Snap-dragging in three dimensions
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Specifying gestures by example
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Designing solid objects using interactive sketch interpretation
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Toolglass and magic lenses: the see-through interface
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
User learning and performance with marking menus
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SKETCH: an interface for sketching 3D scenes
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Two pointer input for 3D interaction
Proceedings of the 1997 symposium on Interactive 3D graphics
The design of a GUI paradigm based on tablets, two-hands, and transparency
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Seamless Interaction in Virtual Reality
IEEE Computer Graphics and Applications
Interaction with 3D models on large displays using 3D input techniques
Proceedings of the 11th International Conference of the NZ Chapter of the ACM Special Interest Group on Human-Computer Interaction
EG VE'00 Proceedings of the 6th Eurographics conference on Virtual Environments
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Of the numerous changes to the implements for creating 2D images and 3D models, one of the most radical has been the recent adoption of WIMP interfaces. Ironically, there is good reason to believe that WIMP interaction for 3D modeling is actually inferior to the real-world interfaces (pencils, large sheets of paper, clay, paint palettes) that it supplants. In fact, WIMP interaction's principal benefit is its straightforward integration with computer 3D model representations which have many advantages including ease of transformation, archival, replication and distribution.Instead of interpreting user compliance as an affirmation of WIMP interaction, we explore the dichotomy of how easy it is to depict a 3D object with just a pencil and paper, and how hard it is to model the same object using a multithousand dollar workstation. Our challenge is to blend the essence of pencil sketching interfaces with the power of computer model representations.This paper presents an overview of ongoing research in "sketch-like" 3D modeling user interfaces. The objective of this research is to design interfaces that match human ergonomics, exploit prelearned skills, foster new skills and support the transition from novice to skilled expert. Thus pencil sketching is an interaction ideal, supporting users ranging from children to adults, and from doodlers to artists. Perhaps the best testament to the effectiveness of the pencil and paper interface is that very few people even consider it a user interface.