CHI '86 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual reality on a WIM: interactive worlds in miniature
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The “prince” technique: Fitts' law and selection using area cursors
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The go-go interaction technique: non-linear mapping for direct manipulation in VR
Proceedings of the 9th annual ACM symposium on User interface software and technology
Proceedings of the 1997 symposium on Interactive 3D graphics
Making computers easier for older adults to use: area cursors and sticky icons
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Voodoo dolls: seamless interaction at multiple scales in virtual environments
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
UIST '00 Proceedings of the 13th annual ACM symposium on User interface software and technology
Acquisition of expanding targets
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Improving focus targeting in interactive fisheye views
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Human on-line response to target expansion
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
“Put-that-there”: Voice and gesture at the graphics interface
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Semantic pointing: improving target acquisition with control-display ratio adaptation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Object pointing: a complement to bitmap pointing in GUIs
GI '04 Proceedings of the 2004 Graphics Interface Conference
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The bubble cursor: enhancing target acquisition by dynamic resizing of the cursor's activation area
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Snap-and-go: helping users align objects without the modality of traditional snapping
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
"Beating" Fitts' law: virtual enhancements for pointing facilitation
International Journal of Human-Computer Studies - Special issue: Fitts law 50 years later: Applications and contributions from human-computer interaction
Grab-and-Throw Metaphor: Adapting Desktop-based Interaction Paradigms to Virtual Reality
3DUI '06 Proceedings of the 3D User Interfaces
Human on-line response to visual and motor target expansion
GI '06 Proceedings of Graphics Interface 2006
Multimodal selection techniques for dense and occluded 3D virtual environments
International Journal of Human-Computer Studies
Revisiting path steering for 3D manipulation tasks
International Journal of Human-Computer Studies
Target assistance for subtly balancing competitive play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pop-up depth views for improving 3D target acquisition
Proceedings of Graphics Interface 2011
Proceedings of the 16th International Conference on 3D Web Technology
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies
GravNav: using a gravity model for multi-scale navigation
Proceedings of the International Working Conference on Advanced Visual Interfaces
Navigating the space: evaluating a 3D-input device in placement and docking tasks
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Analysis and comparison of target assistance techniques for relative ray-cast pointing
International Journal of Human-Computer Studies
The wise cursor: assisted selection in 3D serious games
The Visual Computer: International Journal of Computer Graphics
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Today's large and high-resolution displays coupled with powerful graphics hardware offer the potential for highly realistic 3D virtual environments, but also cause increased target acquisition difficulty for users interacting with these environments. We present an adaptation of semantic pointing to object picking in 3D environments. Essentially, semantic picking shrinks empty space and expands potential targets on the screen by dynamically adjusting the ratio between movement in visual space and motor space for relative input devices such as the mouse. Our implementation operates in the image-space using a hierarchical representation of the standard stencil buffer to allow for real-time calculation of the closest targets for all positions on the screen. An informal user study indicates that subjects perform more accurate pointing with semantic 3D pointing than without.