The structure of command languages: an experiment on task-action grammar
International Journal of Man-Machine Studies
The CAVE: audio visual experience automatic virtual environment
Communications of the ACM
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Presence and performance within virtual environments
Virtual environments and advanced interface design
User embodiment in collaborative virtual environments
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual reality on a WIM: interactive worlds in miniature
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Wayfinding strategies and behaviors in large virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 1997 symposium on Interactive 3D graphics
Two-handed virtual manipulation
ACM Transactions on Computer-Human Interaction (TOCHI)
Manual and cognitive benefits of two-handed input: an experimental study
ACM Transactions on Computer-Human Interaction (TOCHI)
Towards usable VR: an empirical study of user interfaces for immersive virtual environments
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Design guidelines for landmarks to support navigation in virtual environments
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
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
Testbed evaluation of virtual environment interaction techniques
Proceedings of the ACM symposium on Virtual reality software and technology
Software architecture for a constraint-based virtual environment
Proceedings of the ACM symposium on Virtual reality software and technology
Symmetric bimanual interaction
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
Measurement of presence and its consequences in virtual environments
International Journal of Human-Computer Studies
The collaborative cube puzzle: a comparison of virtual and real environments
Proceedings of the third international conference on Collaborative virtual environments
Augmented reality: dangerous liaisons or the best of both worlds?
DARE '00 Proceedings of DARE 2000 on Designing augmented reality environments
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
Orchestrating a mixed reality performance
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An experimental study on the role of touch in shared virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
Supporting presence in collaborative environments by haptic force feedback
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
Inhabited television: broadcasting interaction from within collaborative virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
VR user interface: closed world interaction
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Comparing voodoo dolls and HOMER: exploring the importance of feedback in virtual environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual reality for interactive training: an industrial practitioner's viewpoint
International Journal of Human-Computer Studies
ACM Transactions on Computer-Human Interaction (TOCHI)
On the Problems of Validating DesktopVR
HCI '98 Proceedings of HCI on People and Computers XIII
The human-computer interaction handbook
User-Centered Design and Evaluation of a Real-Time Battlefield Visualization Virtual Environment
VR '99 Proceedings of the IEEE Virtual Reality
Multimedia and Virtual Reality: Designing Usable Multisensory User Interfaces
Multimedia and Virtual Reality: Designing Usable Multisensory User Interfaces
Systematic usability evaluation and design issues for collaborative virtual environments
Presence: Teleoperators and Virtual Environments
Visual cues can be sufficient for triggering automatic, reflexlike spatial updating
ACM Transactions on Applied Perception (TAP)
Distance Perception and the Visual Horizon in Head-Mounted Displays
ACM Transactions on Applied Perception (TAP)
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire
Presence: Teleoperators and Virtual Environments
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
CaveUDK: a VR game engine middleware
Proceedings of the 18th ACM symposium on Virtual reality software and technology
Hi-index | 0.00 |
An experimental comparison of interaction in the real world and a CAVE virtual environment was carried out, varying interaction with and without virtual hands and comparing two manipulation tasks. The double-handed task was possible in the real world but nearly impossible in the VE, leading to changed behavior. The single-handed task showed more errors in the VE but few behavioral differences. Users encountered more errors in the CAVE condition without the virtual hand than with it, and few errors in the real world. Visual feedback caused many usability problems in both tasks. The implications for VE usability and virtual prototyping are discussed.