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dc.contributor.authorDev, Kapilen_US
dc.contributor.authorVillar, Nicolasen_US
dc.contributor.authorLau, Manfreden_US
dc.contributor.editorYotam Gingold and Ergun Aklemanen_US
dc.date.accessioned2016-05-04T16:06:07Z
dc.date.available2016-05-04T16:06:07Z
dc.date.issued2016en_US
dc.identifier.isbn978-3-03868-001-7en_US
dc.identifier.issn1812-3503en_US
dc.identifier.urihttp://dx.doi.org/10.2312/exp.20161068en_US
dc.description.abstractThere exists interfaces for 3D modeling that go beyond traditional keyboard and mouse input techniques. This paper takes a first-person paradigm of 3D modeling where a designer actively employs different body parts as part of the user interface. Specifically, we explore the body parts and corresponding gestures that users prefer for various primitive 3D shape creation and 3D manipulation tasks. Also, we investigate how virtual primitive shapes and physical primitive objects augment gestures and affect user preferences when modeling 3D shapes. The results from our study provide suggestions to guide the design of interfaces using different body parts and gestures for first-person 3D modeling.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectH.5.2 [Information Interfaces and Presentation]en_US
dc.subjectUser Interfacesen_US
dc.subjectInteraction stylesen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectModeling packagesen_US
dc.titleStandUp: Understanding Body-Part and Gestural Preferences for First-Person 3D Modelingen_US
dc.description.seriesinformationSketch-Based Interfaces and Modelingen_US
dc.description.sectionheadersInteractionen_US
dc.identifier.doi10.2312/exp.20161068en_US
dc.identifier.pages97-102en_US


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