Grabbing in the Air
Type: Navigation
Original Design
The idea behind the grabbing-in-the-air solution is
quite well known from various existing applications for
two-dimensional interfaces, combined under the
description term multi-touch-interfaces.
User Perspective
The user is able to grab points in the world and to drag
or rotate them just as he would in reality. Grabbing
with two hands gives the user the ability to scale the
world by changing the distance of his hands to each
other - similar to resizing a window on your desktop.
Contrary to most other navigation approaches, the user's
impression is, that he, himself is standing still, while
he moves the world around him.
Technical Details
For an implementation, tracking for two hands is needed,
if tracking-devices deliver full matrix-values (instead
of only positions), in theory, a more realistic way of
computing the resulting transform is possible.
Our Realization
User Perspective
As the original navigation metaphor is well defined
(grabbed points remain on their positions in
world-space, but not in user-space), there was not much
room for our own ideas to implement.
Technical Details
Since the implementation is quite general (the interface
mainly consists from two input-matrices and to
boolean-values for grabbing or not grabbing), it is easy
to use different hardware. However, there are two
existing implementations, on using WiiMotes and
ART-Trackers (grabbing with the A-Button) and one using
ARTPro-gloves. Both have advantages and disadvantages,
the WiiMotes are easy to use for everyone and don't need
calibration, the ARTPro-gloves provide better immersion.
References
- Butterworth et al (1992): 3DM - A Three Dimensional Modeler Using a Head-Mounted Display
- Ware, Osborne (1990): Exploration and Virtual Camera Control in Virtual Three Dimensional Environments


Dr. Thies Pfeiffer
