Keywords
UIST2.0 Archive - 20 years of UIST
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virtual

3d virtual tool

collaborative virtual environment

In Proceedings of UIST 1999
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Supporting awareness and interaction through collaborative virtual interfaces (p. 27-36)

In Proceedings of UIST 2010
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TwinSpace: an infrastructure for cross-reality team spaces (p. 119-128)

Abstract plus

We introduce TwinSpace, a flexible software infrastructure for combining interactive workspaces and collaborative virtual worlds. Its design is grounded in the need to support deep connectivity and flexible mappings between virtual and real spaces to effectively support collaboration. This is achieved through a robust connectivity layer linking heterogeneous collections of physical and virtual devices and services, and a centralized service to manage and control mappings between physical and virtual. In this paper we motivate and present the architecture of TwinSpace, discuss our experiences and lessons learned in building a generic framework for collaborative cross-reality, and illustrate the architecture using two implemented examples that highlight its flexibility and range, and its support for rapid prototyping.

distributed virtual environment

In Proceedings of UIST 1996
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Language-level support for exploratory programming of distributed virtual environments (p. 83-94)

ergonomics of virtual manipulation

immersive virtual environment

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

immersive virtual reality

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

virtual device interface

virtual environment

In Proceedings of UIST 1992
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A testbed for characterizing dynamic response of virtual environment spatial sensors (p. 15-22)

In Proceedings of UIST 1996
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Head-tracked orbital viewing: an interaction technique for immersive virtual environments (p. 81-82)

In Proceedings of UIST 1997
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A shared command line in a virtual space: the working man's MOO (p. 73-74)

In Proceedings of UIST 1997
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The omni-directional treadmill: a locomotion device for virtual worlds (p. 213-221)

In Proceedings of UIST 1998
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Audio hallway: a virtual acoustic environment for browsing (p. 163-170)

In Proceedings of UIST 2001
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View management for virtual and augmented reality (p. 101-110)

In Proceedings of UIST 2001
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Cursive: a novel interaction technique for controlling expressive avatar gesture (p. 151-152)

virtual keyboard

In Proceedings of UIST 2000
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The metropolis keyboard - an exploration of quantitative techniques for virtual keyboard design (p. 119-128)

In Proceedings of UIST 2010
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Performance optimizations of virtual keyboards for stroke-based text entry on a touch-based tabletop (p. 77-86)

Abstract plus

Efficiently entering text on interactive surfaces, such as touch-based tabletops, is an important concern. One novel solution is shape writing - the user strokes through all the letters in the word on a virtual keyboard without lifting his or her finger. While this technique can be used with any keyboard layout, the layout does impact the expected performance. In this paper, I investigate the influence of keyboard layout on expert text-entry performance for stroke-based text entry. Based on empirical data, I create a model of stroking through a series of points based on Fitts's law. I then use that model to evaluate various keyboard layouts for both tapping and stroking input. While the stroke-based technique seems promising by itself (i.e., there is a predicted gain of 17.3% for a Qwerty layout), significant additional gains can be made by using a more-suitable keyboard layout (e.g., the OPTI II layout is predicted to be 29.5% faster than Qwerty).

virtual manipulation

virtual network computing

virtual office

In Proceedings of UIST 1997
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A virtual office environment based on a shared room realizing awareness space and transmitting awareness information (p. 199-207)

virtual reality

In Proceedings of UIST 1995
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Amortizing 3D graphics optimization across multiple frames (p. 13-19)

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 1996
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Language-level support for exploratory programming of distributed virtual environments (p. 83-94)

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

In Proceedings of UIST 1997
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Immersion in desktop virtual reality (p. 11-19)

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

In Proceedings of UIST 1997
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The omni-directional treadmill: a locomotion device for virtual worlds (p. 213-221)

In Proceedings of UIST 1998
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Of Vampire mirrors and privacy lamps: privacy management in multi-user augmented environments (p. 171-172)

In Proceedings of UIST 2000
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System lag tests for augmented and virtual environments (p. 161-170)

In Proceedings of UIST 2006
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Procedural haptic texture (p. 179-186)

virtual reality (vr)

virtual reality technology

In Proceedings of UIST 1995
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A 3D tracking experiment on latency and its compensation methods in virtual environments (p. 41-49)

virtual space

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

virtual sphere

virtual world

In Proceedings of UIST 1993
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A toolset for navigation in virtual environments (p. 157-165)

In Proceedings of UIST 2010
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TwinSpace: an infrastructure for cross-reality team spaces (p. 119-128)

Abstract plus

We introduce TwinSpace, a flexible software infrastructure for combining interactive workspaces and collaborative virtual worlds. Its design is grounded in the need to support deep connectivity and flexible mappings between virtual and real spaces to effectively support collaboration. This is achieved through a robust connectivity layer linking heterogeneous collections of physical and virtual devices and services, and a centralized service to manage and control mappings between physical and virtual. In this paper we motivate and present the architecture of TwinSpace, discuss our experiences and lessons learned in building a generic framework for collaborative cross-reality, and illustrate the architecture using two implemented examples that highlight its flexibility and range, and its support for rapid prototyping.