Cite
|
Sign up to set email alerts
|

Six Degree-of-Freedom Haptic Simulation of a Stringed Musical Instrument for Triggering Sounds

Abstract: Six degree-of-freedom (DoF) haptic rendering of multi-region contacts between a moving hand avatar and varied-shaped components of a music instrument is fundamental to realizing interactive simulation of music playing. There are two aspects of computational challenges: first, some components have significantly small sizes in some dimensions, such as the strings on a seven-string plucked instrument (e.g., Guqin), which makes it challenging to avoid pop-through during multi-region contact scenarios. Second, defo… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
7
0

Year Published

2018
2018
2024
2024

Publication Types

Select...
5
1

Relationship

1
5

Authors

Journals

citations
Cited by 6 publications
(7 citation statements)
references
References 15 publications
0
7
0
Order By: Relevance
“…It is still an open research question how to quantitatively define none-penetration and stability. In existing studies of virtual hand interaction and haptic simulation, the evaluation of non-penetration and stability was assessed and reported qualitatively, such as the visual display of the interaction with virtual objects for the evaluation of non-penetration [21], [24], and the display of force curve for stability [34], [35]. Similarly, in this paper Fig.…”
Section: Discussionmentioning
confidence: 92%
See 2 more Smart Citations
“…It is still an open research question how to quantitatively define none-penetration and stability. In existing studies of virtual hand interaction and haptic simulation, the evaluation of non-penetration and stability was assessed and reported qualitatively, such as the visual display of the interaction with virtual objects for the evaluation of non-penetration [21], [24], and the display of force curve for stability [34], [35]. Similarly, in this paper Fig.…”
Section: Discussionmentioning
confidence: 92%
“…In order to improve the computation of contact mechanics involving many contact points, Talvas et al [22] introduced volume contact constraints [23] and aggregated all contacts on each phalanx into a minimal set of constraints, and onehand (15 phalanges) grasping with about 80 contacts could attain about 25 Hz. To achieve interactive play with a virtual music instrument, Wang et al [24] achieved 6-DoF haptic rendering with 1 kHz update for the interactions between a hand with a fixed gesture and a stringed musical instrument by extending configuration-based optimization methods [24]- [26]. When applying such method to the natural hand-based interaction involving almost 20 DoFs and hundreds of contacts, the update rate is less than 20 Hz and abnormal situations may occur, such as malformed posture, joint angle jump and handobject penetrations depicted in Fig.…”
Section: A Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Geometric models are used to represent the 3D shape of the virtual hand, and geometric constraints of the palm and multiple fingers. Each element of the virtual hand can be represented by using mainstream discrete models, e.g., mesh model [16]- [23], voxel model [24], [25], point-shell model [26], [27], and sphere model [28] [29]. The mesh model (such as Fig.…”
Section: A Geometric Modelmentioning
confidence: 99%
“…As shown in Fig. 6, when modeling a virtual hand by a sphere-tree model [28], low-hierarchy levels (such as level 1 and level 2) provide coarse detection, and the accuracy of collision detection grows higher with the level of hierarchy increases. Tong et al [29] used a sphere tree to model the palm and achieved over 1 kHz collision detection for the whole hand interaction with five cone-frustum fingers.…”
Section: A Kinesthetic Renderingmentioning
confidence: 99%