Moving objects in space: exploiting proprioception in virtual-environment interaction
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Squeeze me, hold me, tilt me! An exploration of manipulative user interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Embodied user interfaces for really direct manipulation
Communications of the ACM
Human-Computer Interaction
Hand-Held Windows: Towards Effective 2D Interaction in Immersive Virtual Environments
VR '99 Proceedings of the IEEE Virtual Reality
ISWC '00 Proceedings of the 4th IEEE International Symposium on Wearable Computers
Introduction to Human Factors Engineering (2nd Edition)
Introduction to Human Factors Engineering (2nd Edition)
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Designing the User Interface: Strategies for Effective Human-Computer Interaction
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction platforms and techniques
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This research explores different ways to use features of one's own body for interacting with computers. In the future, such "body-based" interfaces may be put into good use for wearable computing or virtual reality systems as part of a 3D multi-modal interface, freeing the user from holding interaction devices. We have identified four types of body-based interfaces: the Body-inspired-metaphor uses various parts of the body metaphorically for interaction; the Body-as-interaction-surface simply uses parts of the body as points of interaction; Mixed-modemixes the former two; Object-mapping spatially maps the interaction object to the human body. These four body-based interfaces were applied to three different applications (and associated tasks) and were tested for their performance and utility. It was generally found that, while the Body-inspired-metaphor produced the lowest error rate, it required a longer task completion time and caused more fatigue due to the longer hand moving distance. On the other hand, the Body-as-interaction-surface was the fastest, but produced many more errors.