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Touching the Sphere: Leveraging Joint-Centered Kinespheres for Spatial User Interaction

Published:15 October 2016Publication History

ABSTRACT

Designing spatial user interfaces for virtual reality (VR) applications that are intuitive, comfortable and easy to use while at the same time providing high task performance is a challenging task. This challenge is even harder to solve since perception and action in immersive virtual environments differ significantly from the real world, causing natural user interfaces to elicit a dissociation of perceptual and motor space as well as levels of discomfort and fatigue unknown in the real world. In this paper, we present and evaluate the novel method to leverage joint-centered kinespheres for interactive spatial applications. We introduce kinespheres within arm's reach that envelope the reachable space for each joint such as shoulder, elbow or wrist, thus defining 3D interactive volumes with the boundaries given by 2D manifolds. We present a Fitts' Law experiment in which we evaluated the spatial touch performance on the inside and on the boundary of the main joint-centered kinespheres. Moreover, we present a confirmatory experiment in which we compared joint-centered interaction with traditional spatial head-centered menus. Finally, we discuss the advantages and limitations of placing interactive graphical elements relative to joint positions and, in particular, on the boundaries of kinespheres.

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          • Published in

            cover image ACM Conferences
            SUI '16: Proceedings of the 2016 Symposium on Spatial User Interaction
            October 2016
            236 pages
            ISBN:9781450340687
            DOI:10.1145/2983310

            Copyright © 2016 ACM

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            • Published: 15 October 2016

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