Rapid controlled movement through a virtual 3D workspace
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
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
The influence of muscle groups on performance of multiple degree-of-freedom input
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 1997 symposium on Interactive 3D graphics
Image plane interaction techniques in 3D immersive environments
Proceedings of the 1997 symposium on Interactive 3D graphics
Navigation guided by artificial force fields
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Six degree-of-freedom haptic rendering using voxel sampling
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Object-focused interaction in collaborative virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI)
Evaluating rules of interaction for object manipulation in cluttered virtual environments
Presence: Teleoperators and Virtual Environments
Testbed Evaluation of Virtual Environment Interaction Techniques
Presence: Teleoperators and Virtual Environments
Virtual Locomotion: Walking in Place through Virtual Environments
Presence: Teleoperators and Virtual Environments
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Object manipulation in cluttered virtual environments (VEs) brings additional challenges to the design of interaction algorithms, when compared with open virtual spaces. As the complexity of the algorithms increases so does the flexibility with which users can interact, but this is at the expense of much greater difficulties in implementation for developers. Three rules that increase the realism and flexibility of interaction are outlined: collision response, order of control, and physical compatibility. The implementation of each is described, highlighting the substantial increase in algorithm complexity that arises. Data are reported from an experiment in which participants manipulated a bulky virtual object through parts of a virtual building (the piano movers' problem). These data illustrate the benefits to users that accrue from implementing flexible rules of interaction.