Integrality and separability of input devices
ACM Transactions on Computer-Human Interaction (TOCHI)
Passive real-world interface props for neurosurgical visualization
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Usability analysis of 3D rotation techniques
Proceedings of the 10th annual ACM symposium on User interface software and technology
Rotating virtual objects with real handles
ACM Transactions on Computer-Human Interaction (TOCHI)
Women go with the (optical) flow
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Presence: Teleoperators and Virtual Environments
Mixed-dimension interaction in virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
ViewCube: a 3D orientation indicator and controller
Proceedings of the 2008 symposium on Interactive 3D graphics and games
The effect of viewing a self-avatar on distance judgments in an hmd-based virtual environment
Presence: Teleoperators and Virtual Environments
FAAST: The Flexible Action and Articulated Skeleton Toolkit
VR '11 Proceedings of the 2011 IEEE Virtual Reality Conference
Evaluating the effectiveness of orientation indicators with an awareness of individual differences
ACM Transactions on Applied Perception (TAP)
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Gesture-based controllers such as the Microsoft Kinect are low cost devices that allow a user to interact with complex, three-dimensional simulations using an interface argued to be more natural than game controllers, joy sticks, or a mouse and keyboard. This paper presents a controlled experimental evaluation of the use of Microsoft Kinect to support a 3D object manipulation task. Users were asked to match the orientation of objects with a manipulation interface that displayed either a self-avatar hand and arm or a sphere, both corresponding to users' arm gestures and wrist rotation. Our results show that while there was no overall difference in performance between the self-avatar and sphere visual display conditions, there were clear differences in the two visual display conditions as a function of gender and video-game experience.