Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems 2019
DOI: 10.1145/3290605.3300243
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Cited by 92 publications
(17 citation statements)
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“…Existing taxonomies of AR/VR systems [40,59] mainly describe systems in terms of what capabilities the display hardware afords. Other analyses of immersive software are largely focused on specifc domain areas, such as industrial manufacturing [12], games [14], automotive applications [69], or medicine [20]; specifc functionality, such as visualizing relationships between physical and virtual information [43]; or specifc interactions, such as gestures, gaze [26], or using a tablet alongside a VR headset [17,61]. The results of an extensive AR gesture elicitation study demonstrate that the space for gestures in AR is quite large [52].…”
Section: The Space Of Mixed-reality Systemsmentioning
confidence: 99%
See 1 more Smart Citation
“…Existing taxonomies of AR/VR systems [40,59] mainly describe systems in terms of what capabilities the display hardware afords. Other analyses of immersive software are largely focused on specifc domain areas, such as industrial manufacturing [12], games [14], automotive applications [69], or medicine [20]; specifc functionality, such as visualizing relationships between physical and virtual information [43]; or specifc interactions, such as gestures, gaze [26], or using a tablet alongside a VR headset [17,61]. The results of an extensive AR gesture elicitation study demonstrate that the space for gestures in AR is quite large [52].…”
Section: The Space Of Mixed-reality Systemsmentioning
confidence: 99%
“…may also impact the usability of certain interactions. Prior work has shown the scale of virtual objects in AR can have an efect on expected gestural interaction [51], and diferent interaction techniques have been used to manipulate virtual objects at diferent distances from the user with success [61]. Similarly, diferent accessible interaction techniques are needed for these various situations.…”
Section: Additional Contextual Factorsmentioning
confidence: 99%
“…Waggle [82] Tilt me! [39] Tilt scrolling [4,42] Waggle [82] Tilt to share [62] Throw and Tilt [18] Tilting operations [73] TabletInVR [90] Foldable3D [8] Semi- [22] Contin.…”
Section: Design Space Of Digital Drawing Boardsmentioning
confidence: 99%
“…However, commercial devices, like HTC Vive [2] or Oculus [5] controllers, require onerous environment setup and provide limited interaction space contrary to the nature of nomadic VR [12]. Previous research also exploited different appliances such as smartphone [24], smartwatch [21], tablet [7,30], pen [6,7] as controller proxy, enabling different interaction space in virtual reality. Other hand tracking technologies, like Leap Motion [3] or Oculus Quest [4], can support free-hand interaction and no spatial constraint, however, demanding hands within the camera view which cause missing tracking often time.…”
Section: Input Techniques In Virtual Realitymentioning
confidence: 99%