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StandUp: understanding body-part and gestural preferences for first-person 3D modeling

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

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Standard

StandUp: understanding body-part and gestural preferences for first-person 3D modeling. / Dev, Kapil; Villar, Nicolas; Lau, Manfred.
Sketch-Based Interfaces and Modeling 2016. ed. / Yotam Gingold; Ergun Akleman. Eurographics Association , 2016.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Dev, K, Villar, N & Lau, M 2016, StandUp: understanding body-part and gestural preferences for first-person 3D modeling. in Y Gingold & E Akleman (eds), Sketch-Based Interfaces and Modeling 2016. Eurographics Association . https://doi.org/10.2312/exp.20161068

APA

Dev, K., Villar, N., & Lau, M. (2016). StandUp: understanding body-part and gestural preferences for first-person 3D modeling. In Y. Gingold, & E. Akleman (Eds.), Sketch-Based Interfaces and Modeling 2016 Eurographics Association . https://doi.org/10.2312/exp.20161068

Vancouver

Dev K, Villar N, Lau M. StandUp: understanding body-part and gestural preferences for first-person 3D modeling. In Gingold Y, Akleman E, editors, Sketch-Based Interfaces and Modeling 2016. Eurographics Association . 2016 doi: 10.2312/exp.20161068

Author

Dev, Kapil ; Villar, Nicolas ; Lau, Manfred. / StandUp : understanding body-part and gestural preferences for first-person 3D modeling. Sketch-Based Interfaces and Modeling 2016. editor / Yotam Gingold ; Ergun Akleman. Eurographics Association , 2016.

Bibtex

@inproceedings{38a66eda438547778dd164b8db3eadf6,
title = "StandUp: understanding body-part and gestural preferences for first-person 3D modeling",
abstract = "There 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.",
author = "Kapil Dev and Nicolas Villar and Manfred Lau",
year = "2016",
month = may,
doi = "10.2312/exp.20161068",
language = "English",
isbn = "9783038680017",
publisher = "Eurographics Association ",
editor = "Yotam Gingold and Ergun Akleman",
booktitle = "Sketch-Based Interfaces and Modeling 2016",

}

RIS

TY - GEN

T1 - StandUp

T2 - understanding body-part and gestural preferences for first-person 3D modeling

AU - Dev, Kapil

AU - Villar, Nicolas

AU - Lau, Manfred

PY - 2016/5

Y1 - 2016/5

N2 - There 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.

AB - There 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.

U2 - 10.2312/exp.20161068

DO - 10.2312/exp.20161068

M3 - Conference contribution/Paper

SN - 9783038680017

BT - Sketch-Based Interfaces and Modeling 2016

A2 - Gingold, Yotam

A2 - Akleman, Ergun

PB - Eurographics Association

ER -