Charade: remote control of objects using free-hand gestures
Communications of the ACM - Special issue on computer augmented environments: back to the real world
CHI '03 Extended Abstracts on Human Factors in Computing Systems
International Journal of Human-Computer Studies - Special issue: Fitts law 50 years later: Applications and contributions from human-computer interaction
Fluid DTMouse: better mouse support for touch-based interactions
Proceedings of the working conference on Advanced visual interfaces
ISO 9241-9 evaluation of video game controllers
Proceedings of Graphics Interface 2009
The gestural joystick and the efficacy of the path tortuosity metric for human/robot interaction
PerMIS '08 Proceedings of the 8th Workshop on Performance Metrics for Intelligent Systems
UIST '10 Adjunct proceedings of the 23nd annual ACM symposium on User interface software and technology
Data miming: inferring spatial object descriptions from human gesture
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Imaginary phone: learning imaginary interfaces by transferring spatial memory from a familiar device
Proceedings of the 24th annual ACM symposium on User interface software and technology
Tracking the articulated motion of two strongly interacting hands
CVPR '12 Proceedings of the 2012 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)
Digits: freehand 3D interactions anywhere using a wrist-worn gloveless sensor
Proceedings of the 25th annual ACM symposium on User interface software and technology
Proceedings of the companion publication of the 19th international conference on Intelligent User Interfaces
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We propose Imaginary Devices, a set of freehand gestures that mimic the use of physical input devices. Imaginary Devices allow users to choose the input modality best suited for the task at hand, such as a steering wheel for a driving game or a joystick for a flight simulator. Exploiting the skills that users have acquired using physical input devices, they can instantly begin interacting with an Imaginary Device. Since no physical device is involved, users can switch quickly and effortlessly among a number of devices. We demonstrate the potential of Imaginary Devices with Grand Theft Auto, a game that requires players to change between roles often and quickly, and we examine the viability of the concept in two user studies. In the first study, we found that participants produced a wide range of postures to represent each device but all were able to reproduce the correct posture after a short demonstration. In the second study, we found that Imaginary Devices afford precise input control and approach the baseline performance set by physical devices.