A visually realistic grasping system for object manipulation and interaction in virtual reality environments

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Título: A visually realistic grasping system for object manipulation and interaction in virtual reality environments
Autor/es: Oprea, Sergiu | Martínez González, Pablo | Garcia-Garcia, Alberto | Castro-Vargas, John Alejandro | Orts-Escolano, Sergio | Garcia-Rodriguez, Jose
Grupo/s de investigación o GITE: Robótica y Visión Tridimensional (RoViT) | Informática Industrial y Redes de Computadores
Centro, Departamento o Servicio: Universidad de Alicante. Departamento de Ciencia de la Computación e Inteligencia Artificial | Universidad de Alicante. Departamento de Tecnología Informática y Computación
Palabras clave: Human-computer interaction | Virtual reality | User studies
Área/s de conocimiento: Ciencia de la Computación e Inteligencia Artificial | Arquitectura y Tecnología de Computadores
Fecha de publicación: oct-2019
Editor: Elsevier
Cita bibliográfica: Computers & Graphics. 2019, 83: 77-86. doi:10.1016/j.cag.2019.07.003
Resumen: Interaction in virtual reality (VR) environments (e.g. grasping and manipulating virtual objects) is essential to ensure a pleasant and immersive experience. In this work, we propose a visually realistic, flexible and robust grasping system that enables real-time interactions in virtual environments. Resulting grasps are visually realistic because hand is automatically fitted to the object shape from a position and orientation determined by the user using the VR handheld controllers (e.g. Oculus Touch motion controllers). Our approach is flexible because it can be adapted to different hand meshes (e.g. human or robotic hands) and it is also easily customizable. Moreover, it enables interaction with different objects regardless their geometries. In order to validate our proposal, an exhaustive qualitative and quantitative performance analysis has been carried out. On one hand, qualitative evaluation was used in the assessment of abstract aspects, such as motor control, finger movement realism, and interaction realism. On the other hand, for the quantitative evaluation a novel metric has been proposed to visually analyze the performed grips. Performance analysis results indicate that previous experience with our grasping system is not a prerequisite for an enjoyable, natural and intuitive VR interaction experience.
Patrocinador/es: This work has been funded by the Spanish Government TIN2016-76515-R grant for the COMBAHO project, supported with Feder funds. This work has also been supported by three Spanish national grants for PhD studies (FPU15/04516, FPU17/00166, and ACIF/2018/197), by the University of Alicante project GRE16- 19, and by the Valencian Government project GV/2018/022. Experiments were made possible by a generous hardware donation from NVIDIA.
URI: http://hdl.handle.net/10045/94476
ISSN: 0097-8493 (Print) | 1873-7684 (Online)
DOI: 10.1016/j.cag.2019.07.003
Idioma: eng
Tipo: info:eu-repo/semantics/article
Derechos: © 2019 Elsevier Ltd.
Revisión científica: si
Versión del editor: https://doi.org/10.1016/j.cag.2019.07.003
Aparece en las colecciones:INV - RoViT - Artículos de Revistas
INV - I2RC - Artículos de Revistas
INV - AIA - Artículos de Revistas

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