@inproceedings{1963c8e83bc6435b9c6ca30dc8f67055,
title = "Evaluating 3D Sculpting Through Natural User Interfaces Across Multiple Devices",
abstract = "Traditional digital sculpting software offers a wealth of specificpurpose tools discouraging artist play in the environment. These tools interact with the projection of the geometry to a flat screen, through the use of a mouse or graphics tablet-devices poorly suited to this domain given their lack of a direct method for indicating the depth of interactions. This project investigated the use of full body gestures to facilitate such artistic expression. Skeletal data drives a natural user interface providing users with the ability to sculpt a virtual clay-like substance into different forms. The application was tested in this mode, as well as with a supporting secondary interface for perceived and measured speed and accuracy, users{\textquoteright} reported fatigue and ease of use. This secondary interface provided various touch gestures on a smartphone held in the user{\textquoteright}s right hand, while supplementing the positional data provided by the Kinect with orientation data. Results indicated that users were able learn the interface quickly, but depth-perception, grip detection and speech performance were lacking. The secondary interface resulted in fewer undo events, though users reported it as offering little benefit and awkward to use.",
keywords = "Artistic expression, Kinect, Natural user interfaces, Smartphone",
author = "Bradley Wesson and Brett Wilkinson",
year = "2015",
doi = "10.1007/978-3-319-16940-8_1",
language = "English",
isbn = "9783319169392",
series = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",
publisher = "Springer ",
pages = "3--20",
editor = "Theodor Wyeld and Paul Calder and Haifeng Shen",
booktitle = "Computer-Human Interaction",
}