First IEEE International Workshop on Horizontal Interactive Human-Computer Systems (TABLETOP '06)
DOI: 10.1109/tabletop.2006.26
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Rotation and Translation Mechanisms for Tabletop Interaction

Abstract: A digital tabletop, such as the one shown in Figure 1

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Cited by 81 publications
(67 citation statements)
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“…We used the iLight framework version 1.6 for fingers detection and tracking. Finger data was then sent using TUIO messages 3 to a custom built 3D application based on the Ogre3D framework 4 . The source code of the Ogre3D listener implementing the different interaction techniques is available on github 5 .…”
Section: Apparatusmentioning
confidence: 99%
See 1 more Smart Citation
“…We used the iLight framework version 1.6 for fingers detection and tracking. Finger data was then sent using TUIO messages 3 to a custom built 3D application based on the Ogre3D framework 4 . The source code of the Ogre3D listener implementing the different interaction techniques is available on github 5 .…”
Section: Apparatusmentioning
confidence: 99%
“…The Rotate-Scale-Translation gesture (RST) for manipulating 2D data is a typical example of this type of interaction paradigm [4]. While 2D manipulation on multi-touch displays has been widely explored, 3D manipulation has not.…”
Section: Introductionmentioning
confidence: 99%
“…The same would not be true if younger children were chosen, because they would most likely touch the screen with both hands. Several recent studies have been carried out to examine the impacts of different multifinger and hand gestures, including rotation, on a multi-touch display [15,16]. According to Hoggan et al [5], rotation is defined as the radial motion of the thumb and the index finger around a fixed point as shown in Figure 1.…”
Section: Literature Reviewmentioning
confidence: 99%
“…2 One of these interaction techniques for general 3D shapes is the 3D-RST approach by Reisman et al [66] that is inspired by the common two-finger pinching interaction. RST stands for rotation, scaling, and translation and, in the 2D case, allows users to perform these transformations for 2D shapes in their native 2D space [35]. This interaction relies on the principle that the interaction points are "sticky" [33,66], i. e., that they stay connected to the same location on the manipulated object for the [66] 3D-RST 3 extends this general principle to the reorientation and translation of 3D shapes, using the 2D screen-space locations of multiple interaction points to constrain the mapping.…”
Section: Data Navigationmentioning
confidence: 99%