Rapid controlled movement through a virtual 3D workspace
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Human-computer interaction: input devices
ACM Computing Surveys (CSUR)
Beyond Fitts' law: models for trajectory-based HCI tasks
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Performance differences in the fingers, wrist, and forearm in computer input control
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Efficient navigation around complex virtual environments
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
UniCam—2D gestural camera controls for 3D environments
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
ACM SIGGRAPH Computer Graphics
Force-feedback improves performance for steering and combined steering-targeting tasks
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
VPython: 3D interactive scientific graphics for students
Computing in Science and Engineering
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Women go with the (optical) flow
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Human Movement Performance in Relation to Path Constraint - The Law of Steering in Locomotion
VR '03 Proceedings of the IEEE Virtual Reality 2003
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2003
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The benefits of third-person perspective in virtual and augmented reality?
Proceedings of the ACM symposium on Virtual reality software and technology
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Fitts' law as a research and design tool in human-computer interaction
Human-Computer Interaction
Haptic interface for non-visual steering
Proceedings of the 2013 international conference on Intelligent user interfaces
Control your game-self: effects of controller type on enjoyment, motivation, and personality in game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Is movement better?: comparing sedentary and motion-based game controls for older adults
Proceedings of Graphics Interface 2013
Visual and Auditory Cue Effects on Risk Assessment in a Highway Training Simulation
Simulation and Gaming
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Steering and driving tasks -- where the user controls a vehicle or other object along a path -- are common in many simulations and games. Racing video games have provided users with different views of the visual environment -- e.g., overhead, first-person, and third-person views. Although research has been done in understanding how people perform using a first-person view in virtual reality and driving simulators, little empirical work has been done to understand the factors that affect performance in video games. To establish a foundation for thinking about view in the design of driving games and simulations, we carried out three studies that explored the effects of different view types on driving performance. We also considered how view interacts with difficulty and input device. We found that although there were significant effects of view on performance, these were not in line with conventional wisdom about view. Our explorations provide designers with new empirical knowledge about view and performance, but also raise a number of new research questions about the principles underlying view differences.