2020
DOI: 10.1016/j.ijhcs.2020.102414
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Comparing selection mechanisms for gaze input techniques in head-mounted displays

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Cited by 35 publications
(19 citation statements)
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“…18 papers were considered only relevant to a specific implementation, whereas 12 explored fundamental findings and went on to apply them to a final application. Notable areas of contribution surround selection [12,26,30], object manipulation [20,63,90], text entry [48,95], game interaction [14,82], character control and animation [3,96], human-human [86] and human-robot collaboration [31,43], map exploration [76], UI (user interface) and menu-based interaction [8,67], Medical/Healthcare [68,74], interactive learning [9,57] and AR assistants [51,99]. Some studies could be classified into more than one of these categories, such as the work of Sadri et al [74], which focuses on anatomic model manipulation for medical applications.…”
Section: Type Of Studymentioning
confidence: 99%
“…18 papers were considered only relevant to a specific implementation, whereas 12 explored fundamental findings and went on to apply them to a final application. Notable areas of contribution surround selection [12,26,30], object manipulation [20,63,90], text entry [48,95], game interaction [14,82], character control and animation [3,96], human-human [86] and human-robot collaboration [31,43], map exploration [76], UI (user interface) and menu-based interaction [8,67], Medical/Healthcare [68,74], interactive learning [9,57] and AR assistants [51,99]. Some studies could be classified into more than one of these categories, such as the work of Sadri et al [74], which focuses on anatomic model manipulation for medical applications.…”
Section: Type Of Studymentioning
confidence: 99%
“…A study demonstrated that each technique has their strength and weaknesses. Esteves et al present a study comparing selection techniques for head based pointing [12], finding that handsfree (dwell time) and hands-on (using manual input) are most promising.…”
Section: Gaze Interaction In Vrmentioning
confidence: 99%
“…Desde então, talvez pela popularização da ISO 9241-9 como instrumento de avaliação de interfaces para 2D, alguns autores buscaram aplicar métodos de teste semelhantes para o caso tridimensional. É possível encontrar uma multitude de trabalhos que utilizam fundamentos da Lei de Fitts e a ISO 9241-411 para avaliar interação 3D tanto em telas bidimensionais quanto para ambientes virtuais tridimensionais como os da RV (WARE; LOWTHER, 1997;TEATHER et al, 2009;KOUROUPETROGLOU et al, 2012;PINO et al, 2013;BURNO et al, 2015;MACKENZIE, 2017;HANSEN et al, 2018;OAKLEY, 2020). Porém, a ausência de um método padronizado di culta a comparação entre resultados de diferentes estudos.…”
Section: Avaliação De Técnicas De Interação Com As Mãos Em 3dunclassified
“…Researchers have explored a range of input modalities for interacting with 3D environments, such as 3D controllers Kouroupetroglou et al, 2012), gaze and head movement (Esteves et al, 2020), and3D gestural interaction (LaViola, 2013). Each of them has its own benefits and drawbacks and combining them in a multimodal interface can result in a better solution (Van Krevelen and Poelman, 2010).…”
Section: Introductionmentioning
confidence: 99%
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