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Chirocentric 3D user interfaces are sometimes hailed as the “holy grail” of human-computer interaction. However, implementations of these UIs can require cumbersome devices (such as tethered wearable datagloves), be limited in terms of functionality or obscure the algorithms used for hand pose and gesture recognition. These limitations inhibit designing, deploying and formally evaluating such interfaces...
In general, the use of VE (Virtual Environment) systems has required users to travel to specialized facilities in which an expensive infrastructure has been pre-installed. Often these facilities allow only one user at a time, and users usually move through virtual worlds by means of an artificial interface device or a movement metaphor. In short, most VR facilities are centralized, specialized, and...
The growing number of three-dimensional (3D) objects stored in digital libraries brought forth the challenge of search in 3D model collections. To address it, several approaches have been developed for 3D object retrieval. However, these approaches traditionally present query results as a list of thumbnails, and fail to take advantage of recent visualization and interaction technologies. In this paper,...
We report a user study that investigated the effect of redirection in an immersive virtual environment on spatial orientation relative to both real world and virtual stimuli. Participants performed a series of spatial pointing tasks with real and virtual targets, during which they experienced three within-subjects conditions: rotation-based redirection, change blindness redirection, and no redirection...
We present a technique for exploiting change blindness to allow the user to walk through an immersive virtual environment that is much larger than the available physical workspace. This approach relies on subtle manipulations to the geometry of a dynamic environment model to redirect the user's walking path without becoming noticeable. We describe a virtual environment which was implemented both as...
One of the main focuses in immersive virtual environment research is traveling techniques. A traveling technique depends primarily on the tasks needed to be performed as well as the device(s) used to accomplish a given task. In this paper we examine the potential of a relatively new and inexpensive device introduced in the gaming industry that revolutionized the way 3D games are played. We developed...
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