Quantitative evaluation of perspective and stereoscopic displays in three-axis manual tracking tasks
IEEE Transactions on Systems, Man and Cybernetics
High resolution virtual reality
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Device synchronization using an optimal linear filter
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Spatial judgements with monoscopic and stereoscopic presentation of perspective displays
Human Factors - Special issue: visual displays
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
Lag as a determinant of human performance in interactive systems
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
Communications of the ACM
The HoloSketch VR sketching system
Communications of the ACM
The Science of Virtual Reality and Virtual Environments
The Science of Virtual Reality and Virtual Environments
A vision-based head tracker for fish tank virtual reality-VR without head gear
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Effects of Stereopsis and Head Tracking on Performance Using Desktop Virtual Environment Displays
Presence: Teleoperators and Virtual Environments
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Virtual reality (VR) is becoming increasingly important in a variety of professional settings. Our particular interest is in applications requiring the examination and manipulation of detailed, volumetric medical images by surgeons and other medical staff. It is important to determine how best to maximise accuracy and speed of interaction without unrealistic technical or financial requirements. In this study, we compared performance on a trial task in a virtual environment, with and without stereoscopic display and with and without hand-image collocation. These are the most immediately tractable approaches to enhancing dexterity. Although both factors affected speed and accuracy of task completion, adding stereoscopy to desktop VR gave significantly greater benefits than adding hand-image collocation. Surprisingly, there was no additional benefit from combining the two. The work contributes to a better understanding of the factors that are important to the successful proliferation of dextrous VR in professional work settings.