Matthew Bounds

dblp:182/7480 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 70% Multimedia systems and quality of experience · 23% Computer animation and physical simulation · 7%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
haptics and multimodal interaction
0.212016
Hand motion calibration and retargeting for intuitive object manipulation in immersive virtual environments · VR 2016
Virtual and augmented reality
immersive interaction
0.212016
Hand motion calibration and retargeting for intuitive object manipulation in immersive virtual environments · VR 2016
Multimedia systems and quality of experience › user interaction
interaction techniques and input
0.212016
Hand motion calibration and retargeting for intuitive object manipulation in immersive virtual environments · VR 2016
Virtual and augmented reality › immersive interaction › 3d interaction
object manipulation
0.212016
Hand motion calibration and retargeting for intuitive object manipulation in immersive virtual environments · VR 2016

Methods — techniques the papers use, named apart from their topics

motion capture · 0.2hand motion calibration · 0.2
YearPublicationVenuePosition
2016 Hand motion calibration and retargeting for intuitive object manipulation in immersive virtual environments
abstract
In this paper a system is proposed to combine small finger movements with the large scale body movements captured from a motion capture system. The strength of the proposed work over previous research is in the real-time and natural interactions that the virtual hands have with their environment. By being able to conform to physics, the virtual hands feel like virtual extensions of one's own hands. This provides a higher degree of immersion and interactivity when compared to more traditional virtual reality systems.
Brandon Wilson, Matthew Bounds, Alireza Tavakkoli
VR2