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- research-articleOctober 2016
Moving Ahead with Peephole Pointing: Modelling Object Selection with Head-Worn Display Field of View Limitations
SUI '16: Proceedings of the 2016 Symposium on Spatial User InteractionPages 107–110https://doi.org/10.1145/2983310.2985756Head-worn displays (HWDs) are now becoming widely available, which will allow researchers to explore sophisticated interface designs that support rich user productivity features. In a large virtual workspace, the limited available field of view (FoV) ...
- abstractOctober 2012
X-large virtual workspaces for projector phones through peephole interaction
MM '12: Proceedings of the 20th ACM international conference on MultimediaPages 1279–1280https://doi.org/10.1145/2393347.2396441In peephole interaction a window to a virtual workspace is moved in space to reveal additional content. It is a promising interaction technique for mobile projector phones to display large workspaces which contain more information than can be ...
- research-articleSeptember 2012
Revisiting peephole pointing: a study of target acquisition with a handheld projector
MobileHCI '12: Proceedings of the 14th international conference on Human-computer interaction with mobile devices and servicesPages 211–220https://doi.org/10.1145/2371574.2371607Peephole pointing is a promising interaction technique for large workspaces that contain more information than can be appropriately displayed on a single screen. In peephole pointing a window to the virtual workspace is moved in space to reveal ...
- research-articleSeptember 2012
May cause dizziness: applying the simulator sickness questionnaire to handheld projector interaction
BCS-HCI '12: Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and ComputersPages 257–261Previous user studies have suggested the occurrence of symptoms of motion or simulator sickness among active spectators of handheld projector interaction. Using the well-established Simulator Sickness Questionnaire proposed by Kennedy et al. in 1993, we ...