Interaction design for large displays
interactions
Quantifying immersion in virtual reality
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Information visualization: perception for design
Information visualization: perception for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Aiding Orientation Performance in Virtual Environments with Proprioceptive Feedback
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
Proceedings of the 12th annual ACM international conference on Multimedia
Effects of tiled high-resolution display on basic visualization and navigation tasks
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Evaluation of viewport size and curvature of large, high-resolution displays
GI '06 Proceedings of Graphics Interface 2006
High-resolution gaming: Interfaces, notifications, and the user experience
Interacting with Computers
Move to improve: promoting physical navigation to increase user performance with large displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Visual Analytics: Realizing embodied interaction for visual analytics through large displays
Computers and Graphics
Presence: Teleoperators and Virtual Environments
A Practical Guide to Large Tiled Displays
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Enabling multi-user interaction in large high-resolution distributed environments
Future Generation Computer Systems
Evaluating performance in tiled displays: navigation and wayfinding
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
3DPH'09 Proceedings of the 2009 international conference on Modelling the Physiological Human
Tangible remote controllers for wall-size displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Looking behind bezels: french windows for wall displays
Proceedings of the International Working Conference on Advanced Visual Interfaces
Perifoveal display: combining foveal and peripheral vision in one visualization
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
An exploratory study of how abundant display space may support data analysis
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces
Up close and personal: Collaborative work on a high-resolution multitouch wall display
ACM Transactions on Computer-Human Interaction (TOCHI)
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Large high-resolution displays have been shown to improve user performance over standard displays on many large-scale visualization tasks. But what is the reason for the improvement? The two most cited reasons for the advantage are (1) the wider field of view that exploits peripheral vision to provide context, and (2) the opportunity for physical navigation (e.g. head turning, walking, etc.) to visually access information. Which of these two factors is the key to advantage? Or, do they both work together to produce a combined advantage? This paper reports on an experiment that separates peripheral vision and physical navigation as independent variables. Results indicate that, for most of the tasks tested, increased physical navigation opportunity is more critical to improving performance than increased field of view. Some evidence indicates a valuable combined role.