3D User Interfaces: Theory and Practice
By Doug A. Bowman, E. Kruijff, J. Laviola, Ivan Poupyrev. 2004
2,462 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/d0575574bee9b543a901874dfb0a19bdc725c1d3
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Citations in the corpus
- Industry use of virtual reality in product design and manufacturing: a survey (2017, background): “Full textbooks encompassing a variety of VR topics are also available (Sherman and Craig 2002; Bowman et al. 2004) Making model worlds efficiently Companies like Fuel3D, Matterport, Capture3D, and Faro offer products and services to create 3D models from physical objects or environments.”
- Advanced Medical Displays: A Literature Review of Augmented Reality (2008, background): “Bowman [87] gives a comprehensive introduction into 3D user interfaces and detailed information why 3D interaction is difficult.”
- The New Era of Virtual Reality Locomotion: A Systematic Literature Review of Techniques and a Proposed Typology (2017, background): “Since the early days of VR, various locomotion techniques have been developed and studied, targeting seamless and user-friendly navigation in virtual environments [12,14], while key theoretical models and classifications were developed to ground the constructive contributions of VR locomotion techni”
- Revisiting Trends in Augmented Reality Research: A Review of the 2nd Decade of ISMAR (2008–2017) (2018, background): “While traditional considerations of AR user interfaces mainly focused on basic forms of interactions with virtual content, namely selection and manipulation [19, 97], where the benefits of multimodal interaction are questionable, we now see AR user interfaces becoming popular in more diverse fields.”
- All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda (2021, background): “seamless and lightweight user interaction with such digital entities in AR is one of the key challenges, bridging human users in the world physical with the metaverse [65].”
- The benefits of using a walking interface to navigate virtual environments (2009, background): “2005], but these are not yet suitable for real applications [Bowman et al. 2004].”
- Virtual reality and augmented reality in social learning spaces: a literature review (2020, background): “…surface), indirect (e.g. ray-cast select then perform additional multi-touch gestures to modify without directly selecting the object of interest), bimanual (using two hands to interact), and hybrid (interaction technique changes depending on context of selection) (LaViola Jr. et al. 2017).”
- A meta-analysis and systematic literature review of virtual reality rehabilitation programs (2017, background): “Likewise, studies have shown that the novelty of immersive displays, such as head-mounted and surround screen displays, causes users to have more positive reactions to their experiences (Bowman et al., 2004; Hinckley & Wigdor, 2002).”
- Point & Teleport Locomotion Technique for Virtual Reality (2016, background): “Locomotion is considered as one of the most important interaction components of virtual reality (VR) experiences, since it is a very common and crucial task for moving in 3D virtual environments [2].”
- Brain-Computer Interfaces, Virtual Reality, and Videogames (2008, background): “Brain-computer interaction with virtual worlds Interactions with VE can be decomposed into elementary tasks [1] such as navigating to change the viewpoint or selection and manipulation of virtual objects.”
- Pinpointing: Precise Head- and Eye-Based Target Selection for Augmented Reality (2018, methodology): “Together with hand-based interaction techniques, head-based interaction has been actively investigated in the field of 3D user interface, virtual reality (VR) [6,11], desktop GUIs [5,29], assistive interfaces [37], and wearable computing [7].”
- Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls (2018, background): “Gathering and analyzing gestures in 3D is an area in need of more research and evidence-based design guidelines (Laviola et al., 2017).”
- A survey of 3D object selection techniques for virtual environments (2013, background): “In Bowman et al. [18] classification, interaction techniques are decomposed into subtasks and classified according to them (see Figure 3).”
- Full-body motion-based game interaction for older adults (2012, background): “Gesture-based Interaction in Games Natural and gesture-based interaction has a history in 3D user interface design, and virtual environments [5, 14].”