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Fully-Occluded Target Selection in Virtual Reality

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Fully-Occluded Target Selection in Virtual Reality. / Yu, Difeng; Zhou, Qiushi; Newn, Joshua et al.
In: IEEE Transactions on Visualization and Computer Graphics, Vol. 26, No. 12, 31.12.2020, p. 3402-3413.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Yu, D, Zhou, Q, Newn, J, Dingler, T, Velloso, E & Goncalves, J 2020, 'Fully-Occluded Target Selection in Virtual Reality', IEEE Transactions on Visualization and Computer Graphics, vol. 26, no. 12, pp. 3402-3413. https://doi.org/10.1109/tvcg.2020.3023606

APA

Yu, D., Zhou, Q., Newn, J., Dingler, T., Velloso, E., & Goncalves, J. (2020). Fully-Occluded Target Selection in Virtual Reality. IEEE Transactions on Visualization and Computer Graphics, 26(12), 3402-3413. https://doi.org/10.1109/tvcg.2020.3023606

Vancouver

Yu D, Zhou Q, Newn J, Dingler T, Velloso E, Goncalves J. Fully-Occluded Target Selection in Virtual Reality. IEEE Transactions on Visualization and Computer Graphics. 2020 Dec 31;26(12):3402-3413. Epub 2020 Sept 28. doi: 10.1109/tvcg.2020.3023606

Author

Yu, Difeng ; Zhou, Qiushi ; Newn, Joshua et al. / Fully-Occluded Target Selection in Virtual Reality. In: IEEE Transactions on Visualization and Computer Graphics. 2020 ; Vol. 26, No. 12. pp. 3402-3413.

Bibtex

@article{ccc232e513574a699810ef38ff795ad6,
title = "Fully-Occluded Target Selection in Virtual Reality",
abstract = "The presence of fully-occluded targets is common within virtual environments, ranging from a virtual object located behind a wall to a datapoint of interest hidden in a complex visualization. However, efficient input techniques for locating and selecting these targets are mostly underexplored in virtual reality (VR) systems. In this paper, we developed an initial set of seven techniques techniques for fully-occluded target selection in VR. We then evaluated their performance in a user study and derived a set of design implications for simple and more complex tasks from our results. Based on these insights, we refined the most promising techniques and conducted a second, more comprehensive user study. Our results show how factors, such as occlusion layers, target depths, object densities, and the estimation of target locations, can affect technique performance. Our findings from both studies and distilled recommendations can inform the design of future VR systems that offer selections for fully-occluded targets.",
author = "Difeng Yu and Qiushi Zhou and Joshua Newn and Tilman Dingler and Eduardo Velloso and Jorge Goncalves",
year = "2020",
month = dec,
day = "31",
doi = "10.1109/tvcg.2020.3023606",
language = "English",
volume = "26",
pages = "3402--3413",
journal = "IEEE Transactions on Visualization and Computer Graphics",
issn = "1077-2626",
publisher = "IEEE Computer Society",
number = "12",

}

RIS

TY - JOUR

T1 - Fully-Occluded Target Selection in Virtual Reality

AU - Yu, Difeng

AU - Zhou, Qiushi

AU - Newn, Joshua

AU - Dingler, Tilman

AU - Velloso, Eduardo

AU - Goncalves, Jorge

PY - 2020/12/31

Y1 - 2020/12/31

N2 - The presence of fully-occluded targets is common within virtual environments, ranging from a virtual object located behind a wall to a datapoint of interest hidden in a complex visualization. However, efficient input techniques for locating and selecting these targets are mostly underexplored in virtual reality (VR) systems. In this paper, we developed an initial set of seven techniques techniques for fully-occluded target selection in VR. We then evaluated their performance in a user study and derived a set of design implications for simple and more complex tasks from our results. Based on these insights, we refined the most promising techniques and conducted a second, more comprehensive user study. Our results show how factors, such as occlusion layers, target depths, object densities, and the estimation of target locations, can affect technique performance. Our findings from both studies and distilled recommendations can inform the design of future VR systems that offer selections for fully-occluded targets.

AB - The presence of fully-occluded targets is common within virtual environments, ranging from a virtual object located behind a wall to a datapoint of interest hidden in a complex visualization. However, efficient input techniques for locating and selecting these targets are mostly underexplored in virtual reality (VR) systems. In this paper, we developed an initial set of seven techniques techniques for fully-occluded target selection in VR. We then evaluated their performance in a user study and derived a set of design implications for simple and more complex tasks from our results. Based on these insights, we refined the most promising techniques and conducted a second, more comprehensive user study. Our results show how factors, such as occlusion layers, target depths, object densities, and the estimation of target locations, can affect technique performance. Our findings from both studies and distilled recommendations can inform the design of future VR systems that offer selections for fully-occluded targets.

U2 - 10.1109/tvcg.2020.3023606

DO - 10.1109/tvcg.2020.3023606

M3 - Journal article

VL - 26

SP - 3402

EP - 3413

JO - IEEE Transactions on Visualization and Computer Graphics

JF - IEEE Transactions on Visualization and Computer Graphics

SN - 1077-2626

IS - 12

ER -