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December 2004 35  \nMODELING WITH GESTURES: SKETCHING 3D VIRTUAL SURFACES AND OBJECTS USING HANDS FORMATION AND MOVEMENTS  \nThe 3D SketchMaker Project  \nEDISON PRATINI  \nAssistant Professor at the University of Brasília, Brazil  \n[E-mail: pratini@psu.edu](E-mail: pratini@psu.edu)  \nAbstract: The 3D SketchMaker project has developed two prototypes for a gestural 3D sketching system to be used in the earliest phases of the design process. The goal of this ongoing research is to provide architects, and other designers involved in object conception, with a 3D gestural instrument that takes advantage of new virtual reality resources and is more natural than using the mouse, less difficult than learning complex software and less abstract than manipulating 2D entities on orthogonal projections. The system was conceived to assist or replace the first 2D drawing steps in the design process, generating rough 3D sketches that can be refined later using any 3D package. It is, in essence, a 3D modelling system directed to do sketching with hand movements and gestures in a virtual reality environment.  \n1. Introduction  \nSketching is the means that architects, designers, artists and sculptors use to represent, visualise and study their concepts of three-dimensional objects. Traditionally sketching has been done with pencils and paper, resulting in a set of two-dimensional drawings representing three-dimensional objects. The current process of design is, usually, a sequence of 2D hand sketching, 2D computer drafting, 3D modelling, and finally, rendering. Usually this process involves two or more different professionals: one to sketch the concepts and others to translate these sketches into cad drawings and later to generate and to render a 3D model.  \nAs a result, there is a gap between the first design sketches and the remaining design process (Brown, 1995) . Architects and other designers are missing the potential of developing their ideas directly using the same tools  \nthat will be used later for the rest of the project's development and representation. Also they are missing the opportunity, resources and benefits of using virtual reality and 3D computer models from the very inception of the design process (Jacobs, 1991) .  \nFor many architects and designers, one of the main reasons for not using 3D modelling or even computers from the very beginning of the design process is that both current hardware and software are hardly appropriate todo the spontaneous and quick drawings that are used to assist in conceptualising their objects.  \nThree-dimensional modelling packages, for example, use two-and-three dimension elements, in a three-dimensional environment, but usually employ the paper-and-pencil metaphor or its pointing tools, through the pointer of the mouse. These kinds of interface and 2D input devices, such as mice or pen-and-tablets are not appropriate to work in 3D environments. Pointing devices and menus in 2D and 3D software do not allow the freedom, quickness and spontaneity needed to establish a \"continuous cycling of information from paper to eye to brain to hand and back to paper\" (Laseau, 1988) as hand sketching does.  \nThe focus of this project is on the input interface. The goal is the development of an easy and intuitive 3D sketching gestural interface and system that is more natural than using the mouse, less difficult than learning complex software and less abstract than manipulating 2D entities on orthogonal projections.  \nOne of the assumptions basic to achieving this goal is that the mouse 2D movements should be translated into 3D spatial movements, i.e., hand movements and gestures, considering that “the obvious fact that people have found two hands useful, even essential, in daily life has been ignored by the user-interface community, including those working with reality goggles.”(Krueger, 1991)  \nIt is known that \"spont","cbCaihDjsp5imNKh","https://ap.wps.com/l/cbCaihDjsp5imNKh","pdf",169398,"English","# Introduction\n## Motivation and design-process gap\n## Limitations of mouse and 2D input metaphors\n## Gesture-based interaction rationale\n## Iconic gestures and natural sketching\n# The 3D SketchMaker Prototype\n## Target product and simulation of clay modeling","[{\"question\":\"What problem does the 3D SketchMaker project address in the design process?\",\"answer\":\"It targets the gap between early 2D concept sketches and later 3D modeling steps, where designers lose the ability to develop ideas with the same tools used later in the workflow.\"},{\"question\":\"Why is a gestural interface considered more suitable than using a mouse or pen-and-tablet?\",\"answer\":\"The document argues that 2D pointing devices and menu-based interfaces do not provide the freedom, quickness, and spontaneity needed for sketching in 3D environments.\"},{\"question\":\"How does the system support the transition from early sketches to refined 3D models?\",\"answer\":\"It generates rough 3D sketches using hand movements and gestures in a virtual reality environment, and those sketches can be refined later with any 3D package.\"}]","MODELING WITH GESTURES: SKETCHING 3D VIRTUAL SURFACES AND OBJECTS USING HANDS FORMATION AND MOVEMENTS - Abstract | PDF",18]