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Jean-Francis Balaguer


Publications by Jean-Francis Balaguer (bibliography)

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Balaguer, Jean-Francis and Gobbetti, Enrico (1996): 3D User Interfaces for General-Purpose 3D Animation. In IEEE Computer, 29 (8) pp. 71-78.

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Balaguer, Jean-Francis and Gobbetti, Enrico (1995): Sketching 3D Animations. In Comput. Graph. Forum, 14 (3) pp. 241-258.

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Gobbetti, Enrico, Balaguer, Jean-Francis and Thalmann, Daniel (1993): VB2: An Architecture for Interaction in Synthetic Worlds. In: Hudson, Scott E., Pausch, Randy, Zanden, Brad Vander and Foley, James D. (eds.) Proceedings of the 6th annual ACM symposium on User interface software and technology 1993, Atlanta, Georgia, United States. pp. 167-178. http://www.acm.org/pubs/articles/proceedings/uist/168642/p167-gobbetti/p167-gobbetti.pdf

This paper describes the VB2 architecture for the construction of three-dimensional interactive applications. The system's state and behavior are uniformly represented as a network of interrelated objects. Dynamic components are modeled by active variables, while multi-way relations are modeled by hierarchical constraints. Daemons are used to sequence between system states in reaction to changes in variable values. The constraint network is efficiently maintained by an incremental constraint solver based on an enhancement of SkyBlue. Multiple devices are used to interact with the synthetic world through the use of various interaction paradigms, including immersive environments with visual and audio feedback. Interaction techniques range from direct manipulation, to gestural input and three-dimensional virtual tools. Adaptive pattern recognition is used to increase input device expressiveness by enhancing sensor data with classification information. Virtual tools, which are encapsulations of visual appearance and behavior, present a selective view of manipulated models' information and offer an interaction metaphor to control it. Since virtual tools are first class objects, they can be assembled into more complex tools, much in the same way that simple tools are built on top of a modeling hierarchy. The architecture is currently being used to build a virtual reality animation system.

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