Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ISMAR '03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality
International Journal of Human-Computer Studies - Special issue: Fitts law 50 years later: Applications and contributions from human-computer interaction
Shift: a technique for operating pen-based interfaces using touch
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Target acquisition with camera phones when used as magic lenses
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An Evaluation of Graphical Context as a Means for Ameliorating the Effects of Registration Error
ISMAR '07 Proceedings of the 2007 6th IEEE and ACM International Symposium on Mixed and Augmented Reality
Simulation of Augmented Reality Systems in Purely Virtual Environments
VR '09 Proceedings of the 2009 IEEE Virtual Reality Conference
The effect of registration error on tracking distant augmented objects
ISMAR '08 Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Touch projector: mobile interaction through video
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interaction with magic lenses: real-world validation of a Fitts' Law model
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating the impact of recovery density on augmented reality tracking
ISMAR '11 Proceedings of the 2011 10th IEEE International Symposium on Mixed and Augmented Reality
The role of latency in the validity of AR simulation
VR '10 Proceedings of the 2010 IEEE Virtual Reality Conference
1 € filter: a simple speed-based low-pass filter for noisy input in interactive systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Handheld Augmented Reality relies on the registration of digital content on physical objects. Yet, the accuracy of this registration depends on environmental conditions. It is therefore important to study the impact of registration jitter on interaction and in particular on pointing at augmented objects where precision may be required. We present an experiment that compares the effect of registration jitter on the following two pointing techniques: (1) screen-centered crosshair pointing; and (2) relative pointing with a cursor bound to the physical object's frame of reference and controlled by indirect relative touch strokes on the screen. The experiment considered both tablet and smartphone form factors. Results indicate that relative pointing in the frame of the physical object is less error prone and is less subject to registration jitter than screen-centered crosshair pointing.