Abstract

Virtual hand usually simulates human hands by mapping the actual shapes of hands to virtual environment and modeling the hand-object manipulations in human machine interactions. For describing virtual hand and its manipulation in a unified framework, a method based on conformal geometric algebra (CGA) is proposed to solve the problems of virtual hand modeling and interaction in this paper. With the vertex blending based on CGA, the artifacts on the finger joints are improved, which enhances the realism of the virtual hand model. With the same tool, the collision detection between the virtual hand and the manipulated objects is implemented. The gesture of grasp, pinch, and hold are recognized, and the corresponding manipulation rules are established by CGA calculation. To test these three typical manipulations, the manipulated objects are imported and the manipulation effectiveness is evaluated.

Highlights

  • 1 Introduction In virtual reality system, virtual hands are introduced for modeling human hands and mapping the actual shapes of hands to the virtual environment, which manipulates the virtual objects in the human machine interaction

  • 5 Conclusions According to the requirements of human machine interaction, the virtual hand model is constructed by converting the objects between virtual reality system and the conformal geometric algebra (CGA) ones

  • Utilized the vertex blending based on CGA, the artifacts of the finger joints are improved which enhances the realism of the virtual hand

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Summary

Introduction

Virtual hands are introduced for modeling human hands and mapping the actual shapes of hands to the virtual environment, which manipulates the virtual objects in the human machine interaction. It is usual to construct a static virtual hand with the dimension parameters of the human hand, but the deformation of the hand skeleton and skin, especially that on the finger joint during motion is difficult to model. Kurihara constructed the hand shapes with a large amount of medical images, which could control the skin deformation by setting motion weights in different parts interactively [3]. His research interests include virtual design and manufacturing, human machine interaction, and point cloud data processing. Author Hu Yong is currently studying for his master degree in mechanical engineering in Southwest Jiaotong University. Author Yang Fengwei is currently studying for his master degree in mechanical engineering in Southwest Jiaotong University. His research interests include virtual design and human machine interaction

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