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Bricks: Laying the foundations for graspable user interfaces
, 1995
"... We introduce the concept of Graspable User Interfaces which allow direct control of electronic or virtual objects through physical handles for control. These physical artifacts are essentially new input devices which can be tightly coupled or “attached ” to virtual objects for manipulation or for ex ..."
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Cited by 316 (21 self)
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We introduce the concept of Graspable User Interfaces which allow direct control of electronic or virtual objects through physical handles for control. These physical artifacts are essentially new input devices which can be tightly coupled or “attached ” to virtual objects for manipulation or for expressing action (e.g., to set parameters or for initiating processes). We present three steps in the development of these ideas. First, as a note on research methodology, we outline a series of exploratory studies that were conducted. Secondly, we describe a prototype system called "Bricks " and a sample application, GraspDraw, which was developed to investigate the Graspable UI concepts and to design new one- and twohanded interaction techniques. The physical artifacts, or bricks, operate on top of a large horizontal display surface known as the ActiveDesk. Finally, we conclude by presenting a design space for Bricks which lay the foundation for further exploring and developing graspable user interfaces.
A Survey of Augmented Reality
, 1997
"... This paper surveys the field of Augmented Reality, in which 3-D virtual objects are integrated into a 3-D real environment in real time. It describes the medical, manufacturing, visualization, path planning, entertainment and military applications that have been explored. This paper describes the ch ..."
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Cited by 243 (0 self)
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This paper surveys the field of Augmented Reality, in which 3-D virtual objects are integrated into a 3-D real environment in real time. It describes the medical, manufacturing, visualization, path planning, entertainment and military applications that have been explored. This paper describes the characteristics of Augmented Reality systems, including a detailed discussion of the tradeoffs between optical and video blending approaches. Registration and sensing errors are two of the biggest problems in building effective Augmented Reality systems, so this paper summarizes current efforts to overcome these problems. Future directions and areas requiring further research are discussed. This survey provides a starting point for anyone interested in researching or using Augmented Reality. 1. Introduction 1.1 Goals This paper surveys the current state-of-the-art in Augmented Reality. It describes work performed at many different sites and explains the issues and problems encountered when ...
Graspable User Interfaces
, 1996
"... This dissertation defines and explores Graspable User Interfaces, an evolution of the input mechanisms used in graphical user interfaces (GUIs). A Graspable UI design provides users concurrent access to multiple, specialized input devices which can serve as dedicated physical interface widgets, affo ..."
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Cited by 58 (2 self)
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This dissertation defines and explores Graspable User Interfaces, an evolution of the input mechanisms used in graphical user interfaces (GUIs). A Graspable UI design provides users concurrent access to multiple, specialized input devices which can serve as dedicated physical interface widgets, affording physical manipulation and spatial arrangements. Like conventional GUIs, physical devices function as “handles” or manual controllers for logical functions on widgets in the interface. However, the notion of the Graspable UI builds on current practice in a number of ways. With conventional GUIs, there is typically only one graphical input device, such as a mouse. Hence, the physical handle is necessarily “time-multiplexed,” being repeatedly attached and unattached to the various logical functions of the GUI. A significant aspect of the Graspable UI is that there can be more than one input device. Hence input control can then be “space-multiplexed.” That is, different devices can be attached to different functions, each independently (but possibly simultaneously) accessible. This, then affords the capability to take advantage of the
Augmented Reality: A Class of Displays on the Reality-Virtuality Continuum
, 1994
"... In this paper we discuss Augmented Reality (AR) displays in a general sense, within the context of a Reality-Virtuality (RV) continuum, encompassing a large class of "Mixed Reality " (MR) displays, which also includes Augmented Virtuality (AV). MR displays are defined by means of seven exa ..."
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Cited by 53 (1 self)
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In this paper we discuss Augmented Reality (AR) displays in a general sense, within the context of a Reality-Virtuality (RV) continuum, encompassing a large class of "Mixed Reality " (MR) displays, which also includes Augmented Virtuality (AV). MR displays are defined by means of seven examples of existing display concepts in which real objects and virtual objects are juxtaposed. Essential factors which distinguish different Mixed Reality display systems from each other are presented, first by means of a table in which the nature of the underlying scene, how it is viewed, and the observer's reference to it are compared, and then by means of a three dimensional taxonomic framework, comprising: Extent of World Knowledge (EWK), Reproduction Fidelity (RF) and Extent of Presence Metaphor (EPM). A principal objective of the taxonomy is to clarify terminology issues and to provide a framework for classifying research across different disciplines.
Physical Interfaces in the Electronic Arts. Interaction Theory and Interfacing Techniques for Real-time Performance
- Trends in Gestural Control of
, 2000
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The VEOS Project
, 1993
"... Introduction Computer technology has only recently become advanced enough to solve the problems it creates with its own interface. One solution, virtual reality (VR), immediately raises fundamental issues in both semantics and epistemology. Broadly, virtual reality is that aspect of reality which pe ..."
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Cited by 18 (1 self)
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Introduction Computer technology has only recently become advanced enough to solve the problems it creates with its own interface. One solution, virtual reality (VR), immediately raises fundamental issues in both semantics and epistemology. Broadly, virtual reality is that aspect of reality which people construct from information, a reality which is potentially orthogonal to the reality of mass. Within computer science, VR refers to interaction with computer generated spatial environments, environments constructed to include and immerse those who enter them. VR affords non-symbolic experience within a symbolic environment. Since people evolve in a spatial environment, our knowledge skills are anchored to interactions within spatial environments. VR design techniques, such as scientific visualization, map digital information onto spatial concepts. When our senses are immersed in stimuli from the virtual world, our minds construct a closure to crea
An Operating Environment For Large Scale Virtual Reality
, 1999
"... Declaration 13 Copyright Notice 14 Acknowledgements 15 1 ..."
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Cited by 15 (5 self)
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Declaration 13 Copyright Notice 14 Acknowledgements 15 1
Virtual Olfactory Interfaces: Electronic Noses and Olfactory Displays
"... At present, in communications and virtual technologies, smell is either forgotten or improperly stimulated, because non controlled odorants present in the physical space surrounding the user. Nonetheless a controlled presentation of olfactory information can give advantages in various application ..."
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Cited by 7 (0 self)
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At present, in communications and virtual technologies, smell is either forgotten or improperly stimulated, because non controlled odorants present in the physical space surrounding the user. Nonetheless a controlled presentation of olfactory information can give advantages in various application fields.
Bimanual interaction, passive-haptic feedback, 3D widget representation, and simulated surface constraints for interaction in immersive virtual environments
- GEORGE WASHINGTON UNIVERSITY
, 1999
"... The study of human-computer interaction within immersive virtual environments requires us to balance what we have learned from the design and use of desktop interfaces with novel approaches that allow us to work effectively in three dimensions. This dissertation presents empirical results from four ..."
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Cited by 5 (1 self)
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The study of human-computer interaction within immersive virtual environments requires us to balance what we have learned from the design and use of desktop interfaces with novel approaches that allow us to work effectively in three dimensions. This dissertation presents empirical results from four studies into different techniques for indirect manipulation in immersive virtual environments. These studies use a testbed called the Haptic Augmented Reality Paddle (or HARP) system to compare different immersive interaction techniques. The results show that the use of hand-held windows as an interaction technique can improve performance and preference on tasks requiring head movement. Also, the use of a physical prop registered with the visual representation of an interaction surface can significantly improve user performance and preference compared to having no physical surface. Furthermore, even if a physical surface is not present, constraining user movement for manipulating interface widgets can also improve performance. Research into defining and classifying interaction techniques in the form of a taxonomy for interaction in immersive virtual environments is also presented. The taxonomy classifies
Designing Intuitive Interfaces for Virtual Environments
"... This work investigates the feasibility of alternative means of physical interaction in virtual environments and is aimed at analysing whether humans can re-map established body functions to learn and understand to interact with digital information in a cross-sensory (virtual) environment. A further ..."
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This work investigates the feasibility of alternative means of physical interaction in virtual environments and is aimed at analysing whether humans can re-map established body functions to learn and understand to interact with digital information in a cross-sensory (virtual) environment. A further point is to attempt and establish a connection between learning, control of the interface and the degree of presence in the environment. Although the interface may not be used in work-oriented shared environments, we also wish to examine how this cross-sensory environment is received by multiple users and whether it is a factor for establishing a sense of communication and co-awareness. The application enables cross-sensory interaction by visualising certain aspects of the user's voice and, more concretely, map actions (i.e. voice) to a certain response (i.e. visualisation). In particular, we are concerned with visualising prosodic aspects of the human voice. A series of single- and multi-user studies shows that users can gain control of the intuitive interface and learn to adapt to new and previously unseen tasks in virtual environments. Though an application such as this can not be used in computer-supported collaborative work (CSCW) environments it shows great potential for arts or entertainment.

