Rapid controlled movement through a virtual 3D workspace
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
The design of electronic map displays
Human Factors
Navigation guided by artificial force fields
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An experimental study on the role of touch in shared virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
Object-focused interaction in collaborative virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
Movement in Cluttered Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Virtual Reality-Induced Symptoms and Effects (VRISE)
Presence: Teleoperators and Virtual Environments
Evaluating rules of interaction for object manipulation in cluttered virtual environments
Presence: Teleoperators and Virtual Environments
Effects of network delay on a collaborative motor task with telehaptic and televisual feedback
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Virtual and interactive environments for work of the future
International Journal of Human-Computer Studies - Interaction with virtual environments
Presence: Teleoperators and Virtual Environments
Hi-index | 0.00 |
Three experiments investigated the effect of implementing low-level aspects of motor control for a collaborative carrying task within a VE interface, leaving participants free to devote their cognitive resources to the higher-level components of the task. In the task, participants collaborated with an autonomous virtual human in an immersive virtual environment (VE) to carry an object along a predefined path. In experimental, participants took up to three times longer to perform the task with a conventional VE interface, in which they had to explicitly coordinate their hand and body movements, than with an interface that controlled the low-level tasks of grasping and holding onto the virtual object. Experiments 2 and 3 extended the study to include the task of carrying an object along a path that contained obstacles to movement. By allowing participants' virtual arms to stretch slightly, the interface software was able to take over some aspects of obstacle avoidance (another low-level task), and this led to further significant reductions in the time that participants took to perform the carrying task. Improvements in performance also occurred when participants used a tethered viewpoint to control their movements because they could see their immediate surroundings in the VEs. This latter finding demonstrates the superiority of a tethered view perspective to a conventional, human's-eye perspective for this type of task.