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Possibilities and limitations of immersive free-hand expression: a case study with professional artists

Published: 10 October 2004 Publication History

Abstract

We have studied the usability and artistic potential of an immersive 3D painting system in its early state. The system allows one to draw lines, meshes and particle clouds using a one-hand wand in a virtual room with stereoscopic display. In its more mature state the software will allow for two-handed interaction with new interaction devices. Ten professional artists participated for two days each in a test, performing both given tasks and free artistic sketching. Their experiences were collected through observation and interviews. At this stage, we found that common technical limitations of virtual environments, such as latency and tracking inaccuracy as well as clumsiness of the hardware devices, may considerably hinder handicraft work. On the other hand, every single participant felt that immersion offers new potential for artistic expression and was definitely willing to continue in the second phase of the test later this year.

References

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T. Ilmonen. Immersive 3d user interface for computer animation control. In The Proceedings of the International Conference on Computer Vision and Graphics 2002, pages 352--359, Zakopane, Poland, September 2002.
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J. Jalkanen. Building a spatially immersive display --- hutcave. Licentiate thesis, Helsinki University of Technology, 2000.
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D. F. Keefe, D. A. Feliz, T. Moscovich, D. H. Laidlaw, and J. J. LaViola, Jr. Cavepainting: a fully immersive 3d artistic medium and interactive experience. In Proceedings of the 2001 symposium on Interactive 3D graphics, pages 85--93. ACM Press, 2001.
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W. Mäkelä and T. Ilmonen. Drawing, painting, and sculpting in the air: Development studies about an immersive free-hand interface for artists. Workshop paper in IEEE VR 2004, March 2004.
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S. Schkolne and C. Koenig. Surface drawing. In ACM SIGGRAPH 99 Conference abstracts and applications, page 166. ACM Press, 1999.
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S. Schkolne, M. Pruett, and P. Schröder. Surface drawing: creating organic 3d shapes with the hand and tangible tools. In Proceedings of the SIGCHI conference on Human factors in computing systems, pages 261--268. ACM Press, 2001.

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  • (2024)Automatic Real-Time Hand Tracking Enhances Adolescents' Spatial Skills by Eliminating Haptic Feedback2024 IEEE International Conference on Development and Learning (ICDL)10.1109/ICDL61372.2024.10644469(1-6)Online publication date: 20-May-2024
  • (2020)Applications of Virtual Reality in Engineering and Product Design: Why, What, How, When and WhereElectronics10.3390/electronics90710649:7(1064)Online publication date: 29-Jun-2020
  • (2017)Incorporating Kinesthetic Creativity and Gestural Play into Immersive ModelingProceedings of the 4th International Conference on Movement Computing10.1145/3077981.3078045(1-8)Online publication date: 28-Jun-2017
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cover image ACM Conferences
MULTIMEDIA '04: Proceedings of the 12th annual ACM international conference on Multimedia
October 2004
1028 pages
ISBN:1581138938
DOI:10.1145/1027527
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 10 October 2004

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Author Tags

  1. fine arts
  2. free-hand drawing
  3. immersive environments
  4. virtual reality

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Overall Acceptance Rate 2,145 of 8,556 submissions, 25%

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Cited By

View all
  • (2024)Automatic Real-Time Hand Tracking Enhances Adolescents' Spatial Skills by Eliminating Haptic Feedback2024 IEEE International Conference on Development and Learning (ICDL)10.1109/ICDL61372.2024.10644469(1-6)Online publication date: 20-May-2024
  • (2020)Applications of Virtual Reality in Engineering and Product Design: Why, What, How, When and WhereElectronics10.3390/electronics90710649:7(1064)Online publication date: 29-Jun-2020
  • (2017)Incorporating Kinesthetic Creativity and Gestural Play into Immersive ModelingProceedings of the 4th International Conference on Movement Computing10.1145/3077981.3078045(1-8)Online publication date: 28-Jun-2017
  • (2013)Mastering digital materiality in immersive modellingProceedings of the International Symposium on Sketch-Based Interfaces and Modeling10.1145/2487381.2487388(15-22)Online publication date: 19-Jul-2013
  • (2011)intangibleCanvasCHI '11 Extended Abstracts on Human Factors in Computing Systems10.1145/1979742.1979817(1615-1620)Online publication date: 7-May-2011
  • (2010)Investigating the learnability of immersive free-hand sketchingProceedings of the Seventh Sketch-Based Interfaces and Modeling Symposium10.5555/1923363.1923387(135-142)Online publication date: 7-Jun-2010
  • (2005)Virtual pockets in virtual realityProceedings of the 11th Eurographics conference on Virtual Environments10.5555/2385984.2386008(163-170)Online publication date: 6-Oct-2005
  • (2005)NäpräProceedings of the 11th Eurographics conference on Virtual Environments10.5555/2385984.2385992(51-58)Online publication date: 6-Oct-2005

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