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dc.contributor.authorWeidig, Christianen_US
dc.contributor.authorMestre, D. R.en_US
dc.contributor.authorIsrael, J. H.en_US
dc.contributor.authorNoel, F.en_US
dc.contributor.authorPerrot, V.en_US
dc.contributor.authorAurich, J. C.en_US
dc.contributor.editorJerome Perret and Valter Basso and Francesco Ferrise and Kaj Helin and Vincent Lepetit and James Ritchie and Christoph Runde and Mascha van der Voort and Gabriel Zachmannen_US
dc.date.accessioned2014-12-17T13:08:59Z
dc.date.available2014-12-17T13:08:59Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-76-7en_US
dc.identifier.urihttp://dx.doi.org/10.2312/eurovr.20141339en_US
dc.description.abstractThe number of different virtual reality (VR) systems and corresponding interaction techniques is quite manifold, today. For dedicated input devices, data types and application domains specific interaction techniques have been developed. Thereby a wide audience of researchers can benefit from using VR systems. A drawback is, that for non-VR specialists it is nearly impossible to get a clear overview and identify proper interaction techniques for their research questions. Therefore this article proposes a classification scheme for VR interaction techniques based on the users' purpose. This will help non-VR specialist to identify VR systems and interaction techniques perfectly matching their demand. The classification will be used within the project VISIONAIR to bring together VR experts and external users.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI3.6 [Computer Graphics]en_US
dc.subjectMethodology and Techniquesen_US
dc.subjectInteraction techniquesen_US
dc.titleClassification of VR Interaction Techniques, Based on User Intentionen_US
dc.description.seriesinformationEuroVR 2014 - Conference and Exhibition of the European Association of Virtual and Augmented Realityen_US


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