Abstract (PG Poster) Poster (PG Poster) Paper (KCGS Journal)
Since the concept of virtual reality was introduced, many researchers have made various efforts for
virtual painting without being impeded by physical constraints, such as canvas size or painting material
Recently, a few VR painting softwares have appeared such as Tilt Brush, Quill, and CanvoX to resurge such an
interest.
Due to the nature of VR painting, which draws in the air users, only rely on visual feedback to check the
progress of the painting. However, the visual depth cue that users can perceive does not always match the
geometric depth in the VR, which is the main cause of unintended stroking results. Therefore, users have to
repeatedly draw strokes to fix it This may reduce users’ overall productivity and also can result in significant
physical fatigue as well.
We propose haptic interfaces using force feedback devices to address the problems of the existing VR
painting systems Through this system, users can experience more effective and less stressful VR painting.
For painting in VR using user’s haptic input can change the size and color of strokes
For communicating with a haptic device and handles stylus input and force output
To engage a user with viewpoint navigation in a virtual environment
• Painting strokes are represented by triangular mesh strips.
• Users employ a haptic stylus to create a drawing trajectory corresponding to painting strokes.
• The mesh is created by Mesh component on Unreal Engine 4. Users can draw strokes with four different textures.
• Users use an extra HMD controller to execute assisting functions for painting.
• We display elastic forces in proportion to the distance between the users’ stylus position and the "anchored" position.
• This force display provides an intuitive sense of the relative depth and makes the system responsive to the user’s intention.
• We simulate a virtual planar canvas surface by generating penalty-based elastic forces.
• Our system uses the penetration depth of the haptics with the plane, and the resulting force size is proportional to the depth.
• This emulates a physical canvas and helps the users to make consistent contact with the virtual canvas.
• We simulate actual painting materials by applying different kinetic friction to the brush stroke.
• The friction is applied to the opposing direction to the haptic interface’s velocity, reflecting the viscosity of each texture
52, Ewhayeodae-gil, Seodaemun-gu Seoul, Korea, 03760
Minyoung Kim minyoung.mia.k@ehwain.net
Young J. Kim kimy@ewha.ac.kr
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