Passive real-world interface props for neurosurgical visualization
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Bricks: laying the foundations for graspable user interfaces
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A framework and testbed for studying manipulation techniques for immersive VR
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Presence: Teleoperators and Virtual Environments
Emerging frameworks for tangible user interfaces
IBM Systems Journal
Tangible interfaces in perspective: Guest editors’ introduction
Personal and Ubiquitous Computing
A taxonomy for and analysis of tangible interfaces
Personal and Ubiquitous Computing
Getting a grip on tangible interaction: a framework on physical space and social interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
BodyBeats: whole-body, musical interfaces for children
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 1st international conference on Tangible and embedded interaction
The feel dimension of technology interaction: exploring tangibles through movement and touch
Proceedings of the 1st international conference on Tangible and embedded interaction
Affordances for manipulation of physical versus digital media on interactive surfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A design theme for tangible interaction: embodied facilitation
ECSCW'05 Proceedings of the ninth conference on European Conference on Computer Supported Cooperative Work
Prakash: lighting aware motion capture using photosensing markers and multiplexed illuminators
ACM SIGGRAPH 2007 papers
Understanding movement for interaction design: frameworks and approaches
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Handsaw: tangible exploration of volumetric data by direct cut-plane projection
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Going beyond the display: a surface technology with an electronically switchable diffuser
Proceedings of the 21st annual ACM symposium on User interface software and technology
Human Motion Tracking by Registering an Articulated Surface to 3D Points and Normals
IEEE Transactions on Pattern Analysis and Machine Intelligence
Physical manipulation: evaluating the potential for tangible designs
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Inventing and devising movement in the design of movement-based interactive systems
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Interactions in the air: adding further depth to interactive tabletops
Proceedings of the 22nd annual ACM symposium on User interface software and technology
Realization of a vibro-tactile glove type mouse
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Putting the physical into the digital: issues in designing hybrid interactive surfaces
Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design qualities for whole body interaction: learning from golf, skateboarding and BodyBugging
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
An actuated physical puppet as an input device for controlling a digital manikin
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
WYSIWYF: exploring and annotating volume data with a tangible handheld device
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing bodily engaging games: learning from sports
Proceedings of the 12th Annual Conference of the New Zealand Chapter of the ACM Special Interest Group on Computer-Human Interaction
Real-time human pose recognition in parts from single depth images
CVPR '11 Proceedings of the 2011 IEEE Conference on Computer Vision and Pattern Recognition
Trigger shift: participatory design of an augmented theatrical performance with young people
Proceedings of the 9th ACM Conference on Creativity & Cognition
Tweetris: a study of whole-body interaction during a public art event
Proceedings of the 9th ACM Conference on Creativity & Cognition
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Systems that detect the unaugmented human body allow players to interact without using a physical controller. But how is interaction altered by the absence of a physical input device? What is the impact on game performance, on a player's expectation of their ability to control the game, and on their game experience? In this study, we investigate these issues in the context of a table tennis video game. The results show that the impact of holding a physical controller, or indeed of the fidelity of that controller, does not appear in simple measures of performance. Rather, the difference between controllers is a function of the responsiveness of the game being controlled, as well as other factors to do with expectations, real world game experience and social context.