Handymap: a selection interface for cluttered VR environments using a tracked hand-held touch device
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part II
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies
Starfish: a selection technique for dense virtual environments
Proceedings of the 18th ACM symposium on Virtual reality software and technology
Special Section on Touching the 3rd Dimension: 3D selection with freehand gesture
Computers and Graphics
DrillSample: precise selection in dense handheld augmented reality environments
Proceedings of the Virtual Reality International Conference: Laval Virtual
Designing disambiguation techniques for pointing in the physical world
Proceedings of the 5th ACM SIGCHI symposium on Engineering interactive computing systems
Design and evaluation of 3D selection techniques based on progressive refinement
International Journal of Human-Computer Studies
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
A tablet-based 3D interaction tool for virtual engineering environments
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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Issues such as hand and tracker jitter negatively affect user performance with the ray-casting selection technique in 3D environments. This makes it difficult for users to perform tasks that require them to select objects that have a small visible area, since small targets require high levels of precision. We introduce an approach to address this issue that uses progressive refinement of the set of selectable objects to reduce the required precision of the task. We present a design space of progressive refinement techniques and an exemplar technique called Sphere-casting refined by QUAD-menu (SQUAD). We explore the tradeoffs between progressive refinement and immediate selection techniques in an evaluation comparing SQUAD to ray-casting. Both an analytical evaluation based on a distal pointing model and an empirical evaluation demonstrate that progressive refinement selection can be better than immediate selection. SQUAD was much more accurate than ray-casting, and SQUAD was faster than ray-casting with small targets and less cluttered environments.