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Image plane interaction techniques in 3D immersive environments
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Moving objects in space: exploiting proprioception in virtual-environment interaction
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Interacting at a distance: measuring the performance of laser pointers and other devices
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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EdgeWrite: a stylus-based text entry method designed for high accuracy and stability of motion
Proceedings of the 16th annual ACM symposium on User interface software and technology
Tactons: structured tactile messages for non-visual information display
AUIC '04 Proceedings of the fifth conference on Australasian user interface - Volume 28
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3D User Interfaces: Theory and Practice
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Towards a General Model for Selection in Virtual Environments
3DUI '06 Proceedings of the 3D User Interfaces
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UIST '06 Proceedings of the 19th annual ACM symposium on User interface software and technology
A predictive model of menu performance
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Blindsight: eyes-free access to mobile phones
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Peephole pointing: modeling acquisition of dynamically revealed targets
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An empirical evaluation of some articulatory and cognitive aspects of marking menus
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HAID'07 Proceedings of the 2nd international conference on Haptic and audio interaction design
Pointing at responsive objects outdoors
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing disambiguation techniques for pointing in the physical world
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Guidance rays: 3D object selection based on multi-ray in dense scenario
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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Sensing technologies such as inertia tracking and computer vision enable spatial interactions where users make selections by 'air pointing': moving a limb, finger, or device to a specific spatial region. In addition of expanding the vocabulary of possible interactions available, air pointing brings the potential benefit of enabling 'eyes-free' interactions, where users rely on proprioception and kinaesthesia rather than vision. This paper explores the design space for air pointing interactions, and presents tangible results in the form of a framework that helps designers understand input dimensions and resulting interaction qualities. The framework provides a set of fundamental concepts that aid in thinking about the air pointing domain, in characterizing and comparing existing solutions, and in evaluating novel techniques. We carry out an initial investigation to demonstrate the concepts of the framework by designing and comparing three air pointing techniques: one based on small angular 'raycasting' movements, one on large movements across a 2D plane, and one on movements in a 3D volume. Results show that large movements on the 2D plane are both rapid (selection times under 1s) and accurate, even without visual feedback. Raycasting is rapid but inaccurate, and the 3D volume is expressive but slow, inaccurate, and effortful. Many other findings emerge, such as selection point 'drift' in the absence of feedback. These results and the organising framework provide a foundation for innovation and understanding of air pointing interaction.