2021
DOI: 10.1109/tvcg.2021.3106493
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HPUI: Hand Proximate User Interfaces for One-Handed Interactions on Head Mounted Displays

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Cited by 6 publications
(4 citation statements)
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“…This later example is an alternative to hand holding virtual tools in VR, which, while being more realistic, may not provide the real-world fine controls due to the absence of haptic feedback [88]. Another option for increasing interaction means is to directly augment the avatar with graphical user interface elements, such as buttons [26], or color palette and canvas [128]. Furthermore, the mental models one owns of animal capabilities offers a set of intuitive controls that can be provided to the users [55], for example flying by flapping incorporated wings [123] or cutting objects with claws [55].…”
Section: Dissimilarities Providing Novel Interaction Meansmentioning
confidence: 99%
“…This later example is an alternative to hand holding virtual tools in VR, which, while being more realistic, may not provide the real-world fine controls due to the absence of haptic feedback [88]. Another option for increasing interaction means is to directly augment the avatar with graphical user interface elements, such as buttons [26], or color palette and canvas [128]. Furthermore, the mental models one owns of animal capabilities offers a set of intuitive controls that can be provided to the users [55], for example flying by flapping incorporated wings [123] or cutting objects with claws [55].…”
Section: Dissimilarities Providing Novel Interaction Meansmentioning
confidence: 99%
“…We did not include Hand+Click and Controller+Pinch because the existing literature suggests that onehanded interaction is often preferred by VR users over using two hands for interacting with objects in VR [31]. This is especially the case for tasks that can be done with one hand, as one-handed interaction is less physically and mentally demanding [42] and it offers numerous benefits (e.g., allowing the other hand to hold other items or performing other tasks [9,20]). As such, this research has focused primarily on using one-hand.…”
Section: Other Possible Combinations That Are Not Usedmentioning
confidence: 99%
“…However, in the case of dysmorphic body parts, the morphological difference between the real and the visual hand might provoke mismatches of contact position or contact timing, and consequently reduce the SoBO [9]. In addition, this mismatch might hinder the design of ST interactions based on augmented bodies [15,16,38], and limit the capacity to handle natural ST interactions, forcing the VR applications' designers to prevent intentional or accidental selftouch contacts in order to preserve immersion. Haptic retargeting is a technique designed in order to overcome visual and tactile contact position discrepancies [5,6,11,25,32,64], essentially consisting in introducing an offset between the real control and its virtual display, in order to match visual and tactile contact positions.…”
Section: The Sense Of Body Ownership Towards Dysmorphic Bodiesmentioning
confidence: 99%
“…Indeed, the difference of body structure between the real and the virtual bodies or body parts might introduce mismatches between the real and the virtual contact position or duration. These discrepancies might prevent (i) the elicitation of the SoBO [9], (ii) the capacity to offer realistic ST interactions, or (iii) the design of body-based interactions through body augmentations [15,16,38]. To tackle the limitation of mismatching body contact, some studies [34,44] introduced the potential use of haptic retargeting techniques [5,11,32,64], consisting in applying an offset between the tracked body-part and its virtual counterpart.…”
Section: Introductionmentioning
confidence: 99%