High resolution virtual reality
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Telerobotics, automation, and human supervisory control
Telerobotics, automation, and human supervisory control
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
Pictorial communication in virtual and real environments (2nd ed.)
Reaching for objects in VR displays: lag and frame rate
ACM Transactions on Computer-Human Interaction (TOCHI)
Evaluating stereo and motion cues for visualizing information nets in three dimensions
ACM Transactions on Graphics (TOG)
A study of interactive 3D point location in a computer simulated virtual environment
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
The structure of object transportation and orientation in human-computer interaction
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
Spatial input/display correspondence in a stereoscopic computer graphic work station
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
The benefits of third-person perspective in virtual and augmented reality?
Proceedings of the ACM symposium on Virtual reality software and technology
A VR simulator for training and prototyping of telemanipulation of nanotubes
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Improved third-person perspective: a solution reducing occlusion of the 3PP?
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Path-planning and manipulation of nanotubes using visual and haptic guidance
VECIMS'09 Proceedings of the 2009 IEEE international conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems
EuroHaptics'10 Proceedings of the 2010 international conference on Haptics - generating and perceiving tangible sensations: Part II
A realtime and direct-touch interaction system for the 3D cultural artifact exhibition
Proceedings of the 2011 international conference on Virtual and mixed reality: systems and applications - Volume Part II
Toucheo: multitouch and stereo combined in a seamless workspace
Proceedings of the 24th annual ACM symposium on User interface software and technology
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
Interacting with molecular structures: user performance versus system complexity
EGVE'05 Proceedings of the 11th Eurographics conference on Virtual Environments
Widget manipulation revisited: a case study in modeling interactions between experimental conditions
EGVE'07 Proceedings of the 13th Eurographics conference on Virtual Environments
Is learning in low immersive environments carried over to high immersive environments?
Advances in Human-Computer Interaction
Usability benchmarks for motion tracking systems
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Usability of concrete and virtual models in chemistry instruction
Computers in Human Behavior
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It is possible to simulate a high-quality virtual environment with viewpoint-controlled perspective, high-quality stereo, and a sense of touch obtained with the PHANToM force feedback device using existing "fish tank VR" technologies. This enables us to investigate the importance of different depth cues and touch using higher quality visual display than is possible with more immersive technologies. Prior work on depth perception suggests that different depth cues are important depending on the task performed. A number of studies have shown that motion parallax is more important than stereopsis in perceiving 3D patterns, but other studies suggest that stereopsis should be critically important for visually guided reaching. A Fitts' Law tapping task was used to investigate the relative importance of stereo and head tracking in visually guided hand movements. It allowed us to examine the intertap intervals following a head movement in order to look for evidence of rapid adapta tion to a misplaced head position. The results show that stereo is considerably more important than eye-coupled perspective for this task, and that the benefits increase as task difficulty increases. Disabling stereo increased mean intertap intervals by 33%, while disabling head tracking produced only an 11% time increase. However, we failed to find the expected evidence for adaptation during the series of taps. We conclude, by discussing the theoretical and practical implications of the results.