DOI | Resolve DOI: https://doi.org/10.1145/3313831.3376592 |
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Author | Search for: Chen, Yuan; Search for: Katsuragawa, Keiko1; Search for: Lank, Edward |
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Affiliation | - National Research Council of Canada. Digital Technologies
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Format | Text, Article |
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Conference | CHI '20: CHI Conference on Human Factors in Computing Systems, April 25-30, 2020, Honolulu, HI, USA |
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Subject | 3D pointing; augmented reality; virtual reality; mobile devices; input devices |
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Abstract | Personal smart devices have demonstrated a variety of efficient techniques for pointing and selecting on physical displays. However, when migrating these input techniques to augmented reality, it is both unclear what the relative performance of different techniques will be given the immersive nature of the environment, and it is unclear how viewport-based versus world-based pointing methods will impact performance. To better understand the impact of device and viewing perspectives on pointing in augmented reality, we present the results of two controlled experiments comparing pointing conditions that leverage various smartphone- and smartwatch-based external display pointing techniques and examine viewport-based versus world-based target acquisition paradigms. Our results demonstrate that viewport-based techniques offer faster selection and that both smartwatch- and smartphone-based pointing techniques represent high-performance options for performing distant target acquisition tasks in augmented reality. |
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Publication date | 2020-04-21 |
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Publisher | ACM |
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In | |
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Language | English |
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Peer reviewed | Yes |
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Identifier | Paper 465 |
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Export citation | Export as RIS |
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Report a correction | Report a correction (opens in a new tab) |
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Record identifier | b725f314-1bc6-4ae6-a408-924c2b83b486 |
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Record created | 2020-09-18 |
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Record modified | 2020-11-27 |
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