Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems 2020
DOI: 10.1145/3313831.3376604
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Who Put That There? Temporal Navigation of Spatial Recordings by Direct Manipulation

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Cited by 27 publications
(9 citation statements)
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“…One limitation is our choice of query; a broader query may be needed for an exhaustive categorization. For example, some VR interaction papers, such as [90], did not appear in our search because neither "VR" nor "virtual" was mentioned in the title or the abstract of the paper. Future work may also consider analyzing other venues, such as the journal of Virtual Reality, and including VR interactions that were not in the scope of our work, such as system control and symbolic input [22].…”
Section: Completenessmentioning
confidence: 99%
“…One limitation is our choice of query; a broader query may be needed for an exhaustive categorization. For example, some VR interaction papers, such as [90], did not appear in our search because neither "VR" nor "virtual" was mentioned in the title or the abstract of the paper. Future work may also consider analyzing other venues, such as the journal of Virtual Reality, and including VR interactions that were not in the scope of our work, such as system control and symbolic input [22].…”
Section: Completenessmentioning
confidence: 99%
“…The affordances of embodied interaction in SUI offer possibilities to transform how joint action on complex digital objects can occur [1,2,8,21,55]. Awareness Support Embodied control and spatial representation in VR can ameliorate mutual understanding issues in shared workspaces compared to other media [79]; support informal awareness to co-ordinate actions given shared visual information [30]; provide pointer mechanisms that support referencing of content and environmental objects [23,94,95]; allow for the recording of embodied motion, as a form of embodied memory within an environment [58,63]; provide novel mechanisms for the division of labour and workspace organisation [64]. Spatial Problems Space is a powerful organiser of human memory and can change how we solve problems [18,50], and VR, compared to WIMP systems, is suggested to alter problem-solving strategy in spatial tasks [50].…”
Section: Augmented Object Interactionmentioning
confidence: 99%
“…CyberCoaster frst introduced the concept of DMVN [40], which later gained traction with automated techniques for motion extraction using object recognition and tracking, and optical fow-based methods [26,13,23,16]. DMVN has also been adapted for touch-based mobile interaction [24,35], navigation in 3D [34], manipulation of data visualisations [28], and most recently for navigation in spatial recordings [31]. In Empatheater, users must interact with the system at pre-defned events to continue playing the video [30].…”
Section: Video Navigationmentioning
confidence: 99%