Grasping reality through illusion—interactive graphics serving science
CHI '88 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Interactive viewpoint control and three-dimensional operations
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Evaluating 3D task performance for fish tank virtual worlds
ACM Transactions on Information Systems (TOIS)
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
Cybersickness: perception of self-motion in virtual environments
Presence: Teleoperators and Virtual Environments
Evaluating stereo and motion cues for visualizing information nets in three dimensions
ACM Transactions on Graphics (TOG)
Interactive three-dimensional holographic displays: seeing the future in depth
ACM SIGGRAPH Computer Graphics
Realizing 3D visualization using crossed-beam volumetric displays
Communications of the ACM
ACM Transactions on Computer-Human Interaction (TOCHI)
Perceiving Spatial Relationships in Computer-Generated Images
IEEE Computer Graphics and Applications
Pointing at trivariate targets in 3D environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Multi-finger gestural interaction with 3d volumetric displays
Proceedings of the 17th annual ACM symposium on User interface software and technology
Exploring and reducing the effects of orientation on text readability in volumetric displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Collaborative interaction with volumetric displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
What Visual Cues Do We Use to Perceive Depth in Virtual Environments?
ICIRA '09 Proceedings of the 2nd International Conference on Intelligent Robotics and Applications
pCubee: a perspective-corrected handheld cubic display
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Touching the void: direct-touch interaction for intangible displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating the benefits of 3d stereo in modern video games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pop-up depth views for improving 3D target acquisition
Proceedings of Graphics Interface 2011
Chromatic shadows for improved perception
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Non-Photorealistic Animation and Rendering
Vermeer: direct interaction with a 360° viewable 3D display
Proceedings of the 24th annual ACM symposium on User interface software and technology
Depth perception within peripersonal space using head-mounted display
Presence: Teleoperators and Virtual Environments
MirageTable: freehand interaction on a projected augmented reality tabletop
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Many people, many eyes: aggregating influences of visual perception on user interface design
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Evaluating the efficiency of physical visualizations
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Determining the relative benefits of pairing virtual reality displays with applications
AUIC '13 Proceedings of the Fourteenth Australasian User Interface Conference - Volume 139
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We present an experiment that compares volumetric displays to existing 3D display techniques in three tasks that require users to perceive depth in 3D scenes. Because they generate imagery in true 3D space, volumetric displays allow viewers to use their natural physiological mechanisms for depth perception, without requiring special hardware such as head trackers or shutter glasses. However, it is unclear from the literature as to whether these displays are actually better than the status-quo for enabling the perception of 3D scenes, thus motivating the present study. Our results show that volumetric displays enable significantly better user performance in a simple depth judgment task, and better performance in a collision judgment task, but in its current form does not enhance user comprehension of more complex 3D scenes.