High resolution virtual reality
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Improving static and dynamic registration in an optical see-through HMD
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Reaching for objects in VR displays: lag and frame rate
ACM Transactions on Computer-Human Interaction (TOCHI)
Virtual environments and advanced interface design
Virtual environments and advanced interface design
Calibration for augmented reality experimental testbeds
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Object manipulation in virtual environments: relative size matters
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Rotating virtual objects with real handles
ACM Transactions on Computer-Human Interaction (TOCHI)
Eye-hand co-ordination with force feedback
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
The role of contextual haptic and visual constraints on object manipulation in virtual environments
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Visual cues for perceiving distances from objects to surfaces
Presence: Teleoperators and Virtual Environments
Quantification of adaptation to virtual-eye location in see-thru head-mounted displays
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
The effects of head-mounted display mechanics on distance judgments in virtual environments
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Frames of reference in virtual object rotation
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
International Journal of Human-Computer Studies - Special issue: Fitts law 50 years later: Applications and contributions from human-computer interaction
Visuomotor Adaptation to Virtual Hand Position in Interactive Virtual Environments
Presence: Teleoperators and Virtual Environments
WYSIWYF Display: A Visual/Haptic Interface to Virtual Environment
Presence: Teleoperators and Virtual Environments
The effect of registration error on tracking distant augmented objects
ISMAR '08 Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
Individual realities: customizing aesthetics in shared immersive virtual environments
Computational Aesthetics'07 Proceedings of the Third Eurographics conference on Computational Aesthetics in Graphics, Visualization and Imaging
Usability benchmarks for motion tracking systems
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
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Many virtual reality (VR) researchers consider exact head registration (HR) and an exact multi-sensory alignment between real world and virtual objects to be a critical factor for effective motor performance in VR. Calibration procedures, however, can be error prone, time consuming and sometimes impractical to perform. To better understand the relationship between head registration and fine motor performance, we conducted a series of reciprocal tapping tasks under four conditions: real world tapping, VR with correct HR, VR with mildly perturbed HR, and VR with highly perturbed HR. As might be expected, VR performance was worse than real world performance. There was no effect of HR perturbation on motor performance in the tapping tasks. We believe that sensorimotor adaptation enabled subjects to perform equally well in the three VR conditions despite the incorrect head registration in two of the conditions. This suggests that exact head registration may not be as critically important as previously thought, and that extensive per-user calibration procedures may not be necessary for some VR tasks.