Development of an instrument measuring user satisfaction of the human-computer interface
CHI '88 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The decoupled simulation model for virtual reality systems
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
VB2: an architecture for interaction in synthetic worlds
UIST '93 Proceedings of the 6th annual ACM symposium on User interface software and technology
Passive real-world interface props for neurosurgical visualization
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Reaching for objects in VR displays: lag and frame rate
ACM Transactions on Computer-Human Interaction (TOCHI)
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
Proceedings of the 1997 symposium on Interactive 3D graphics
Crowded collaborative virtual environments
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
A framework and testbed for studying manipulation techniques for immersive VR
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Usability analysis of 3D rotation techniques
Proceedings of the 10th annual ACM symposium on User interface software and technology
A highly flexible virtual reality system
Future Generation Computer Systems - Special double issue on virtual reality in industry and research
Exploring bimanual camera control and object manipulation in 3D graphics interfaces
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
A software model and specification language for non-WIMP user interfaces
ACM Transactions on Computer-Human Interaction (TOCHI)
Rotating virtual objects with real handles
ACM Transactions on Computer-Human Interaction (TOCHI)
The role of kinesthetic reference frames in two-handed input performance
Proceedings of the 12th annual ACM symposium on User interface software and technology
Interacting with eye movements in virtual environments
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Exploiting interactivity, influence, space and time to explore non-linear drama in virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploring 3D navigation: combining speed-coupled flying with orbiting
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Reaching movements to augmented and graphic objects in virtual environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interacting at a distance: measuring the performance of laser pointers and other devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Comparing voodoo dolls and HOMER: exploring the importance of feedback in virtual environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
InTml: a description language for VR applications
Proceedings of the seventh international conference on 3D Web technology
Contigra: an XML-based architecture for component-oriented 3D applications
Proceedings of the seventh international conference on 3D Web technology
VRPN: a device-independent, network-transparent VR peripheral system
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
VRID: a design model and methodology for developing virtual reality interfaces
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Designing the User Interface: Strategies for Effective Human-Computer Interaction
International Journal of Human-Computer Studies
Avocado: A Distributed Virtual Reality Framework
VR '99 Proceedings of the IEEE Virtual Reality
A Wireless, Inexpensive Optical Tracker for the CAVE(tm)
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
VR Juggler: A Virtual Platform for Virtual Reality Application Development
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
ArtNova: Touch-Enabled 3D Model Design
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Using Presence Questionnaires in Reality
Presence: Teleoperators and Virtual Environments
From coarse-grained components to DVE applications: a service- and component-based framework
Proceedings of the twelfth international conference on 3D web technology
Intml: A dataflow oriented development system for virtual reality applications
Presence: Teleoperators and Virtual Environments
The Benefits of Co-located Collaboration and Immersion on Assembly Modeling in Virtual Environments
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
A Two-User Framework for Rapid Immersive Full Cycle Product Customization
VMR '09 Proceedings of the 3rd International Conference on Virtual and Mixed Reality: Held as Part of HCI International 2009
Human-centered visualization environments
Human-centered visualization environments
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Virtual reality applications consist of an integrated combination of elements, such as hardware devices, interaction techniques, and content, in different modalities and qualities. Designers of virtual reality applications select combinations of such elements that allow users to accomplish their tasks, and it is feasible that more than one combination of such values will satisfy the user's needs. Unfortunately, current development environments, methodologies, and techniques in the field of virtual reality often preclude the exploration of the design alternatives, due to coverage or cost limitations. A limited number of options are covered by any given software development environment, and the development cost of new prototypes in such development platforms is too high to be considered as an evaluation tool. In this paper, we present a methodology for partial (i.e. hardware and interaction techniques alternatives) exploration of the design space of a virtual reality application, based on the creation of reusable components and a standard evaluation of alternatives. Since the cost of developing several versions of an application can be reduced by reusing elements from others, this method allows designers to evaluate the performance and user preferences of several implementations. As a proof of concept, we developed four versions of a simple matching application in different virtual reality platforms. Results of this study show how users react to each prototype and how the different solutions can be compared, no matter how different in technology they are.