Augmented Reality Fitts' Law Input Comparison Between Touchpad, Pointing Gesture, and Raycast | 0 | 0.34 | 2022 |
Multi-Touch Smartphone-Based Progressive Refinement VR Selection | 0 | 0.34 | 2022 |
Virtual Reality And Augmented Reality In Social Learning Spaces: A Literature Review | 2 | 0.37 | 2021 |
Evaluation of 3D Pointing Accuracy in the Fovea and Periphery in Immersive Head-Mounted Display Environments | 0 | 0.34 | 2021 |
Selection Performance Using a Scaled Virtual Stylus Cursor in VR. | 1 | 0.34 | 2020 |
Evaluating discrete viewpoint control to reduce cybersickness in virtual reality | 4 | 0.41 | 2020 |
NIDIT: Workshop on Novel Input Devices and Interaction Techniques | 0 | 0.34 | 2020 |
A Fitts’ Law Evaluation of Visuo-haptic Fidelity and Sensory Mismatch on User Performance in a Near-field Disc Transfer Task in Virtual Reality | 2 | 0.35 | 2020 |
Camera-Based Selection With Cardboard Hmds | 0 | 0.34 | 2019 |
Circles: exploring multi-platform accessible, socially scalable VR in the classroom | 0 | 0.34 | 2019 |
Towards A Framework On Accessible And Social Vr In Education | 0 | 0.34 | 2019 |
Assessing the Value of 3D Software Experience with Camera Layout in Virtual Reality | 0 | 0.34 | 2019 |
Session details - Session H1 - Prediction, Adaptation, and Bias. | 0 | 0.34 | 2018 |
Viewpoint Snapping to Reduce Cybersickness in Virtual Reality | 0 | 0.34 | 2018 |
An empirical comparison of first-person shooter information displays: HUDs, diegetic displays, and spatial representations. | 0 | 0.34 | 2018 |
EZCursorVR: 2D Selection with Virtual Reality Head-Mounted Displays | 1 | 0.34 | 2018 |
Look to Go: An Empirical Evaluation of Eye-Based Travel in Virtual Reality. | 0 | 0.34 | 2018 |
VR Collide! Comparing Collision-Avoidance Methods Between Co-located Virtual Reality Users. | 7 | 0.51 | 2017 |
Head vs. eye-based selection in virtual reality. | 0 | 0.34 | 2017 |
Haptic feedback with HaptoBend: utilizing shape-change to enhance virtual reality. | 0 | 0.34 | 2017 |
Haptobend: shape-changing passive haptic feedback in virtual reality. | 5 | 0.49 | 2017 |
The eyes don't have it: an empirical comparison of head-based and eye-based selection in virtual reality. | 12 | 0.82 | 2017 |
A head coupled cursor for 2D selection in virtual reality. | 0 | 0.34 | 2017 |
Player performance with different input devices in virtual reality first-person shooter games. | 0 | 0.34 | 2017 |
A Fitts' Law Evaluation of Video Game Controllers: Thumbstick, Touchpad and Gyrosensor. | 3 | 0.41 | 2017 |
Tilt-Touch synergy: Input control for "dual-analog" style mobile games. | 2 | 0.40 | 2017 |
SIVARG: Spatial Interaction in Virtual/Augmented Reality and Games. | 0 | 0.34 | 2016 |
Workshop proposal: Game UI design, evaluation, and user research | 1 | 0.45 | 2015 |
Effects of Bezel Size in Large Tiled Display Gaming | 0 | 0.34 | 2015 |
Effects of interior bezel size and configuration on gaming performance with large tiled displays | 0 | 0.34 | 2015 |
Evaluating the effectiveness of HUDs and diegetic ammo displays in first-person shooter games | 4 | 0.59 | 2015 |
Serious mods: A case for modding in serious games pedagogy | 0 | 0.34 | 2015 |
Factors Affecting Mouse-Based 3D Selection in Desktop VR Systems | 2 | 0.36 | 2015 |
Differences in Perspective and Software Scaling | 0 | 0.34 | 2015 |
The Avatar Affordances Framework: Mapping Affordances and Design Trends in Character Creation Interfaces | 7 | 0.59 | 2015 |
INSPECT: Extending plane-casting for 6-DOF control | 5 | 0.49 | 2015 |
Uniform vs. non-uniform scaling of shooter games on large displays | 0 | 0.34 | 2015 |
Visual aids in 3D point selection experiments | 17 | 0.67 | 2014 |
Performance of modern gaming input devices in first-person shooter target acquisition | 6 | 0.71 | 2014 |
Fishtank fitts: a desktop VR testbed for evaluating 3D pointing techniques | 5 | 0.42 | 2014 |
Position vs. velocity control for tilt-based interaction | 13 | 0.67 | 2014 |
Screen scaling: effects of screen scale on moving target selection | 4 | 0.44 | 2014 |
HoloLeap: towards efficient 3D object manipulation on light field displays | 4 | 0.41 | 2014 |
Scale effects in "bullet hell" games | 1 | 0.36 | 2014 |
Is 60 FPS better than 30?: the impact of frame rate and latency on moving target selection | 5 | 0.46 | 2014 |
Diagetic vs. non-diagetic game displays | 0 | 0.34 | 2014 |
Comparing Order of Control for Tilt and Touch Games. | 5 | 0.70 | 2014 |
Depth cues and mouse-based 3D target selection | 1 | 0.36 | 2014 |
Pointing at 3d target projections with one-eyed and stereo cursors | 36 | 1.60 | 2013 |
Novel metrics for 3D remote pointing. | 2 | 0.46 | 2013 |