Mutual knowledge and communicative effectiveness
Intellectual teamwork
Human-computer interaction: input devices
ACM Computing Surveys (CSUR)
Fragmented interaction: establishing mutual orientation in virtual environments
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
The control of avatar motion using hand gesture
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Supporting awareness and interaction through collaborative virtual interfaces
Proceedings of the 12th annual ACM symposium on User interface software and technology
Designing a non-verbal language for expressive avatars
Proceedings of the third international conference on Collaborative virtual environments
Object-focused interaction in collaborative virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
Interaction effects of virtual structures
Proceedings of the 4th international conference on Collaborative virtual environments
Improving interpretation of remote gestures with telepointer traces
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
Interactive Multiuser VEs in the DIVE System
IEEE MultiMedia
Input technologies and techniques
The human-computer interaction handbook
Visual deictic reference in a collaborative virtual environment
Proceedings of the 2004 symposium on Eye tracking research & applications
Lexical and pragmatic considerations of input structures
ACM SIGGRAPH Computer Graphics
Staging a public poetry performance in a collaborative virtual environment
ECSCW'97 Proceedings of the fifth conference on European Conference on Computer-Supported Cooperative Work
Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds
Computer Supported Cooperative Work
A semantic analysis of the design space of input devices
Human-Computer Interaction
VR '09 Proceedings of the 2009 IEEE Virtual Reality Conference
Full-Body Avatar Control with Environment Awareness
IEEE Computer Graphics and Applications
Where are you pointing?: the accuracy of deictic pointing in CVEs
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Villains, architects and micro-managers: what tabula rasa teaches us about game orchestration
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Support for deictic pointing in CVEs: still fragmented after all these years'
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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Collaborative Virtual Environments (CVEs) allow people to interact with each other in virtual worlds through computer-generated avatars. Avatars are much less expressive than real bodies, and one main limitation is their lack of support for non-verbal communication such as pointing gestures. Part of the problem is that these gestures must be created through an input device, but the user is already busy controlling the avatar's location, rotation, and view direction. Pointing gestures are only useful for collaborative communication if they can be controlled simultaneously with all other avatar actions. To determine whether there are input configurations that make pointing gestures feasible, we carried out a study that compared five different widely-available input devices in three non-verbal communication tasks. We found that users were able to successfully incorporate pointing gestures into tasks that already involved moving, turning, and looking, but that there were significant and substantial differences between devices. Two configurations performed best: a mode-switched version of standard mouse-and-keyboard control, and a direct-pointing scheme using a Wii remote. There were also minor effects of gender and video-game experience. Our study suggests that users will be able to successfully create free pointing gestures in CVEs, greatly improving the communicative richness of these environments.