2000
DOI: 10.1109/38.851743
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Cubic-Mouse-based interaction in virtual environments

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Cited by 28 publications
(17 citation statements)
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“…Interactions that allow people to place and manipulate cutting planes have been employed for the exploration of scientific datasets for a long time (e. g., [8,17,36]). This interaction is also important to understand the extracted DTI fiber tracts in relation to the brain's structure in our examples.…”
Section: Manipulation Of Cutting Planesmentioning
confidence: 99%
“…Interactions that allow people to place and manipulate cutting planes have been employed for the exploration of scientific datasets for a long time (e. g., [8,17,36]). This interaction is also important to understand the extracted DTI fiber tracts in relation to the brain's structure in our examples.…”
Section: Manipulation Of Cutting Planesmentioning
confidence: 99%
“…Most game engines provide support for standard input devices such as, joysticks, gamepads, keyboard. Technological improvements and cost reduction in computing power, display and sensor technology have resulted in a widespread use of 3D Input Devices [24][25][26]. Such devices such as the Nintendo Wii and Playstation sixaxis controller provide 6 Degrees Of Freedom interaction that could enhance the user interaction with the environment and increase the immersion of the user.…”
Section: B Overview Of Modern Game Enginesmentioning
confidence: 99%
“…Unfortunately, 3D interaction often breaks all these rules-^the objects of interest may be xinknown and may reside far away in the 3D envirormient, and there may be far more possible actions that can be perJFormed than GUI fimction buttons or menu items can realistically provide. To cope with these problems, some researchers have taken the direct manipulation style of interaction to extremes, creating devices with many buttons and modes [Frohlich et al 2000], arbitrarily stretchable "arms" [Poupyrev et al 1996], and 3D menus [Liang and Green 1994]. We contend that sometimes too much fimctionality has been forced on too impoverished a communications channel (3D arm/hand motions), and that by incorporating muitimodal interaction, the burden of various interactive fimctions can be off-loaded to appropriate modalities, such as speech and gesture, in a synergistic fashion.…”
Section: Introductionmentioning
confidence: 99%