The CAVE: audio visual experience automatic virtual environment
Communications of the ACM
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The ImmersaDesk and Infinity Wall projection-based virtual reality displays
ACM SIGGRAPH Computer Graphics
3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
Low-cost multi-touch sensing through frustrated total internal reflection
Proceedings of the 18th annual ACM symposium on User interface software and technology
Shallow-depth 3d interaction: design and evaluation of one-, two- and three-touch techniques
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A screen-space formulation for 2D and 3D direct manipulation
Proceedings of the 22nd annual ACM symposium on User interface software and technology
Interactions in the air: adding further depth to interactive tabletops
Proceedings of the 22nd annual ACM symposium on User interface software and technology
The effects of changing projection geometry on the interpretation of 3D orientation on tabletops
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
Touching the void: direct-touch interaction for intangible displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
2d touching of 3d stereoscopic objects
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
RepliCHI - CHI should be replicating and validating results more: discuss
CHI '11 Extended Abstracts on Human Factors in Computing Systems
The design and evaluation of 3D positioning techniques for multi-touch displays
3DUI '10 Proceedings of the 2010 IEEE Symposium on 3D User Interfaces
Toucheo: multitouch and stereo combined in a seamless workspace
Proceedings of the 24th annual ACM symposium on User interface software and technology
Hi-index | 0.00 |
Recent advances in touch and display technologies are supporting a wide-spread use of touch-based direct manipulation techniques as well as 3D displays that give a perspectively correct view. Both techniques have consistency constraints including the following: With direct manipulation, a dragged object should stick to the finger tip. With viewer centered projection, head movement should update the scene's projection to preserve a sound 3D impression, e.g., leaning around a house should reveal its backyard. Unfortunately, these two contradict each other, making a combination, e.g., moving the head while touching or dragging an object, non-trivial. We introduce a design space of perspectively adjusted methods for direct manipulation to cope with this limitation, select nine different strategies from it, and evaluate six of them in depth. Participants dragged a box through a 3D maze with multiple, partially occluded levels. We identified one method to be among the fastest while yielding up to 32% less collisions than the other fast methods.