Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems 2018
DOI: 10.1145/3173574.3174227
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The Effect of Offset Correction and Cursor on Mid-Air Pointing in Real and Virtual Environments

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Cited by 60 publications
(21 citation statements)
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“…DT is less accurate than the others. Interacting in mid-air is not free from difficulties [8] due to hand tremor, fatigue [1,16] and perception issues such as the distance estimation [6,14,17]. Design and Participants.…”
Section: Experiments 1: Visible Objectsmentioning
confidence: 99%
“…DT is less accurate than the others. Interacting in mid-air is not free from difficulties [8] due to hand tremor, fatigue [1,16] and perception issues such as the distance estimation [6,14,17]. Design and Participants.…”
Section: Experiments 1: Visible Objectsmentioning
confidence: 99%
“…For VR, spatial pointing techniques are of special interest, often relying on virtual hand or raycasting techniques. In the context of raycasting, Mayer et al [66] investigated the effects of offset correction and cursor on mid-air pointing and Schwind et al [94] showed that avatar representations can have an effect on ray-castingbased pointing accuracy. For virtual hand-based pointing, Barrera et al [9] indicated effects of stereo display deficiencies.…”
Section: Spatial Interactionmentioning
confidence: 99%
“…In human-computer interaction (HCI) and HRI research we can identify two classes of methods for estimating pointing rays: head-rooted and arm-rooted. The head-rooted techniques consider a pointing ray that originates somewhere within the head: from a dominant eye ( [23]), cyclops eye ( [24]), or head centroid ( [25,26]). Arm-rooted methods assume the ray originates from a point laying on the pointing arm: at shoulder, elbow ( [25,7,27,28]), wrist ( [8]) or index-finger ( [27]).…”
Section: Related Workmentioning
confidence: 99%
“…We define a pointing ray r as a 3D half-line on which the point that the human intends to indicate lies; we adopt a simplified version of the head-finger model (eye-finger ray cast (EFRC) method in [24]): we define r as the halfline originating at the operator's dominant eye and passing through the tip of the pointing finger; we further assume that both the eye and the shoulder lie on the z-axis of {H}. Under these assumptions, r can be reconstructed in frame of reference {H} using the data sensed by the wrist-mounted IMU, and some operator body measurements, namely: shoulder height, shoulder-finger length, shoulder-eye distance.…”
Section: A Definitionsmentioning
confidence: 99%