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2010
Geometric Modeling is a widely studied area in computer graphics and methods for constructing 3D models with intuitive interfaces are a topic that has been attracting the interest of many researches. In contrast to the complicated interfaces of modeling softwares, created using the WIMP paradigm (Window, Icon, Menu, Pointer), several studies have shown applications with interfaces based on gestures, which are simpler and more natural. In this scenario, the area of Sketch-Based Interfaces and Modeling (SBIM) emerged.
Eurographics State of …, 2008
Sketch-Based Interfaces are becoming a popular interaction style for many applications. The interaction style tries to recreate the experience of sketching that is similar to real paper and pencil drawings.They are being used to accomplish tasks related to geometric modeling, animation, architecture, design, music, and learning, among others. In this work we evaluate and compare two interaction approaches, Sketch and WIMP, in tasks for modeling 3D objects. We used two distinct tools: Teddy - a sketch based modeling software, and the more traditional WIMP modeling tools Maya & 3DS Max. We used quantitative and qualitative methods to identify benefits from both techniques from the users' perspective. These data will be turned into requirements for a future prototype based on the usability gains of a combination between the two approaches in study.
2011
transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms of licenses issued by the Copyright Licensing Agency. Enquiries concerning reproduction outside those terms should be sent to the publishers. The use of registered names, trademarks, etc., in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant laws and regulations and therefore free for general use. The publisher makes no representation, express or implied, with regard to the accuracy of the information contained in this book and cannot accept any legal responsibility or liability for any errors or omissions that may be made.
Artificial Intelligence for Engineering Design, Analysis and Manufacturing
Sketching is a natural and intuitive communication tool used for expressing concepts or ideas which are difficult to communicate through text or speech alone. Sketching is therefore used for a variety of purposes, from the expression of ideas on two-dimensional (2D) physical media, to object creation, manipulation, or deformation in three-dimensional (3D) immersive environments. This variety in sketching activities brings about a range of technologies which, while having similar scope, namely that of recording and interpreting the sketch gesture to effect some interaction, adopt different interpretation approaches according to the environment in which the sketch is drawn. In fields such as product design, sketches are drawn at various stages of the design process, and therefore, designers would benefit from sketch interpretation technologies which support these differing interactions. However, research typically focuses on one aspect of sketch interpretation and modeling such that l...
2010
This paper proposed an Application Programming Interface (API) for sketch-based user interface (UI). A recent research direction in modeling interface is to automate or assist the sketch-to-3D translation process. This trend, known as sketch-based interface for modeling, is motivated by the ease of sketching and the ability of human viewers to imbue so much meaning into a sketch. In sketch-based user interface, user expresses visual ideas or messages as freeform strokes on pen-based systems, and the computer takes appropriate action by analyzing the perceptual features of the strokes. Although sketch-based system is powerful, it came with the cost of code complexity. The two main contributors to code complexity are: pen-tablet display and the difficulties in interpreting the sketches. This paper proposed a sketch-based API to reduce the code complexity in sketch-based user interface application. The proposed sketch-based API will be tested by building a sketch-based user interface.
2003
This work will show an approach for multitouch sketch-based modeling system development. This kind of system uses a natural interface. Commonly we use windowsbased systems. Natural interface is another paradigm in manmachine interaction. The use of the multi touches lets to include functionality in this system, that in windows-based systems, are more complicated to implements and is not intuitive for the users. Some of this new possibility have been attacked in this work. We will show the possibility of the creation and manipulation of the shape of a curve based on multitouch. For this, we will show how to transform a sketch , done by the user through a touch, in a b-spline curve and how to manipulate the shape of the curve, based on change of the position of a set of points, in this one, chosen with fingers. An important element to do interaction in this systems is gesture. The sketch of curve is done by gesture, as well, the deformation of curve and transformation of the coordinated systems. To do it, it is necessary to recognize a touch and associate it with a gesture.
Human Computer Interaction, 2008
Sketch-Based Interfaces and Modeling …, 2006
We present an interactive pen-based computer program for designing 3D objects through direct sketching. The proposed techniques are tailored toward the creation of free-form curves and surfaces, and are therefore particulary useful for styling design purposes. In our approach, the design process consists of two main steps. In the first step, the user designs a wireframe model by sketching its constituent curves in 3D. Using purely sketch-based operations, the initial curves can then be modified as desired. In the second step, the user constructs interpolating surfaces on the wireframe to obtain a solid model. Again, through sketch-based operations, the user can modify the initial surfaces, and specify the boundary conditions if necessary. In addition to the main modeling operations, a gesture-based command interface allows many of the frequently used commands to be input through pen strokes. The utility of our system is demonstrated with various examples.
2001
ABSTRACT This paper presents and evaluates a simple editor for modeling solids and surfaces. The editor uses sketches and gestures as the main interaction paradigm. We want to show that sketch-based interaction for creating 3D scenes is more natural and intuitive than conventional approaches. Keywords: 3D Scene Modeling, Sketch-based interaction, Usability testing
Conference Proceedings, Skala, 2000
GIDeS (Gesture-based Intuitive Design System) is a gesture-based modeling system that addresses the known ergonomic shortcomings of present-day CAD systems for conceptual shape design. GIDeS uses a tablet and stylus combination to combine the intuitive appeal of gesture-based interfaces with contextbased icons. GIDeS draws on previous modeling work, using contextual information and feedback to free users from remembering detailed modeling gestures, allowing them to concentrate on drawing, towards our end goal of bridging the chasm between paper and pencil and CAD interfaces in the early design stage.
Lecture notes in computer science, 2002
For small screen devices, such as PDAs, which totally depend on a pen-based user interface, traditional menu-selection/button-clicking based user interface becomes inconvenient for graphics inputting. In this paper, a novel sketch-based graphics inputting user interface is presented. By sketching a few constituent primitive shapes of the user-intended graphic object, the candidate graphic objects in the shape database are guessed and displayed in a ranked list according to their partial structural similarity to what the user has drawn. The user can then choose the right one from the list and replace the sketchy strokes with the exact graphic object with proper parameters, such as position, size and angle. This user interface is natural for graphics input and is especially suitable for schematic design.
2001
This paper presents and evaluates a simple editor for modeling solids and surfaces. The editor uses sketches and gestures as the main interaction paradigm. We want to show that sketch-based interaction for creating 3D scenes is more natural and intuitive than conventional approaches.
2000
This paper describes the user interface design techniques for a design-by-sketches system. The overall goal of the system is to support 3D object design through natural and interactive sketching processes. The system entails four unique features:
Sketching is a common method used in conceptual design. Its ambiguity inspires designers with new and unexpected alternatives for design ideas which enhance creativity in conceptual design. Sketchbased modeling appeared as an easy way for 3D sketching to open the way for digitizing sketching process. For that reason it focused on developing techniques and algorithms of converting 2D sketches into 3D models rather than enhancing creativity in sketching process. In this paper we present a new design for a sketch-based modeling interface to enhance creativity by considering sketching as an idea generation method, not a drawing process. This was done by separating 2D sketching and 3D modeling into two windows to make designers focus on idea development rather than being distrusted by 3D model creation. This interface uses gesture-based approach in 3D modeling as this approach is better for achieving integration with commercial CAD systems for more effectiveness of sketch-based interfaces. A new positioning method was developed to help designers to locate 3D objects in the scene easily with friendlier gestures and more accurate gesture recognition algorithm.
Computers & Graphics, 2007
With the availability of pen-enabled digital hardware, sketch-based 3D modeling is becoming an increasingly attractive alternative to traditional methods in many design environments. To date, a variety of methodologies and implemented systems have been proposed that all seek to make sketching the primary interaction method for 3D geometric modeling. While many of these methods are promising, a general lack of end user evaluations makes it difficult to assess and improve upon these methods. Based on our ongoing work, we present the usage and a user evaluation of a sketch-based 3D modeling tool we have been developing for industrial styling design. The study investigates the usability of our techniques in the hands of non-experts by gauging (1) the speed with which users can comprehend and adopt to constituent modeling steps, and (2) how effectively users can utilize the newly learned skills to design 3D models. Our observations and users' feedback indicate that overall users could learn the investigated techniques relatively easily and put them in use immediately. However, users pointed out several usability and technical issues such as difficulty in mode selection and lack of sophisticated surface modeling tools as some of the key limitations of the current system. We believe the lessons learned from this study can be used in the development of more powerful and satisfying sketch-based modeling tools in the future.
The Visual Computer, 2007
Sketch-based interfaces are becoming a useful methodology for interaction with a wide range of applications. Drawing is a natural and simple paradigm for designers. One of the problems in most of the current generation of such interfaces is that designers are forced to use single strokes where they may prefer to use many strokes while drawing with traditional tools such as a pencil. In this work we have addressed this problem by analyzing multiple strokes and replacing them with a single stroke that makes a reasonable estimate of the designer's intention. Our solution recursively subdivides space stopping where either there is only a single stroke, or several strokes that have a proper ordering using principal component analysis. The subspaces are then reconnected, and the orderings are joined to create the control points of a single B-spline curve. The resulting curve is very noisy due to the multitude of strokes. A multi-resolution technique that makes use of reverse subdivision has been used to fit a smooth B-spline curve.
2009
Multimodal interfaces can be profitably used to support the more and more complex applications and services which support human activities in everyday life. In particular, sketch-based interfaces offer users an effortless and powerful communication way to represent concepts and/or commands on different devices. Developing a sketch-based interface for a specific application or service is a time-consuming operation that requires the re-engineering and/or the re-designing of the whole recognizer framework. This paper describes a definitive framework that allows users to define each kind of sketch-based interface, using freehand drawing only. The definition of the interface and its recognition process are performed using our developed Sketch Modeling Language (SketchML).
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