The human factors of computer graphics interaction techniques
IEEE Computer Graphics and Applications
The design space of input devices
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The use of a kinesthetic supplement in an interactive graphics system.
The use of a kinesthetic supplement in an interactive graphics system.
Self-tracker: a smart optical sensor on silicon (vlsi, graphics)
Self-tracker: a smart optical sensor on silicon (vlsi, graphics)
Lexical and pragmatic considerations of input structures
ACM SIGGRAPH Computer Graphics
SpeechSkimmer: a system for interactively skimming recorded speech
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on speech as data
Input technologies and techniques
The human-computer interaction handbook
Modeling human interaction resources to support the design of wearable multimodal systems
Proceedings of the 9th international conference on Multimodal interfaces
Exposing and understanding scrolling transfer functions
Proceedings of the 25th annual ACM symposium on User interface software and technology
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When selecting a device, a designer should compare alternative devices point-by-point. When making a tentative decision, one needs to know what other possibilities have been locked out. A classification graph does this.New here is this classification graph. Also new are several terms: free, sticky, unbounded, bounded, homogeneous and volatile.We developed this classification of existing devices while building the GRIP-75 interactive molecular computer graphics system [2, 11] and refined the classification during discussions with other system builders where we used this classification to map out alternatives. This paper is founded on practice and experience, not on classification theory.