The Community for Technology Leaders
RSS Icon
Subscribe
Issue No.06 - November/December (2009 vol.29)
pp: 44-53
Lei Liu , Centrum Wiskunde & Informatica
Robert van Liere , Centrum Wiskunde & Informatica
Jean-Bernard Martens , Eindhoven University of Technology
ABSTRACT
Existing measures for evaluating user performance on interaction tasks in virtual environments don't often provide sufficient information for improving these interactions. A new method for analyzing 3D goal-directed movements divides them into meaningful phases. The authors applied this method to experimental data collected for a 3D task resembling a standardized 2D multidirectional pointing task (ISO 9241-9). The results and analysis demonstrate that the method provides a more detailed insight into 3D goal-directed movements. This analysis can help researchers better identify input devices' and interaction techniques' strengths and weaknesses. This article is part of a special issue on 3D user interfaces.
INDEX TERMS
user interfaces, input devices, human-computer interaction, computer graphics
CITATION
Lei Liu, Robert van Liere, Jean-Bernard Martens, "Insights from Dividing 3D Goal-Directed Movements into Meaningful Phases", IEEE Computer Graphics and Applications, vol.29, no. 6, pp. 44-53, November/December 2009, doi:10.1109/MCG.2009.121
REFERENCES
1. R.J.K. Jacob et al., "Reality-Based Interaction: A Framework for Post-WIMP Interfaces," Proc. 26th Ann. SIGCHI Conf. Human Factors in Computing Systems (CHI 08), ACM Press, 2008, pp. 201–210.
2. D.A. Bowman et al., 3D User Interfaces: Theory and Practice, Pearson Education, 2005.
3. S. Zhai, "Human Performance in Six Degree of Freedom Input Control," doctoral dissertation, Dept. Industrial Eng., Univ. of Toronto, 1995.
4. A. Huckauf et al., "Evaluation of 12-DOF Input Devices for Navigation and Manipulation in Virtual Environments," Proc. IFIP TC13 Int'l Conf. (Interact 05), LNCS 3585, Springer, 2005, pp. 601–614.
5. R. Teather and W. Stuerzlinger, "Assessing the Effects of Orientation and Device on (Constrained) 3D Movement Techniques," Proc. IEEE Symp. 3D User Interfaces, IEEE CS Press, 2008, pp. 43–50.
6. L. Liu et al., "Comparing Aimed Movements in the Real World and in Virtual Reality," Proc. IEEE Virtual Reality Conf. (VR 09), IEEE Press, 2009, pp. 219–222.
7. R.J. Teather et al., "Effects of Tracking Technology, Latency, and Spatial Jitter on Object Movement," Proc. 2009 IEEE Symp. 3D User Interfaces, IEEE CS Press, 2009, pp. 43–50.
8. R.S. Woodworth, "The Accuracy of Voluntary Movement," Psychological Rev., 1899, monograph supplement 3, pp. 1–114.
9. N. Walker, D.E. Meyer, and J.B. Smelcer, "Spatial and Temporal Characteristics of Rapid Cursor-Positioning Movements with Electromechanical Mice in Human-Computer Interaction," Human Factors, vol. 35, no. 3, 1993, pp. 431–458.
10. K. Nieuwenhuizen, D. Aliakseyeu, and J.B. Martens, "Insight into Goal-Directed Movements: Beyond Fitts' Law," Proc. IFIP TC13 Int'l Conf. (Interact 09), Springer, 2009, pp. 274–287.
11. D.E. Meyer et al., "Optimality in Human Motor Performance: Ideal Control of Rapid Aimed Movements," Psychological Rev., vol. 95, no. 3, 1988, pp. 340–370.
12. S. Frees and G.D. Kessler, "Precise and Rapid Interaction through Scaled Manipulation in Immersive Virtual Environments," Proc. 2005 IEEE Conf. Virtual Reality (VR 05), IEEE CS Press, 2005, pp. 99–106.
18 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool