ISO and ANSI ergonomic standards for computer products: a guide to implementation and compliance
ISO and ANSI ergonomic standards for computer products: a guide to implementation and compliance
The go-go interaction technique: non-linear mapping for direct manipulation in VR
Proceedings of the 9th annual ACM symposium on User interface software and technology
Making computers easier for older adults to use: area cursors and sticky icons
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Snap-dragging: interactive geometric design in two and three dimensions
Snap-dragging: interactive geometric design in two and three dimensions
Pointing at trivariate targets in 3D environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Semantic pointing: improving target acquisition with control-display ratio adaptation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
"Beating" Fitts' law: virtual enhancements for pointing facilitation
International Journal of Human-Computer Studies - Special issue: Fitts law 50 years later: Applications and contributions from human-computer interaction
PRISM interaction for enhancing control in immersive virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI)
Improving 3D Selection in VEs through Expanding Targets and Forced Disocclusion
SG '08 Proceedings of the 9th international symposium on Smart Graphics
A simple method for estimating the latency of interactive, real-time graphics simulations
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Comparing Aimed Movements in the Real World and in Virtual Reality
VR '09 Proceedings of the 2009 IEEE Virtual Reality Conference
Revisiting path steering for 3D manipulation tasks
International Journal of Human-Computer Studies
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The two-component model is a human movement model in which an aimed movement is broken into a voluntary ballistic movement followed by a corrective movement. Recently, experimental evidence has shown that 3D aimed movements in virtual environments can be modeled using the two-component model. In this paper, we use the two-component model for designing 3D interaction techniques which aim at facilitating pointing tasks in virtual reality. This is achieved by parsing the 3D aimed movement in real time into the ballistic and corrective phases, and reducing the index of difficulty of the task during the corrective phase. We implemented two pointing techniques. The 'AutoWidth' technique increases the target width during the corrective phase and the 'AutoDistance' technique decreases the distance to the target at the end of ballistic phase. We experimentally demonstrated the benefit of these techniques by comparing them with freehand aimed movements. It was shown that both 'AutoWidth' and 'AutoDistance' techniques exhibit significant improvement on target acquisition time.