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31
Rapid controlled movement through a virtual 3d workspace
, 1990
"... Computer graphics hardware supporting real-time interac-tive 3D animation has the potential to support effective user interfaces by enabling virtual 3D workspaces. However, this potential requires development of viewpoint movement tech-niques that support rapid and controlled movement through worksp ..."
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Cited by 193 (7 self)
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Computer graphics hardware supporting real-time interac-tive 3D animation has the potential to support effective user interfaces by enabling virtual 3D workspaces. However, this potential requires development of viewpoint movement tech-niques that support rapid and controlled movement through workspaces. Rapid movement through large distances avoids wasted work time; controlled movement near target objects allows the user to examine and interact with objects in the workspace. Current techniques for viewpoint movement typ-icaUy use high velocities to cover distances rapidly, but high velocities are hard to control near objects. This paper de-scribes a new technique for targeted viewpoint movement that solves this problem. The key idea is to have the user indicate a point of interest (target) on a 3D object and use the distance to this target to move the viewpoint logarithlni-cally, by moving the same relative percentage of distance to the target on every animation cycle. The result is rapid mo-tion over distances that slows as the viewpoint approaches the target object. The technique can be used with 2D and multidimensional input devices. We also extend the tech-nique to move objects in the workspace.
A survey of design issues in spatial input
, 1994
"... We present a survey of design issues for developing effective free-space three-dimensional (3D) user interfaces. Our survey is based upon previous work in 3D interaction, our experience in developing free-space interfaces, and our informal observations of test users. We illustrate our design issues ..."
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Cited by 115 (3 self)
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We present a survey of design issues for developing effective free-space three-dimensional (3D) user interfaces. Our survey is based upon previous work in 3D interaction, our experience in developing free-space interfaces, and our informal observations of test users. We illustrate our design issues using examples drawn from instances of 3D interfaces. For example, our first issue suggests that users have difficulty understanding three-dimensional space. We offer a set of strategies which may help users to better perceive a 3D virtual environment, including the use of spatial references, relative gesture, two-handed interaction, multisensory feedback, physical constraints, and head tracking. We describe interfaces which employ these strategies. Our major contribution is the synthesis of many scattered results, observations, and examples into a common framework. This framework should serve as a guide to researchers or systems builders who may not be familiar with design issues in spatial input. Where appropriate, we also try to identify areas in free-space 3D interaction which we see as likely candidates for additional research. An extended and annotated version of the references list for this paper is available on-line through mosaic at address
Arcball: A User Interface for Specifying Three-Dimensional Orientation Using a Mouse
- Proc. Graphics Interface ’92
, 1992
"... Arcball is an input technique for 3-D computer graphics, using a mouse to adjust the spatial orientation of an object. In Arcball, human factors and mathematical fundamentals come together exceptionally well. Arcball provides con-sistency between free and constrained rotations using any direction as ..."
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Cited by 99 (1 self)
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Arcball is an input technique for 3-D computer graphics, using a mouse to adjust the spatial orientation of an object. In Arcball, human factors and mathematical fundamentals come together exceptionally well. Arcball provides con-sistency between free and constrained rotations using any direction as an axis; consistent visual input and feedback; kinesthetic agreement between mouse motion and object rotation; and consistent interpretation of mouse position. Attention to mathematical detail facilitates the tasks of users and implementors. Users say that as a general-purpose rotation controller Arcball is easier to use than its nearest rival, the Virtual Sphere. It is also more powerful, and simpler to implement. Résumé Arcball est une interface utilisateur pour un système de visualisation 3D utilisant la souris pour orienter les objets dans l’espace. Dans Arcball, facteurs humains et concepts mathématiques se marient exceptionnellement bien. Arcball assure la consistence entre rotations libres et contraintes quelle que soit la direction de leur axe. Consistence entre l'entrée et la réponse; accord kinésique entre mouvements de la souris et rotations de l’objet; interprétation consistente des positions de la souris. Les utilisateurs affirment que le contrôleur universel de rotation Arcball est plus simple à utiliser que son concurent direct: «the Virtual Sphere». Il est aussi plus puissant et plus simple à implémenter. Key Words: object movement, view movement, mouse, user interface, interactive graphics, 3D graphics, rotation,
A Taxonomy of Usability Characteristics in Virtual Environments
, 1997
"... Despite intense and wide-spread research in both virtual environments (VEs) and usability, the exciting new technology of VEs has not yet been closely coupled with the important characteristic of usability -- a necessary coupling if VEs are to reach their full potential. Although numerous methods ex ..."
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Cited by 88 (10 self)
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Despite intense and wide-spread research in both virtual environments (VEs) and usability, the exciting new technology of VEs has not yet been closely coupled with the important characteristic of usability -- a necessary coupling if VEs are to reach their full potential. Although numerous methods exist for usability evaluation of interactive computer applications, these methods have well-known limitations, especially for evaluating VEs. Thus, there is a great need to develop usability evaluation methods and criteria specifically for VEs. Our goal is to increase awareness of the need for usability engineering of VEs and to lay a scientific foundation for developing high-impact methods for usability engineering of VEs. The first step in our multi-year research plan has been accomplished, yielding a comprehensive multi-dimensional taxonomy of usability characteristics specifically for VEs. This taxonomy was developed by collecting and synthesizing information from literature, conferences, World Wide Web (WWW) searches, investigative research visits to top VE facilities, and interviews of VE researchers and developers. The taxonomy consists of four main areas of usability issues: Users and User Tasks in VEs, general user and task characteristics and types of tasks in VEs
Natural motion animation through constraining and de-constraining at will. In:
- Journal IEEE Transactions on Visualization and Computer Graphics
, 2003
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Morphology-independent representation of motions for interactive human-like animation
- Computer Graphics Forum, Eurographics 2005 special issue
, 2005
"... interactive human-like animation ..."
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Balloon Selection: A Multi-Finger Technique for Accurate Low-Fatigue 3D Selection
"... Balloon Selection is a 3D interaction technique that is modeled after the real world metaphor of manipulating a helium balloon attached to a string. Balloon Selection allows for precise 3D selection in the volume above a tabletop surface by using multiple fingers on a multi-touch–sensitive surface. ..."
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Cited by 17 (0 self)
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Balloon Selection is a 3D interaction technique that is modeled after the real world metaphor of manipulating a helium balloon attached to a string. Balloon Selection allows for precise 3D selection in the volume above a tabletop surface by using multiple fingers on a multi-touch–sensitive surface. The 3DOF selection tasks is decomposed in part into a 2DOF positioning task performed by one finger on the tabletop in an absolute 2D Cartesian coordinate system and a 1DOF positioning task performed by another finger on the tabletop in a relative 2D polar coordinate system. We have evaluated Balloon Selection in a formal user study that compared it to two well-known interaction techniques for selecting a static 3D target: a 3DOF tracked wand and keyboard cursor keys. We found that Balloon Selection was significantly faster than using cursor keys and had a significantly lower error rate than the wand. The lower error rate appeared to result from the user’s hands being supported by the tabletop surface, resulting in significantly reduced hand tremor and arm fatigue.
Exploiting Proprioception in Virtual-Environment Interaction
, 1997
"... Manipulation in immersive virtual environments is difficult partly because users must do without the haptic contact with real objects they rely on in the real world to orient themselves and the objects they are manipulating. To compensate for this lack, I propose exploiting the one real object ev ..."
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Cited by 12 (0 self)
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Manipulation in immersive virtual environments is difficult partly because users must do without the haptic contact with real objects they rely on in the real world to orient themselves and the objects they are manipulating. To compensate for this lack, I propose exploiting the one real object every user has in a virtual environment, his body. I present a unified framework for virtual-environment interaction based on proprioception, a person's sense of the position and orientation of his body and limbs. I describe three forms of body-relative interaction: . Direct manipulation---ways to use body sense to help control manipulation . Physical mnemonics---ways to store/recall information relative to the body . Gestural actions---ways to use body-relative actions to issue commands Automatic scaling is a way to bring objects instantly within reach so that users can manipulate them using proprioceptive cues. Several novel virtual interaction techniques based upon automatic scaling and our proposed framework of proprioception allow a user to interact with a virtual world intuitively, efficiently, precisely, and lazily. Two formal user studies evaluate key aspects of body-relative interaction. The virtual docking study compares the manipulation of objects co-located with one's hand and the manipulation of objects at a distance. The widget interaction experiment explores the differences between interacting with a widget held in one's hand and interacting with a widget floating in space. Lessons learned from the integration of body-relative techniques into a real-world system, the Chapel Hill Immersive Modeling Program (CHIMP), are presented and discus...
Interfaces for cloning in immersive virtual environments
- Eurographics Symposium on Virtual Environments
, 2004
"... Three-dimensional objects in many applications domains, such as architecture and construction, can be extremely complex and can consist of a large number of components. However, many of these complex objects also contain a great deal of repetition. Therefore, cloning techniques, which generate multi ..."
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Cited by 10 (7 self)
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Three-dimensional objects in many applications domains, such as architecture and construction, can be extremely complex and can consist of a large number of components. However, many of these complex objects also contain a great deal of repetition. Therefore, cloning techniques, which generate multiple spatially distributed copies of an object to form a repeated pattern, can be used to model these objects more efficiently. Such techniques are important and useful in desktop three-dimensional modeling systems, but we are not aware of any cloning techniques designed for immersive virtual environments (VEs). In this paper, we present an initial effort toward the design and development of such interfaces. We define the design space of the cloning task, and present five novel VE interfaces for cloning, then articulate the design rationale. We have also performed a usability study intended to elicit subjective responses with regard to affordances, feedback, attention, perceived usefulness, ease of use, and ease of learning in these interfaces. The study resulted in four major conclusions. First, slider widgets are better suited for discrete than for continuous numeric input. Second, the attentional requirements of the interface increase with increased degrees-of-freedom associated with widgets. Third, users prefer constrained widget movement, although more degrees-of-freedom allow more efficient parameter setting. Finally, appropriate feedback can reduce the cognitive load. The lessons we learned will influence our continuing design of cloning techniques, and these techniques will ultimately be applied to VE applications for design, construction, and prototyping.