The “Silk Cursor”: investigating transparency for 3D target acquisition
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual reality on a WIM: interactive worlds in miniature
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The “prince” technique: Fitts' law and selection using area cursors
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The go-go interaction technique: non-linear mapping for direct manipulation in VR
Proceedings of the 9th annual ACM symposium on User interface software and technology
Making computers easier for older adults to use: area cursors and sticky icons
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Moving objects in space: exploiting proprioception in virtual-environment interaction
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Beyond Fitts' law: models for trajectory-based HCI tasks
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Voodoo dolls: seamless interaction at multiple scales in virtual environments
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Acquisition of expanding targets
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Improving focus targeting in interactive fisheye views
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Semantic pointing: improving target acquisition with control-display ratio adaptation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Object pointing: a complement to bitmap pointing in GUIs
GI '04 Proceedings of the 2004 Graphics Interface Conference
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
"Beating" Fitts' law: virtual enhancements for pointing facilitation
International Journal of Human-Computer Studies - Special issue: Fitts law 50 years later: Applications and contributions from human-computer interaction
A SWOT analysis of the field of virtual reality rehabilitation and therapy
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Semantic pointing for object picking in complex 3D environments
GI '08 Proceedings of graphics interface 2008
Designing universally accessible games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
A Semantic Navigation Model for Video Games
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
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
Automatic speed graph generation for predefined camera paths
SG'10 Proceedings of the 10th international conference on Smart graphics
An Information-theoretic Framework for Visualization
IEEE Transactions on Visualization and Computer Graphics
Towards intelligent user interfaces: anticipating actions in computer games
Proceedings of the 1st Conference on Novel Gaze-Controlled Applications
Pointing at 3D targets in a stereo head-tracked virtual environment
3DUI '11 Proceedings of the 2011 IEEE Symposium on 3D User Interfaces
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In recent years, the evolution of 3D graphics hardware and software has lead to a growing interest for serious games in three-dimensional virtual environments for learning, training, and rehabilitation. Many of these games are based on a first-person-shooter paradigm in which users navigate through the environment, select, and manipulate virtual objects. The target users of these applications are not necessarily usual gamers, and they often have difficulties in navigating and interacting in the 3D environment.This paper proposes the wise cursor, a new method for selection that improves the usability and accessibility of mouse-driven serious games in 3D environments. At each user click, the proposed method computes a list of objects candidates to be selected and their probability of being the desired one. Depending on the uncertainty of the probability distribution, either one object is selected or a mechanism to clarify the selection is proposed. In the former case, if the selected object is within the user avatar's scope, the action associated to it is realized, otherwise the application automatically navigates toward it. In this way, selection and navigation are eased. The empirical results of the usability tests show that this technique is fast, practical, and that it requires little user's skills. Thus, it can make serious games usable for a wider range of users who can concentrate on the training objectives without technological barriers.