2016 20th International Conference Information Visualisation (IV) 2016
DOI: 10.1109/iv.2016.70
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Categorizing Issues in Mid-air InfoVis Interaction

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Cited by 7 publications
(5 citation statements)
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References 14 publications
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“…Laha and Bowman [21] proposed the volume cracker, a technique that uses a Leap Motion (a commercial visionbased hand-tracker) and allows-via mid-air interaction-the direct manipulation and separation of volumes in scientific visualisations. Miranda et al [27] studied the use of gestures to support 3D scatterplot InfoVis tasks. They found three main categories of issues using mid-air gestures: the size of the tracking volume; ambiguity of the gestures; and ambiguities in depth perception while using a 2D screen.…”
Section: Mid-air Interfacesmentioning
confidence: 99%
“…Laha and Bowman [21] proposed the volume cracker, a technique that uses a Leap Motion (a commercial visionbased hand-tracker) and allows-via mid-air interaction-the direct manipulation and separation of volumes in scientific visualisations. Miranda et al [27] studied the use of gestures to support 3D scatterplot InfoVis tasks. They found three main categories of issues using mid-air gestures: the size of the tracking volume; ambiguity of the gestures; and ambiguities in depth perception while using a 2D screen.…”
Section: Mid-air Interfacesmentioning
confidence: 99%
“…This issue was not visual occlusion in VR, but the finger's occlusion by the hand for the hand tracking sensor in real life. This issue was also not mentioned in categorizing the mid-air interaction issues [43]. They use the LMC on the desk rather than mounted on the VR Headset.…”
Section: B Questionnaire Resultsmentioning
confidence: 99%
“…Another difficulty, again also not mentioned in [25], [43] due to different viewing point of the sensor, which we mainly encountered in task three, creating the hashtag, was the following. This task requires to place some objects at a 90deg angle.…”
Section: B Questionnaire Resultsmentioning
confidence: 99%
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“…However, data exploration involves many tasks, such as filter, select, adjust or annotate the dataset, which are not entirely covered in existing solutions. Indeed, a large interaction vocabulary is required and approaches based on mouse, touch and mid-air interaction fail to offer enough degrees of freedom (DoF) [17,34,39]; other solutions are often ambiguous and tiring (especially mid-air gestures [7,34,35]); finally many restrict the user's interaction to a defined place, usually a desktop, to use the input device (3D mouse or other [30]). The challenge then is to provide an interactive solution for immersive environments that preserves the freedom of movement of mid-air interaction and the DoFs of tangible interaction.…”
Section: On-body Tangible Interaction: Using the Body To Support Tangmentioning
confidence: 99%