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Welcome to the IEEE Symposium on 3D User Interfaces 2013 (3DUI 2013), taking place in Orlando, Florida, on March 16th–17th, 2013. The symposium is co-located with IEEE Virtual Reality 2013 and the ACM Symposium on Interactive 3D Graphics and Games 2013 (i3D 2013). 3DUI 2013 is the eighth international symposium focused on the topic of three-dimensional user interfaces. Although a recent area of research,...
One-year olds can use touch screens—youtube has proof of that. But why—what makes certain interactive devices so “natural” that any child can just pick them up and use them? The key seems to be user interface hardware that only allows for the one thing even 1-year olds can do—point. No windows, no mice, no touch pads, and certainly no distortion. Just space. The resulting systems tend to be wonderful...
Recent advances in multi-touch technology have enabled pressure sensing of each touch point on a multi-touch touchpad in addition to position tracking. In this paper we propose two novel approaches for utilizing this extra dimension of input to extend the effect range of position controlled multi-touch gestures. Both ForceExtension approaches are only activated when the averaged force of all active...
In this paper we study the memorization of user created gestures for 3DUI. Wide public applications mostly use standardized gestures for interactions with simple contents. This work is motivated by two application cases for which a standardized approach is not possible and thus user specific or dedicated interfaces are needed. The first one is applications for people with limited sensory-motor abilities...
A virtual hand can intentionally deviate from the real hand configuration to improve interaction and experience. Subsequent discrepancy reduction (convergence) is important to avoid undesirable side effects such as grasping difficulty. Prior work did not study convergence motion effects adequately to understand finger motions and speed effects. We present the first grasping-focused studies on convergence...
Virtual reality systems provide a convenient means of studying human cognition and performance on a wide range of tasks for which real-world testing is cost prohibitive or difficult to control. For the results of such studies to be valid, it is important to ensure that aspects of the virtual experience do not alter a participant's behavior or performance on the experimental tasks. This can be particularly...
Latency and avatars in Virtual Environments have been extensively studied over the years. However, there has been minimal research conducted on the effects of latency and avatars for mobility impaired users. To address this, we have conducted a study involving both healthy and mobility impaired participants with the simple task of walking across a simulated room under various latency and avatar conditions...
Walking-In-Place (WIP) techniques provide one possible solution to the problem emerging when an immersive virtual environment (IVE) offers a larger freedom of movement than the physical environment where the interaction is taking place. Such techniques are particularly useful when the spatial constraints are very prominent. However, many previous WIP techniques rely on the same gesture for input -...
Redirected walking techniques enable natural locomotion through immersive virtual environments (VEs) that are larger than the real world workspace. Most existing techniques rely upon manipulating the mapping between physical and virtual motions while the layout of the environment remains constant. However, if the primary focus of the experience is on the virtual world's content, rather than on its...
With the increasing power of mobile CPUs and GPUs, it is becoming tractable to integrate all the components of an interactive, immersive virtual reality system onto a small mobile device. We present a demonstration of a head-mounted display system integrated onto an iPhone-based platform. In building this demonstration we tackled two main problems. First, how to integrate the user-interface, utilizing...
Each year 795,000 people in the U.S. have a stroke and the majority cannot resume daily activity because of persistent upper extremity (UE) motor impairment. Research in rehabilitation science has demonstrated that movement recovery is facilitated by extended task practice. However, 75% of stroke survivors are unable to successfully practice reaching tasks, due to the severity of the impairment of...
This paper describes a novel 3D carousel intended for virtual showcasing. The carousel is based on a 3D ring menu which is rendered on a 3D display. The user interaction with the carousel is achieved by tracking the user's gestures while the behavior of the carousel is modified through physically-based pseudo-haptic effects. The pseudo-haptic effect is based on modifying the friction coefficient taking...
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