Windows on the world: 2D windows for 3D augmented reality
UIST '93 Proceedings of the 6th annual ACM symposium on User interface software and technology
Attention and visual feedback: the bimanual frame of reference
Proceedings of the 1997 symposium on Interactive 3D graphics
Moving objects in space: exploiting proprioception in virtual-environment interaction
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Manual and cognitive benefits of two-handed input: an experimental study
ACM Transactions on Computer-Human Interaction (TOCHI)
Towards usable VR: an empirical study of user interfaces for immersive virtual environments
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
What's Real About Virtual Reality?
IEEE Computer Graphics and Applications
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Optical Tracking Using Projective Invariant Marker Pattern Properties
VR '03 Proceedings of the IEEE Virtual Reality 2003
Co-location and Tactile Feedback for 2D Widget Manipulation
VR '04 Proceedings of the IEEE Virtual Reality 2004
The importance of stereo and eye-coupled perspective for eye-hand coordination in fish tank VR
Presence: Teleoperators and Virtual Environments
A study of haptic linear and pie menus in a 3d fish tank VR environment
HAPTICS'04 Proceedings of the 12th international conference on Haptic interfaces for virtual environment and teleoperator systems
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Widgets are often used to perform control tasks in three-dimensional (3D) virtual environments (VEs). Spatial interactions through widgets require precise 3D manipulations, and several design aspects of VEs contribute to the ease, accuracy, and speed with which users can perform these interactions. Throughout the years, VE researchers have studied relevant design aspects; for example, the location and size of the widgets, monoscopic versus stereoscopic viewing, the presence or absence of co-location, or the inclusion of (passive) tactile feedback, are all design aspects that have been studied. However, researchers have mostly studied design aspects in isolation and have paid little attention to possible interactions between conditions. In this paper, we introduce a method for modeling interaction effects between experimental conditions and illus- trate it using data from a specific case study, i.e., widget manipulation tasks. More specifically, we model how the effect of passive tactile feedback interacts with stereoscopic viewing for three widget manipulation tasks. We also model how these effects vary between two tasks, i.e., button and menu item selection. Models that include inter- action effects between experimental conditions can be used to get a deeper understanding in the system design trade-offs of a virtual environment.