Conference Paper

Stroke-input methods for immersive styling environments

Fraunhofer IGD, Darmstadt, Germany
DOI: 10.1109/SMI.2004.1314514 Conference: Shape Modeling Applications, 2004. Proceedings
Source: IEEE Xplore


This paper introduces an immersive styling environment, which aims at closing the gap between 2D drawing and 3D modeling in the design process. The main goal of the styling system is to provide the user an easy to use interface hiding the inherent mathematic nature of CAD. Creating rough 3D sketches should literally be as intuitive as 2D sketching with pen and paper. To achieve this, the tools developed in our system benefit from the stylists' skills, acquired through training over time. This paper focuses on the stroke-input methods of our styling system. We present different techniques for creating and modifying 3D curves: stroke splitting, oversketching and taping. In addition we report on the viability of using input constraints in immersive environments to overcome inherent weaknesses.

Download full-text


Available from: André Stork, Nov 20, 2014
21 Reads
  • Source
    • "However this approach does not support more complex CAD editing and primitives. The system proposed by Fleish et al. [5] supports both freeform shape creation and regular CAD primitives by adapting traditional WIMP based interfaces to virtual immersive environments using a transparent PIPSheet artifact to map menus. Their system can be used by several users in a collaborative way to support the designing task as presented by Kaufmann [6] using head mounted displays. "
    [Show abstract] [Hide abstract]
    ABSTRACT: We present Mockup Builder, a semi-immersive environment for conceptual design which allows virtual mockups to be created using gestures. Our goal is to provide familiar ways for people to conceive, create and manipulate three-dimensional shapes. To this end, we developed on-and-above-the-surface interaction techniques based on asymmetric bimanual interaction for creating and editing 3D models in a stereoscopic environment. Our approach combines both hand and finger tracking in the space on and above a multi-touch surface. This combination brings forth an alternative design environment where users can seamlessly switch between interacting on the surface or above it to leverage the benefit of both interaction spaces. A formal user evaluation conducted with experienced users shows very promising avenues for further work towards providing an alternative to current user interfaces for modeling.
    Computers & Graphics 05/2013; 37(3):165-178. DOI:10.1016/j.cag.2012.12.005 · 0.91 Impact Factor
  • Source
    • "Haptic devices [15] are a more recent development that provide active feedback to the user through the pen device itself, such as lowfrequency vibration to simulate friction between the (virtual) pencil-and-paper. Other possible input devices include tabletop displays [16] and even 3D virtual reality devices [17]. Such devices are intended to increase the user's feeling of immersion, although they are often cumbersome and may actually decrease immersion. "
    [Show abstract] [Hide abstract]
    ABSTRACT: User interfaces in modeling have traditionally followed the WIMP (Window, Icon, Menu, Pointer) paradigm. Though functional and very powerful, they can also be cumbersome and daunting to a novice user, and creating a complex model requires considerable expertise and effort. A recent trend is toward more accessible and natural interfaces, which has lead to sketch-based interfaces for modeling (SBIM). The goal is to allow sketches-hasty freehand drawings-to be used in the modeling process, from rough model creation through to fine detail construction. Mapping a 2D sketch to a 3D modeling operation is a difficult task, rife with ambiguity. To wit, we present a categorization based on how a SBIM application chooses to interpret a sketch, of which there are three primary methods: to create a 3D model, to add details to an existing model, or to deform and manipulate a model. Additionally, in this paper we introduce a survey of sketch-based interfaces focused on 3D geometric modeling applications. The canonical and recent works are presented and classified, including techniques for sketch acquisition, filtering, and interpretation. The survey also provides an overview of some specific applications of SBIM and a discussion of important challenges and open problems for researchers to tackle in the coming years.
    Computers & Graphics 02/2009; 33(1):85-103. DOI:10.1016/j.cag.2008.09.013 · 0.91 Impact Factor
  • Source
    • "To allow industrial designers to access these resources also during a virtual styling session, we implemented a first prototype realization interfacing our virtual styling system [27] [28] with the content management system. For the integration we wrapped the content management system as a Web Service, as it is illustrated in Figure 5. "
    [Show abstract] [Hide abstract]
    ABSTRACT: Multimedia content and 3D models play an important role in many industrial applications. Therefore semantic processing for the purposes of comparing, cataloging and archiving 2D and 3D shapes is a major concern. Existing Knowledge Management systems fail to pro-vide effective solutions for industrial designers and privilege the management of text-based content. In this paper we describe a content retrieval system for the styling department. Our solution provides a platform for creating, managing and retrieving semantic meta-data descriptions of multimedia content and 3D shapes using the MPEG 7 ISO/IEC standard. We further outline the rational for integrating such a solution with a virtual styling system.
Show more