Tivoli: an electronic whiteboard for informal workgroup meetings
INTERCHI '93 Proceedings of the INTERCHI '93 conference on Human factors in computing systems
Local tools: an alternative to tool palettes
Proceedings of the 9th annual ACM symposium on User interface software and technology
Shared spaces: transportation, artificiality, and spatiality
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
A multiple device approach for supporting whiteboard-based interactions
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Single display groupware: a model for co-present collaboration
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Charting past, present, and future research in ubiquitous computing
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 1
The augurscope: a mixed reality interface for outdoors
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interactive content for presentations in virtual reality
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Collaborative Virtual Environments: Digital Places and Spaces for Interaction
Collaborative Virtual Environments: Digital Places and Spaces for Interaction
Group dynamics and ubiquitous computing
Communications of the ACM
The Interactive Workspaces Project: Experiences with Ubiquitous Computing Rooms
IEEE Pervasive Computing
A survey of usability evaluation in virtual environments: classification and comparison of methods
Presence: Teleoperators and Virtual Environments - Virtual environments: Virtual environments and mobile robots: Control, simulation, and robot pilot training
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Personal universal controllers: controlling complex appliances with GUIs and speech
CHI '03 Extended Abstracts on Human Factors in Computing Systems
3D scene manipulation with 2D devices and constraints
GRIN'01 No description on Graphics interface 2001
Hand-Held Windows: Towards Effective 2D Interaction in Immersive Virtual Environments
VR '99 Proceedings of the IEEE Virtual Reality
Applications of Temporal Links: Recording and Replaying Virtual Environments
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
Designing for presence and performance: the case of the virtual fish tank
Presence: Teleoperators and Virtual Environments - Fourth international workshop on presence
Constructing a Gazebo: supporting teamwork in a tightly coupled, distributed task in virtual reality
Presence: Teleoperators and Virtual Environments
Virtual reality interfaces using Tweek
ACM SIGGRAPH 2002 conference abstracts and applications
An Introduction to 3-D User Interface Design
Presence: Teleoperators and Virtual Environments
The relationship between three-dimensional imaging and group decision making: an exploratory study
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Advances in Human-Computer Interaction
Hi-index | 0.00 |
Interactive visualizations such as virtual environments and their associated input and interface techniques have traditionally focused on localized single-user interactions and have lacked co-present active collaboration mechanisms where two or more co-located users can share and actively cooperate and interact with the visual simulation. VR facilities such as CAVEs or PowerWalls, among many others, seem to promise such collaboration but due to the special requirements in terms of 3D input and output devices and the physical configuration and layout, they are generally designed to support an active controlling participant-the immersed user-and a passive viewing only audience. In this paper we explore the integration of different technologies, such as small handheld devices and wireless networks with VR/VEs in order to develop a technical and conceptual interaction approach that allows creation of a more ad hoc, interaction rich, multimodal and multi-device environment, where multiple users can access certain interactive capabilities of VE and support co-located collaboration.