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3d

3d

In Proceedings of UIST 1996
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The Lego interface toolkit (p. 97-98)

3d drawing

In Proceedings of UIST 2001
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A suggestive interface for 3D drawing (p. 173-181)

Abstract plus

This paper introduces a new type of interface for 3D drawings that improves the usability of gestural interfaces and augments typical command-based modeling systems. In our suggestive interface, the user gives hints about a desired operation to the system by highlighting related geometric components in the scene. The system then infers possible operations based on the hints and presents the results of these operations as small thumbnails. The user completes the editing operation simply by clicking on the desired thumbnail. The hinting mechanism lets the user specify geometric relations among graphical components in the scene, and the multiple thumbnail suggestions make it possible to define many operations with relatively few distinct hint patterns. The suggestive interface system is implemented as a set of suggestion engines working in parallel, and is easily extended by adding customized engines. Our prototype 3D drawing system, Chateau, shows that a suggestive interface can effectively support construction of various 3D drawings.

3d graphics

In Proceedings of UIST 1993
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Algorithm animation using 3D interactive graphics (p. 93-100)

In Proceedings of UIST 1994
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Developing calendar visualizers for the information visualizer (p. 109-118)

Abstract plus

The increasing mass of information confronting a business or an individual have created a demand for information management applications. Time-based information, in particular, is an important part of many information access tasks. This paper explores how to use 3D graphics and interactive animation to design and implement visualizers that improve access to large masses of time-based information. Two new visualizers have been developed for the Information Visualizer: 1) the Spiral Calendar was designed for rapid access to an individual's daily schedule, and 2) the Time Lattice was designed for analyzing the time relationships among the schedules of groups of people. The Spiral Calendar embodies a new 3D graphics technique for integrating detail and context by placing objects in a 3D spiral. It demonstrates that advanced graphics techniques can enhance routine office information tasks. The Time Lattice is formed by aligning a collection of 2D calendars. 2D translucent shadows provide views and interactive access to the resulting complex 3D object. The paper focuses on how these visualizations were developed. The Spiral Calendar, in particular, has gone through an entire cycle of development, including design, implementation, evaluation, revision and reuse. Our experience should prove useful to others developing user interfaces based on advanced graphics.

3d input device

3d interaction

In Proceedings of UIST 1994
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A survey of design issues in spatial input (p. 213-222)

Abstract plus

We present a survey of design issues for developing effective free-space three-dimensional (3D) user interfaces. Our survey is based upon previous work in 3D interaction, our experience in developing free-space interfaces, and our informal observations of test users. We illustrate our design issues using examples drawn from instances of 3D interfaces.

For example, our first issue suggests that users have difficulty understanding three-dimensional space. We offer a set of strategies which may help users to better perceive a 3D virtual environment, including the use of spatial references, relative gesture, two-handed interaction, multisensory feedback, physical constraints, and head tracking. We describe interfaces which employ these strategies.

Our major contribution is the synthesis of many scattered results, observations, and examples into a common framework. This framework should serve as a guide to researchers or systems builders who may not be familiar with design issues in spatial input. Where appropriate, we also try to identify areas in free-space 3D interaction which we see as likely candidates for additional research.

An extended and annotated version of the references list for this paper is available on-line through mosaic at address http://uvacs.cs.virginia.edu/~kph2q/.

In Proceedings of UIST 1995
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3-dimensional pliable surfaces: for the effective presentation of visual information (p. 217-226)

In Proceedings of UIST 2001
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A framework for unifying presentation space (p. 61-70)

Abstract plus

Making effective use of the available display space has long been a fundamental issue in user interface design. We live in a time of rapid advances in available CPU power and memory. However, the common sizes of our computational display spaces have only minimally increased or in some cases, such as hand held devices, actually decreased. In addition, the size and scope of the information spaces we wish to explore are also expanding. Representing vast amounts of information on our relatively small screens has become increasingly problematic and has been associated with problems in navigation, interpretation and recognition. User interface research has proposed several differing presentation approaches to address these problems. These methods create displays that vary considerably, visually and algorithmically. We present a unified framework that provides a way of relating seemingly distinct methods, facilitating the inclusion of more than one presentation method in a single interface. Furthermore, it supports extrapolation between the presentation methods it describes. Of particular interest are the presentation possibilities that exist in the ranges between various distortion presentations, magnified insets and detail-in-context presentations, and between detail-in-context presentations and a full-zooming environment. This unified framework offers a geometric presentation library in which presentation variations are available independently of the mode of graphic representation. The intention is to promote the ease of exploration and experimentation into the use of varied presentation combinations.

In Proceedings of UIST 2004
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Multi-finger gestural interaction with 3d volumetric displays (p. 61-70)

Abstract plus

Volumetric displays provide interesting opportunities and challenges for 3D interaction and visualization, particularly when used in a highly interactive manner. We explore this area through the design and implementation of techniques for interactive direct manipulation of objects with a 3D volumetric display. Motion tracking of the user's fingers provides for direct gestural interaction with the virtual objects, through manipulations on and around the display's hemispheric enclosure. Our techniques leverage the unique features of volumetric displays, including a 360° viewing volume that enables manipulation from any viewpoint around the display, as well as natural and accurate perception of true depth information in the displayed 3D scene. We demonstrate our techniques within a prototype 3D geometric model building application.

In Proceedings of UIST 2006
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The design and evaluation of selection techniques for 3D volumetric displays (p. 3-12)

Abstract plus

Volumetric displays, which display imagery in true 3D space, are a promising platform for the display and manipulation of 3D data. To fully leverage their capabilities, appropriate user interfaces and interaction techniques must be designed. In this paper, we explore 3D selection techniques for volumetric displays. In a first experiment, we find a ray cursor to be superior to a 3D point cursor in a single target environment. To address the difficulties associated with dense target environments we design four new ray cursor techniques which provide disambiguation mechanisms for multiple intersected targets. Our techniques showed varied success in a second, dense target experiment. One of the new techniques, the depth ray, performed particularly well, significantly reducing movement time, error rate, and input device footprint in comparison to the 3D point cursor.

3d interaction feedback

In Proceedings of UIST 1996
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Penumbrae for 3D interactions (p. 165-166)

3d interaction technique

3d interactive graphics

In Proceedings of UIST 1994
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Galaxy of news: an approach to visualizing and understanding expansive news landscapes (p. 3-12)

Abstract plus

The Galaxy of News system embodies an approach to visualizing large quantities of independently authored pieces of information, in this case news stories. At the heart of this system is a powerful relationship construction engine that constructs an associative relation network to automatically build implicit links between related articles. To visualize these relationships, and hence the news information space, the Galaxy of News uses pyramidal structuring and visual presentation, semantic zooming and panning, animated visual cues that are dynamically constructed to illustrate relationships between articles, and fluid interaction in a three dimensional information space to browse and search through large databases of news articles. The result is a tool that allows people to quickly gain a broad understanding of a news base by providing an abstracted presentation that covers the entire information base, and through interaction, progressively refines the details of the information space. This research has been generalized into a model for news access and visualization to provide automatic construction of news information spaces and derivation of an interactive news experience.

3d modeling

In Proceedings of UIST 1996
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The Cage: efficient construction in 3D using a cubic adaptive grid (p. 171-172)

3d navigation

In Proceedings of UIST 2002
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StyleCam: interactive stylized 3D navigation using integrated spatial & temporal controls (p. 101-110)

Abstract plus

This paper describes StyleCam, an approach for authoring 3D viewing experiences that incorporate stylistic elements that are not available in typical 3D viewers. A key aspect of StyleCam is that it allows the author to significantly tailor what the user sees and when they see it. The resulting viewing experience can approach the visual richness and pacing of highly authored visual content such as television commercials or feature films. At the same time, StyleCam allows for a satisfying level of interactivity while avoiding the problems inherent in using unconstrained camera models. The main components of StyleCam are camera surfaces which spatially constrain the viewing camera; animation clips that allow for visually appealing transitions between different camera surfaces; and a simple, unified, interaction technique that permits the user to seamlessly and continuously move between spatial-control of the camera and temporal-control of the animated transitions. Further, the user's focus of attention is always kept on the content, and not on extraneous interface widgets. In addition to describing the conceptual model of StyleCam, its current implementation, and an example authored experience, we also present the results of an evaluation involving real users.

In Proceedings of UIST 2002
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Boom chameleon: simultaneous capture of 3D viewpoint, voice and gesture annotations on a spatially-aware display (p. 111-120)

Abstract plus

We introduce the Boom Chameleon, a novel input/output device consisting of a flat-panel display mounted on a tracked mechanical boom. The display acts as a physical window into 3D virtual environments, through which a one-to-one mapping between real and virtual space is preserved. The Boom Chameleon is further augmented with a touch-screen and a microphone/speaker combination. We present a 3D annotation application that exploits this unique configuration in order to simultaneously capture viewpoint, voice and gesture information. Design issues are discussed and results of an informal user study on the device and annotation software are presented. The results show that the Boom Chameleon annotation facilities have the potential to be an effective, easy to learn and operate 3D design review system.

3d selection

In Proceedings of UIST 2006
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CINCH: a cooperatively designed marking interface for 3D pathway selection (p. 33-42)

Abstract plus

To disentangle and analyze neural pathways estimated from magnetic resonance imaging data, scientists need an interface to select 3D pathways. Broad adoption of such an interface requires the use of commodity input devices such as mice and pens, but these devices offer only two degrees of freedom. CINCH solves this problem by providing a marking interface for 3D pathway selection. CINCH interprets pen strokes as pathway selections in 3D using a marking language designed together with scientists. Its bimanual interface employs a pen and a trackball (see Figure 1), allowing alternating selections and scene rotations without changes of mode. CINCH was evaluated by observing four scientists using the tool over a period of three weeks as part of their normal work activity. Event logs and interviews revealed dramatic improvements in both the speed and quality of scientists' everyday work, and a set of principles that should inform the design of future 3D marking interfaces. More broadly, CINCH demonstrates the value of the iterative, participatory design process that catalyzed its evolution.

3d thumbnail

In Proceedings of UIST 1997
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Worldlets---3D thumbnails for wayfinding in virtual environments (p. 21-30)

3d user interaction

In Proceedings of UIST 2005
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Supporting interaction in augmented reality in the presence of uncertain spatial knowledge (p. 111-114)

Abstract plus

A significant problem encountered when building Augmented Reality (AR) systems is that all spatial knowledge about the world has uncertainty associated with it. This uncertainty manifests itself as registration errors between the graphics and the physical world, and ambiguity in user interaction. In this paper, we show how estimates of the registration error can be leveraged to support predictable selection in the presence of uncertain 3D knowledge. These ideas are demonstrated in osgAR, an extension to OpenSceneGraph with explicit support for uncertainty in the 3D transformations. The osgAR runtime propagates this uncertainty throughout the scene graph to compute robust estimates of the probable location of all entities in the system from the user's viewpoint, in real-time. We discuss the implementation of selection in osgAR, and the issues that must be addressed when creating interaction techniques in such a system.

3d user interface

In Proceedings of UIST 1994
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3D widgets for exploratory scientific visualization (p. 69-70)

Abstract plus

Scientists use a variety of visualization techniques to help understand computational fluid dynamics (CFD) datasets, but the interfaces to these techniques are generally two-dimensional and therefore are separated from the 3D view. Both rapid interactive exploration of datasets and precise control over the parameters and placement of visualization techniques are required to understand complex phenomena contained in these datasets. In this paper, we present work in progress on a 3D user interface for exploratory visualization of these datasets.

In Proceedings of UIST 1995
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The virtual tricorder: a uniform interface for virtual reality (p. 39-40)

In Proceedings of UIST 1996
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The go-go interaction technique: non-linear mapping for direct manipulation in VR (p. 79-80)

In Proceedings of UIST 1998
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Data mountain: using spatial memory for document management (p. 153-162)

3d viewer

In Proceedings of UIST 2002
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StyleCam: interactive stylized 3D navigation using integrated spatial & temporal controls (p. 101-110)

Abstract plus

This paper describes StyleCam, an approach for authoring 3D viewing experiences that incorporate stylistic elements that are not available in typical 3D viewers. A key aspect of StyleCam is that it allows the author to significantly tailor what the user sees and when they see it. The resulting viewing experience can approach the visual richness and pacing of highly authored visual content such as television commercials or feature films. At the same time, StyleCam allows for a satisfying level of interactivity while avoiding the problems inherent in using unconstrained camera models. The main components of StyleCam are camera surfaces which spatially constrain the viewing camera; animation clips that allow for visually appealing transitions between different camera surfaces; and a simple, unified, interaction technique that permits the user to seamlessly and continuously move between spatial-control of the camera and temporal-control of the animated transitions. Further, the user's focus of attention is always kept on the content, and not on extraneous interface widgets. In addition to describing the conceptual model of StyleCam, its current implementation, and an example authored experience, we also present the results of an evaluation involving real users.

3d virtual tool

3d visualization

In Proceedings of UIST 2002
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StyleCam: interactive stylized 3D navigation using integrated spatial & temporal controls (p. 101-110)

Abstract plus

This paper describes StyleCam, an approach for authoring 3D viewing experiences that incorporate stylistic elements that are not available in typical 3D viewers. A key aspect of StyleCam is that it allows the author to significantly tailor what the user sees and when they see it. The resulting viewing experience can approach the visual richness and pacing of highly authored visual content such as television commercials or feature films. At the same time, StyleCam allows for a satisfying level of interactivity while avoiding the problems inherent in using unconstrained camera models. The main components of StyleCam are camera surfaces which spatially constrain the viewing camera; animation clips that allow for visually appealing transitions between different camera surfaces; and a simple, unified, interaction technique that permits the user to seamlessly and continuously move between spatial-control of the camera and temporal-control of the animated transitions. Further, the user's focus of attention is always kept on the content, and not on extraneous interface widgets. In addition to describing the conceptual model of StyleCam, its current implementation, and an example authored experience, we also present the results of an evaluation involving real users.

3d walkthrough

In Proceedings of UIST 1998
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Path drawing for 3D walkthrough (p. 173-174)

3d widget

In Proceedings of UIST 1992
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Interactive shadows (p. 1-6)

Abstract plus

It is often difficult in computer graphics applications to understand spatial relationships between objects in a 3D scene or effect changes to those objects without specialized visualization and manipulation techniques. We present a set of three-dimensional tools (widgets) called “shadows” that not only provide valuable perceptual cues about the spatial relationships between objects, but also provide a direct manipulation interface to constrained transformation techniques. These shadow widgets provide two advances over previous techniques. First, they provide high correlation between their own geometric feedback and their effects on the objects they control. Second, unlike some other 3D widgets, they do not obscure the objects they control.

In Proceedings of UIST 1996
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Aperture based selection for immersive virtual environments (p. 95-96)

interactive 3d graphics

In Proceedings of UIST 1994
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Two-handed polygonal surface design (p. 205-212)

Abstract plus

This paper describes a Computer Aided Design system for sketching free-form polygonal surfaces such as terrains and other natural objects. The user manipulates two 3D position and orientation trackers with three buttons, one for each hand. Each hand has a distinct role to play, with the dominant hand being responsible for picking and manipulation, and the less-dominant hand being responsible for context setting of various kinds. The less-dominant hand holds the workpiece, sets which refinement level that can be picked by the dominant hand, and generally acts as a counterpoint to the dominant hand. In this paper, the architecture of the system is outlined, and a simple surface is shown.

interactive 3d rotation