High resolution virtual reality
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Telerobotics, automation, and human supervisory control
Telerobotics, automation, and human supervisory control
Evaluating 3D task performance for fish tank virtual worlds
ACM Transactions on Information Systems (TOIS)
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
Evaluating stereo and motion cues for visualizing information nets in three dimensions
ACM Transactions on Graphics (TOG)
Physical versus virtual pointing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Quantifying immersion in virtual reality
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A study of interactive 3D point location in a computer simulated virtual environment
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Rotating virtual objects with real handles
ACM Transactions on Computer-Human Interaction (TOCHI)
Reaching movements to augmented and graphic objects in virtual environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Improving Mouse Navigation - A Walk through the "Hilly Screen Landscape"
DSV-IS '02 Proceedings of the 9th International Workshop on Interactive Systems. Design, Specification, and Verification
Experiencing 3D interactions in virtual reality and augmented reality
Proceedings of the 2nd European Union symposium on Ambient intelligence
The importance of accurate VR head registration on skilled motor performance
GI '06 Proceedings of Graphics Interface 2006
Occlusion in mirror-based co-located augmented reality systems
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
Presence: Teleoperators and Virtual Environments
The importance of stereo and eye-coupled perspective for eye-hand coordination in fish tank VR
Presence: Teleoperators and Virtual Environments
The cuetable: cooperative and competitive multi-touch interaction on a tabletop
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Multimodal selection techniques for dense and occluded 3D virtual environments
International Journal of Human-Computer Studies
Touching the void: direct-touch interaction for intangible displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A rehabilitation method with visual and haptic guidance for children with upper extremity disability
ICCHP'10 Proceedings of the 12th international conference on Computers helping people with special needs
A realtime and direct-touch interaction system for the 3D cultural artifact exhibition
Proceedings of the 2011 international conference on Virtual and mixed reality: systems and applications - Volume Part II
Multimedia Tools and Applications
Evaluating depth illusion as method of adding emphasis in autostereoscopic mobile displays
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services
Lateral head tracking in desktop virtual reality
EGVE'04 Proceedings of the Tenth Eurographics conference on Virtual Environments
Comparing parameter manipulation with mouse, pen, and slider user interfaces
EuroVis'09 Proceedings of the 11th Eurographics / IEEE - VGTC conference on Visualization
Muscle-propelled force feedback: bringing force feedback to mobile devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Effects of stereo and head tracking in 3d selection tasks
Proceedings of the 1st symposium on Spatial user interaction
Learning handwriting with interactive assistive forces
i-CREATe '11 Proceedings of the 5th International Conference on Rehabilitation Engineering & Assistive Technology
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The term Eye-hand co-ordination refers to hand movements controlled with visual feedback and reinforced by hand contact with objects. A correct perspective view of a virtual environment enables normal eye-hand co-ordination skills to be applied. But is it necessary for rapid interaction with 3D objects? A study of rapid hand movements is reported using an apparatus designed so that the user can touch a virtual object in the same place where he or she sees it. A Fitts tapping task is used to assess the effect of both contact with virtual objects and real-time update of the centre of perspective based on the user's actual eye position. A Polhemus tracker is used to measure the user's head position and from this estimate their eye position. In half of the conditions, head tracked perspective is employed so that visual feedback is accurate while in the other half a fixed eye-position is assumed. A Phantom force feedback device is used to make it possible to touch the targets in selected conditions. Subjects were required to change their viewing position periodically to assess the importance of correct perspective and of touching the targets in maintaining eye-hand co-ordination, The results show that accurate perspective improves performance by an average of 9% and contact improves it a further 12%. A more detailed analysis shows the advantages of head tracking to be greater for whole arm movements in comparison with movements from the elbow.