ACM Home Page
Please provide us with feedback. Feedback
Comparing voodoo dolls and HOMER: exploring the importance of feedback in virtual environments
Full text PdfPdf (386 KB)
Source Conference on Human Factors in Computing Systems archive
Proceedings of the SIGCHI conference on Human factors in computing systems: Changing our world, changing ourselves table of contents
Minneapolis, Minnesota, USA
SESSION: Two-Handed Interaction table of contents
Pages: 105 - 112  
Year of Publication: 2002
ISBN:1-58113-453-3
Authors
Jeffrey S. Pierce  Carnegie Mellon University, Pittsburgh, PA
Randy Pausch  Carnegie Mellon University, Pittsburgh, PA
Sponsor
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 4,   Downloads (12 Months): 79,   Citation Count: 5
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/503376.503396
What is a DOI?

ABSTRACT

When creating techniques for manipulating objects at a distance in immersive virtual environments, researchers have primarily focused on increasing selection range, placement range, and placement accuracy. This focus has led researchers to create and formally study a series of "arm-extension" techniques, which dynamically scale the user's arm to allow him to manipulate distant objects. Researchers have also developed representation-based techniques, which allow users to manipulate a distant object by manipulating a copy of it in a handheld representation. However, researchers have not yet formally established the relative value of these techniques. In this paper we present a formal study comparing Voodoo Dolls, a best-practice representation-based technique, with HOMER, a best-practice arm-extension technique. We found that the Voodoo Dolls technique, which provides better feedback by allowing users to view a manipulated object both up close and at a distance, allowed users to both position and orient objects more accurately. Our results suggest that researchers should focus on improving feedback for 3D manipulation techniques


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

1
 
2
Bowman, D., and Hodges, L. Formalizing the Design, Evaluation, and Application of Interaction Techniques for Immersive Virtual Environments. Journal of Visual Languages and Computing, vol. 10 no. 1, February 1999, pages 37--53.
3
4
5
 
6
 
7
Lampton, D., Knerr, B., Goldberg, S., Bliss, J., Moshell, M., and Blau, B. The Virtual Environment Performance Assessment Battery (VEPAB): Development and Evaluation. Presence, vol. 3 no. 2, Spring 1994, pages 145--157.
 
8
9
10
11
12
 
13
Poupyrev, I., Weghorst, S., Billinghurst, M., and Ichikawa, T. Egocentric Object Manipulation in Virtual Environments: Empirical Evaluation of Interaction Techniques. Computer Graphics Forum, vol. 17 no. 3, 1998, pages 41--52.
 
14
15


Collaborative Colleagues:
Jeffrey S. Pierce: colleagues
Randy Pausch: colleagues