Developing user interfaces: ensuring usability through product & process
Developing user interfaces: ensuring usability through product & process
Geometric reasoning about mechanical assembly
Artificial Intelligence
The partial-occlusion effect: utilizing semitransparency in 3D human-computer interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
Quantifying immersion in virtual reality
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Handbook of Human-Computer Interaction
Handbook of Human-Computer Interaction
Fundamentals of Wearable Computers and Augumented Reality
Fundamentals of Wearable Computers and Augumented Reality
PG '99 Proceedings of the 7th Pacific Conference on Computer Graphics and Applications
A Virtual Assembly Design Environment
VR '99 Proceedings of the IEEE Virtual Reality
Virtual actors and avatars in a flexible user-determined-scenario environment
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Integrating Pedagogical Agents into Virtual Environments
Presence: Teleoperators and Virtual Environments
The Educational Value of an Information-Rich Virtual Environment
Presence: Teleoperators and Virtual Environments
WYSIWYF Display: A Visual/Haptic Interface to Virtual Environment
Presence: Teleoperators and Virtual Environments
Audiovisual guidance for simulated one point force exertion tasks
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
A SWOT analysis of the field of virtual reality rehabilitation and therapy
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Design and evaluation of a hybrid display system for motion-following tasks
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
Positioning a virtual teacher in an MR physical task learning support system
Proceedings of the 2011 ACM Symposium on Applied Computing
The short-term effects of real-time virtual reality feedback on motor learning in dance
Presence: Teleoperators and Virtual Environments
Motor learning using a kinematic-vibrotactile mapping targeting fundamental movements
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Welding representation for training under VR environments
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Vibrotactile feedback of motor performance errors for enhancing motor learning
Proceedings of the 20th ACM international conference on Multimedia
Generating a two-phase lesson for guiding beginners to learn basic dance movements
Computers & Education
A system for practicing formations in dance performance supported by self-propelled screen
Proceedings of the 4th Augmented Human International Conference
Setting the best view of a virtual teacher in a mixed reality physical-task learning support system
Journal of Systems and Software
YouMove: enhancing movement training with an augmented reality mirror
Proceedings of the 26th annual ACM symposium on User interface software and technology
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Training is usually regarded as one of the most natural application areas of virtual reality (VR). To date, most VR-based training systems have been situation based, but this paper examines the utility of VR for a different class of training: learning to execute exact motions, which are often required in sports and the arts. In this paper, we propose an interaction method, called just Follow Me (JFM), that uses an intuitive "ghost" metaphor and a first-person viewpoint for effective motion training. Using the ghost metaphor (GM), JFM visualizes the motion of the trainer in real time as a ghost (initially superimposed on the trainee) that emerges from one's own body. The trainee who observes the motion from the first-person viewpoint "follows" the ghostly master as closely as possible to learn the motion. Our basic hypothesis is that such a VR system can help a student learn motion effectively and quickly, comparably to the indirect real-world teaching methods. Our evaluation results show that JFM produces training and transfer effects as good as--and, in certain situations, better than in the real world. We believe that this is due to the more direct and correct transfer of proprioceptive information from the trainer to the trainee.