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Proceedings ArticleDOI

VRMController: an input device for navigation activities in virtual reality environments

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TLDR
An input controller that is aimed at supporting users' navigation activities in virtual reality environments and an input device based on a mobile phone designed specifically to support single-hand interaction within VR environments are described.
Abstract
Despite the rapid advancement of display capabilities of VR, in the form of wearable goggles like the Oculus for example, there has been relatively limited progress in the development of input devices for this technology. In this paper, we describe an input controller that is aimed at supporting users' navigation activities in virtual reality environments. Navigation is common in VR environments. The traditional game controller for consoles is still a common choice but only now companies are just beginning to introduce new concepts (for example the HTC Vive Controller). In this research we explore the development of an alternative input controller to support users' navigation activities. This process has led to the design and creation of VRMController, an input device based on a mobile phone designed specifically to support single-hand interaction within VR environments. The design VRMController is based on the results of an initial study comparing three input devices: an Xbox game controller, the HTC Vive controller, and a tablet device. Based on feedback from participants about the useful features of the three types of devices, we have distilled five design guidelines and used them to inform the development of VRMController. The results of a second study comparing our controller with an Xbox controller shows that with our controller participants are able to achieve better performance and find that it is easier to use and more usable.

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Citations
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Journal ArticleDOI

Evaluating the effects of collaboration and competition in navigation tasks and spatial knowledge acquisition within virtual reality environments

TL;DR: The results help to understand the effects of competition and cooperation in navigation behavior and spatial memory recall using commercial HMD VR systems and indicate gender differences in behavior and performance.
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User-elicited dual-hand interactions for manipulating 3D objects in virtual reality environments

TL;DR: A user-elicitation study to identify natural interactions for 3D manipulation using dual-hand controllers, which have become the standard input devices for VR HMDs, suggests that users prefer interactions that are based on shoulder motions and elbow flexion movements.
Proceedings ArticleDOI

Pocket6: A 6DoF Controller Based On A Simple Smartphone Application

TL;DR: This work proposes, implements and evaluates the use of a smartphone application for real-time six-degrees-of-freedom user input, and shows that its app-based approach achieves high accuracy and goes head-to-head with expensive externally tracked controllers.
Journal ArticleDOI

Target Selection in Head-Mounted Display Virtual Reality Environments

TL;DR: This paper compares the performances of three main techniques or metaphors using recently marketed VR headsets and input devices under different density conditions and selection areas and selects the best two techniques (RayCasting and Virtual Hand) for the second experiment.
Journal ArticleDOI

Bringing full-featured mobile phone interaction into virtual reality

TL;DR: A novel Augmented Virtuality (AV) interface that enables people to naturally interact with a mobile phone in real time in a virtual environment and enables the user to operate a virtual mobile phone aligned with their real phone.
References
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Journal ArticleDOI

The smart phone: a ubiquitous input device

TL;DR: It is shown how modern mobile phones can interact with their environment, especially large situated displays (Weiser's boards), and smart phone is used to describe an enhanced mobile phone.
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Information Visualization: Beyond the Horizon

Chaomei Chen
TL;DR: This paper presents a meta-modelling framework that automates the very labor-intensive and therefore time-heavy and therefore expensive and expensive process of graph drawing for knowledge domain visualization.
Journal ArticleDOI

Physically large displays improve performance on spatial tasks

TL;DR: Results suggest that physically large displays, even when viewed at identical visual angles as smaller ones, help users perform better on mental rotation tasks and show that the effects of physical display size are independent of other factors that may induce immersion, such as interactivity and mental aids within the virtual environments.
Proceedings ArticleDOI

Tilt techniques: investigating the dexterity of wrist-based input

TL;DR: Results show that users can control comfortably at least 16 levels on the pronation/supination axis and that using a quadratic mapping function for discretization of tilt space significantly improves user performance across all tilt axes.
Proceedings ArticleDOI

ARC-Pad: absolute+relative cursor positioning for large displays with a mobile touchscreen

TL;DR: ARC-Pad (Absolute+Relative Cursor pad), a novel technique for interacting with large displays using a mobile phone's touchscreen that combines ab-solute and relative cursor positioning, is introduced.
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The results of a second study comparing our controller with an Xbox controller shows that with our controller participants are able to achieve better performance and find that it is easier to use and more usable.