CHI '86 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pad++: a zooming graphical interface for exploring alternate interface physics
UIST '94 Proceedings of the 7th annual ACM symposium on User interface software and technology
Image plane interaction techniques in 3D immersive environments
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
Starfield visualization with interactive smooth zooming
Proceedings of the third IFIP WG2.6 working conference on Visual database systems 3 (VDB-3)
Multiscale pointing: facilitating pan-zoom coordination
CHI '02 Extended Abstracts on Human Factors in Computing Systems
“Put-that-there”: Voice and gesture at the graphics interface
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Virtual Environment Interaction Techniques
Virtual Environment Interaction Techniques
View size and pointing difficulty in multi-scale navigation
Proceedings of the working conference on Advanced visual interfaces
3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
Crowdbrush: interactive authoring of real-time crowd scenes
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
The bubble cursor: enhancing target acquisition by dynamic resizing of the cursor's activation area
Proceedings of the SIGCHI Conference 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
Distant freehand pointing and clicking on very large, high resolution displays
Proceedings of the 18th annual ACM symposium on User interface software and technology
Proceedings of the 18th annual ACM symposium on User interface software and technology
Tumble! Splat! helping users access and manipulate occluded content in 2D drawings
Proceedings of the working conference on Advanced visual interfaces
Evaluating effectiveness of interaction techniques across immersive virtual environmental systems
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
The design and evaluation of selection techniques for 3D volumetric displays
UIST '06 Proceedings of the 19th annual ACM symposium on User interface software and technology
PRISM interaction for enhancing control in immersive virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI)
Noise tolerant selection by gaze-controlled pan and zoom in 3D
Proceedings of the 2008 symposium on Eye tracking research & applications
Data Sonification for Users with Visual Impairment: A Case Study with Georeferenced Data
ACM Transactions on Computer-Human Interaction (TOCHI)
Fitts' law as a research and design tool in human-computer interaction
Human-Computer Interaction
Motion-pointing: target selection using elliptical motions
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Handle Flags: efficient and flexible selections for inking applications
Proceedings of Graphics Interface 2009
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Versions 3.0 and 3.1
High-precision magnification lenses
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A human motor behavior model for distal pointing tasks
International Journal of Human-Computer Studies
Enhanced area cursors: reducing fine pointing demands for people with motor impairments
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Rapid and accurate 3D selection by progressive refinement
3DUI '11 Proceedings of the 2011 IEEE Symposium on 3D User Interfaces
Dense and Dynamic 3D Selection for Game-Based Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
3DUI 2010 Contest Grand Prize Winners
IEEE Computer Graphics and Applications
IntenSelect: using dynamic object rating for assisting 3D object selection
EGVE'05 Proceedings of the 11th Eurographics conference on Virtual Environments
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Issues such as hand and tracker jitter negatively affect user performance with 3D selection techniques based on the ray-casting metaphor. This makes it difficult for users to select objects that have a small visible area, since small targets require high levels of precision. We introduce an approach to address this issue that uses progressive refinement of the set of selectable objects to reduce the required precision of the task. We present three exemplar techniques (sphere-casting refined by QUAD menu (SQUAD), discrete zoom, and continuous zoom) and derive a preliminary design space for progressive refinement from their characteristics. We explore the trade-offs between progressive refinement and immediate selection techniques in two studies: first comparing SQUAD to ray-casting; and second comparing the zooming techniques to ray-casting. In both studies, an analytical evaluation based on a distal pointing model and an empirical evaluation demonstrates that progressive refinement selection can provide significant benefits compared to immediate techniques. In the first study, SQUAD was much more accurate than ray-casting, and SQUAD was faster than ray-casting with small targets and less cluttered environments. The issue with SQUAD, however, is that it requires all selectable objects to be visually distinct. The zooming techniques address this issue by exploring other areas of the progressive refinement design space. They allow users to use the spatial relationships among objects as criteria for selection and to increase precision without requiring precision in pointing. The results of the second study show that while the zooming techniques were significantly slower than ray-casting, accuracy was much higher. Additionally, depending on the size of the target, users chose not to use zoom and, therefore, performed as fast as with ray-casting.