Graphical fisheye views of graphs
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The partial-occlusion effect: utilizing semitransparency in 3D human-computer interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
Effects of field of view on task performance with head-mounted displays
Conference Companion on Human Factors in Computing Systems
User performance in relation to 3D input device design
ACM SIGGRAPH Computer Graphics
The interaction technique notebook: Adding shadows to a 3D cursor
ACM Transactions on Graphics (TOG)
Improving focus targeting in interactive fisheye views
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating space perception in NPR immersive environments
NPAR '02 Proceedings of the 2nd international symposium on Non-photorealistic animation and rendering
Context in 3D planar navigation
AUIC '01 Proceedings of the 2nd Australasian conference on User interface
Information Visualization: Perception for Design
Information Visualization: Perception for Design
Distance perception in real and virtual environments
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Visualizing 3D scenes using non-linear projections and data mining of previous camera movements
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
The effects of cast shadows and stereopsis on performing computer-generated spatial tasks
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
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As 3D graphics environment becomes the standards for most computer systems, it is natural to seek a 3D input device for manipulating an object in a 3D virtual world. Unlike 2D interface, however, 3D interface creates perceptual mismatches including depth perception problem. The objective of our research is to enhance the depth perception and 3D interaction by providing additional information based on the pictorial depth cues and interaction cues. In this paper, we investigated how to incorporate such cues. We designed two kinds of additional viewport that are to be placed on the top of the interaction window. One is a basic additional view with a different FOV, and the other is a compound view made up with 9 small sub-views with varying viewing direction. We also implemented two behaviors of the augmented view with respect to user interaction: Interactive Resizing and Holding-Z. Through a set of user performance tests, we have concluded that the basic additional view with Interactive Resizing and the additional compound view made statistically significant improvement on the performance of 3D interaction with a 3D input device.