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Philip L. Davidson

 

Publications by Philip L. Davidson (bibliography)

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2009
 
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Reisman, Jason L., Davidson, Philip L. and Han, Jefferson Y. (2009): A screen-space formulation for 2D and 3D direct manipulation. In: Proceedings of the ACM Symposium on User Interface Software and Technology 2009. pp. 69-78. Available online

Rotate-Scale-Translate (RST) interactions have become the de facto standard when interacting with two-dimensional (2D) contexts in single-touch and multi-touch environments. Because the use of RST has thus far focused almost entirely on 2D, there are not yet standard techniques for extending these principles into three dimensions. In this paper we describe a screen-space method which fully captures the semantics of the traditional 2D RST multi-touch interaction, but also allows us to extend these same principles into three-dimensional (3D) interaction. Just like RST allows users to directly manipulate 2D contexts with two or more points, our method allows the user to directly manipulate 3D objects with three or more points. We show some novel interactions, which take perspective into account and are thus not available in orthographic environments. Furthermore, we identify key ambiguities and unexpected behaviors that arise when performing direct manipulation in 3D and offer solutions to mitigate the difficulties each presents. Finally, we show how to extend our method to meet application-specific control objectives, as well as show our method working in some example environments.

© All rights reserved Reisman et al. and/or their publisher

2008
 
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Davidson, Philip L. and Han, Jefferson Y. (2008): Extending 2D object arrangement with pressure-sensitive layering cues. In: Cousins, Steve B. and Beaudouin-Lafon, Michel (eds.) Proceedings of the 21st Annual ACM Symposium on User Interface Software and Technology October 19-22, 2008, Monterey, CA, USA. pp. 87-90. Available online

2006
 
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Gingold, Yotam I., Davidson, Philip L., Han, Jefferson Y. and Zorin, Denis (2006): A direct texture placement and editing interface. In: Proceedings of the ACM Symposium on User Interface Software and Technology 2006. pp. 23-32. Available online

The creation of most models used in computer animation and computer games requires the assignment of texture coordinates, texture painting, and texture editing. We present a novel approach for texture placement and editing based on direct manipulation of textures on the surface. Compared to conventional tools for surface texturing, our system combines UV-coordinate specification and texture editing into one seamless process, reducing the need for careful initial design of parameterization and providing a natural interface for working with textures directly on 3D surfaces. A combination of efficient techniques for interactive constrained parameterization and advanced input devices makes it possible to realize a set of natural interaction paradigms. The texture is regarded as a piece of stretchable material, which the user can position and deform on the surface, selecting arbitrary sets of constraints and mapping texture points to the surface; in addition, the multi-touch input makes it possible to specify natural handles for texture manipulation using point constraints associated with different fingers. Pressure can be used as a direct interface for texture combination operations. The 3D position of the object and its texture can be manipulated simultaneously using two-hand input.

© All rights reserved Gingold et al. and/or ACM Press

 
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