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Bringing Physics to the
Surface
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.
Wilson, A. D., Izadi, S., Hilliges, O.,
Garcia-Mendoza, A., and Kirk, D. 2008. Bringing physics to the
surface. In Proceedings of the 21st Annual ACM Symposium on User
interface Software and Technology (Monterey, CA, USA, October 19
- 22, 2008). UIST '08. ACM, New York, NY, 67-76.
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