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61
Virtual Reality on a WIM: Interactive Worlds in Miniature
, 1995
"... This paper explores a user interface technique which augments an immersive head tracked display with a hand-held miniature copy of the virtual environment. We call this interface technique the Worlds in Miniature (WIM) metaphor. In addition to the first-person perspective offered by a virtual realit ..."
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Cited by 203 (1 self)
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This paper explores a user interface technique which augments an immersive head tracked display with a hand-held miniature copy of the virtual environment. We call this interface technique the Worlds in Miniature (WIM) metaphor. In addition to the first-person perspective offered by a virtual reality system, a World in Miniature offers a second dynamic viewport onto the virtual environment. Objects may be directly manipulated either through the immersive viewport or through the three-dimensional viewport offered by the WIM. In addition to describing object manipulation, this paper explores ways in which Worlds in Miniature can act as a single unifying metaphor for such application independent interaction techniques as object selection, navigation, path planning, and visualization. The WIM metaphor offers multiple points of view and multiple scales at which the user can operate, without requiring explicit modes or commands. Informal user observation indicates that users adapt to the ...
Moving Objects in Space: 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 their manipulanda. To compensate for this lack, we propose exploiting the one real object every user has in a ..."
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Cited by 120 (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 their manipulanda. To compensate for this lack, we propose exploiting the one real object every user has in a virtual environment, his body. We 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. We 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 fr...
Virtual Environment Interaction Techniques
- UNC Chapel Hill CS Dept
, 1995
"... this paper is to provide the reader with a good understanding of the types of interaction that are possible in a virtual environment. The main body of the paper consists of a discussion of the fundamental forms of interaction and includes numerous examples of interaction techniques that can be used ..."
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Cited by 96 (2 self)
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this paper is to provide the reader with a good understanding of the types of interaction that are possible in a virtual environment. The main body of the paper consists of a discussion of the fundamental forms of interaction and includes numerous examples of interaction techniques that can be used as building blocks in the development of virtual worlds applications. Included as an appendix to this paper is an overview of coordinate system transformations and examples of using coordinate system diagrams in the implementation of virtual worlds interaction techniques. Though every effort has been made to avoid a bias towards a particular type of virtual environments system, the paper does assume some form of display to present images to a user, a tracking system which can be used to measure the position and orientation of the user's head and hand, and some form of input device such as a hand-held button device or an instrumented glove which can be used to signal the user's intentions. 2 Mark R. Mine TR95-018 May 5, 1995
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 80 (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
A Software Model and Specification Language for Non-WIMP User Interfaces
- ACM Transactions on Computer-Human Interaction
, 1999
"... This article proposes and tests a two-component model for describing and programming the finegrained aspects of non-WIMP interaction. The model combines a data-flow or constraint-like component for the continuous relationships with an event-based component for discrete interactions, which can enable ..."
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Cited by 73 (17 self)
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This article proposes and tests a two-component model for describing and programming the finegrained aspects of non-WIMP interaction. The model combines a data-flow or constraint-like component for the continuous relationships with an event-based component for discrete interactions, which can enable or disable individual continuous relationships. Its key ingredients are the separation of non-WIMP interaction into two components and the framework it provides for communication between the two
Two-handed virtual manipulation
- ACM Transactions on Computer-Human Interaction
, 1998
"... We discuss a two-handed user interface designed to support three-dimensional neurosurgical visualization. By itself, this system is a “point design, ” an example of an advanced user interface technique. In this work, we argue that in order to understand why interaction techniques do or do not work, ..."
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Cited by 67 (4 self)
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We discuss a two-handed user interface designed to support three-dimensional neurosurgical visualization. By itself, this system is a “point design, ” an example of an advanced user interface technique. In this work, we argue that in order to understand why interaction techniques do or do not work, and to suggest possibilities for new techniques, it is important to move beyond point design and to introduce careful scientific measurement of human behavioral principles. In particular, we argue that the common-sense viewpoint that “two hands save time by working in parallel ” may not always be an effective way to think about two-handed interface design because the hands do not necessarily work in parallel (there is a structure to two-handed manipulation) and because two hands do more than just save time over one hand (two hands provide the user with more information and can structure how the user thinks about a task). To support these claims, we present an interface design developed in collaboration with neurosurgeons which has undergone extensive informal usability testing, as well as a pair of formal experimental studies which investigate behavioral aspects of two-handed virtual object manipulation. Our hope is that this discussion will help others to apply the lessons learned in our neurosurgery application to future two-handed user interface
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 58 (8 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
Egocentric Object Manipulation in Virtual Environments: Empirical Evaluation of Interaction Techniques
, 1998
"... The acceptance of virtual environment (VE) technology requires scrupulous optimization of the most basic interactions in order to maximize user performance and provide efficient and enjoyable virtual interfaces. Motivated by insufficient understanding of the human factors design implications of in ..."
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Cited by 58 (1 self)
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The acceptance of virtual environment (VE) technology requires scrupulous optimization of the most basic interactions in order to maximize user performance and provide efficient and enjoyable virtual interfaces. Motivated by insufficient understanding of the human factors design implications of interaction techniques and tools for virtual interfaces, this paper presents results of a formal study that compared two basic interaction metaphors for egocentric direct manipulation in VEs, virtual hand and virtual pointer, in object selection and positioning experiments. The goals of the study were to explore immersive direct manipulation interfaces, compare performance characteristics of interaction techniques based on the metaphors of interest, understand their relative strengths and weaknesses, and derive design guidelines for practical development of VE applications.
Aperture Based Selection for Immersive Virtual Environments
"... We present two novel techniques for effectively selecting objects in immersive virtual environments using a single 6 DOF magnetic tracker. These techniques advance the state of the art in that they exploit the participant's visual frame of reference and fully utilize the position and orientation dat ..."
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Cited by 54 (2 self)
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We present two novel techniques for effectively selecting objects in immersive virtual environments using a single 6 DOF magnetic tracker. These techniques advance the state of the art in that they exploit the participant's visual frame of reference and fully utilize the position and orientation data from the tracker to improve accuracy of the selection task. Preliminary results from pilot usability studies validate our designs. Finally, the two techniques combine to compensate for each other's weaknesses. KEYWORDS: interaction, selection, immersive virtual environments, direct-manipulation, 3D widgets. INTRODUCTION Selection techniques indicate to an application which object or objects a participant wishes to interact with in a virtual environment (VE). We present two novel techniques for selecting objects in a VE called aperture and orientation. The techniques apply to our test application, an immersive VE for visualizing a computational fluid-dynamics dataset in which users selec...

