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
Two-handed direct manipulation on the responsive workbench
Proceedings of the 1997 symposium on Interactive 3D graphics
The MagicBookMoving Seamlessly between Reality and Virtuality
IEEE Computer Graphics and Applications
Recent Advances in Augmented Reality
IEEE Computer Graphics and Applications
AR2 Hockey: A Case Study of Collaborative Augmented Reality
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
Merging Visible and Invisible: Two Camera-Augmented Mobile C-Arm (CAMC) Applications
IWAR '99 Proceedings of the 2nd IEEE and ACM International Workshop on Augmented Reality
Through the looking glass: the use of lenses as an interface tool for Augmented Reality interfaces
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
Interactive Tools for Virtual X-Ray Vision in Mobile Augmented Reality
ISMAR '04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Mixed Reality in Education, Entertainment, and Training
IEEE Computer Graphics and Applications
An Augmented Reality System for Astronomical Observations
VR '06 Proceedings of the IEEE conference on Virtual Reality
FlatWorld: Combining Hollywood Set-Design Techniques with VR
IEEE Computer Graphics and Applications
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Though often desirable, the integration of real and virtual elements in mixed reality environments can be difficult. We propose a number of techniques to facilitate scene exploration and object selection by giving users real instruments as props while implementing their functionality in a virtual part of the environment. Specifically, we present a family of tools built upon the idea of using real binoculars for viewing virtual content. This approach matches user expectations with the tool's capabilities enhancing the sense of presence and increasing the depth of interaction between the real and virtual components of the scene. We also discuss possible applications of these tools and the results of our user study. This paper is an extended version of earlier work presented at the 4th International Workshop on the Tangible Space Initiative[5].