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Bringing physics to the surface
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Symposium on User Interface Software and Technology archive
Proceedings of the 21st annual ACM symposium on User interface software and technology table of contents
Monterey, CA, USA
SESSION: Touch and pressure table of contents
Pages 67-76  
Year of Publication: 2008
ISBN:978-1-59593-975-3
Authors
Andrew D. Wilson  Microsoft Research, Redmond, WA, USA
Shahram Izadi  Microsoft Research Cambridge, Cambridge, United Kingdom
Otmar Hilliges  Microsoft Research Cambridge, Cambridge, United Kingdom
Armando Garcia-Mendoza  Microsoft Research Cambridge, Cambridge, United Kingdom
David Kirk  Microsoft Research Cambridge, Cambridge, United Kingdom
Sponsors
ACM: Association for Computing Machinery
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 120,   Downloads (12 Months): 1038,   Citation Count: 7
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ABSTRACT

This paper explores the intersection of emerging surface technologies, capable of sensing multiple contacts and of-ten shape information, and advanced games physics engines. We define a technique for modeling the data sensed from such surfaces as input within a physics simulation. This affords the user the ability to interact with digital objects in ways analogous to manipulation of real objects. Our technique is capable of modeling both multiple contact points and more sophisticated shape information, such as the entire hand or other physical objects, and of mapping this user input to contact forces due to friction and collisions within the physics simulation. This enables a variety of fine-grained and casual interactions, supporting finger-based, whole-hand, and tangible input. We demonstrate how our technique can be used to add real-world dynamics to interactive surfaces such as a vision-based tabletop, creating a fluid and natural experience. Our approach hides from application developers many of the complexities inherent in using physics engines, allowing the creation of applications without preprogrammed interaction behavior or gesture recognition.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Grossman, T., and Wigdor, D. 2007. Going deeper: a taxonomy of 3D on the tabletop. Second IEEE International Workshop on Horizontal Interactive Human-Computer Systems, 137--144.
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NVIDIA Corporation. NVIDIA PhysX. http://www.nvidia.com/object/nvidia_physx.html. 2008.
 
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Wilson, A. 2007. Depth-sensing video cameras for 3D Tangible Interaction. Second IEEE International Workshop on Horizontal Interactive Human-Computer Systems, 201--204.
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CITED BY  7

Collaborative Colleagues:
Andrew D. Wilson: colleagues
Shahram Izadi: colleagues
Otmar Hilliges: colleagues
Armando Garcia-Mendoza: colleagues
David Kirk: colleagues