Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Scott Frees

dblp:93/3164 · DBLP profile ↗
← Back
3ranked-venue papers
3as first author
0since 2021 · last 2007
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
3 papers
Interaction techniques and input · 64% Immersive interaction · 36%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.122006
Connecting the Dots: Simple Text Input in Immersive Environments · VR 2006
Precise and Rapid Interaction through Scaled Manipulation in Immersive Virtual Environments · VR 2005
Interaction techniques and input
object manipulation
0.112007
PRISM interaction for enhancing control in immersive virtual environments · ACM Trans. Comput. Hum. Interact. 2007
Immersive interaction
virtual reality
0.112007
PRISM interaction for enhancing control in immersive virtual environments · ACM Trans. Comput. Hum. Interact. 2007
Virtual and augmented reality › immersive interaction › 3d interaction
virtual environment interaction
0.112005
Precise and Rapid Interaction through Scaled Manipulation in Immersive Virtual Environments · VR 2005
Interaction techniques and input › spatial interaction › 3d interaction
raycasting
0.012007
PRISM interaction for enhancing control in immersive virtual environments · ACM Trans. Comput. Hum. Interact. 2007
Interaction techniques and input
pen input
0.012006
Connecting the Dots: Simple Text Input in Immersive Environments · VR 2006
Interaction techniques and input › spatial interaction › 3d interaction
3d manipulation
0.012005
Precise and Rapid Interaction through Scaled Manipulation in Immersive Virtual Environments · VR 2005

Methods — techniques the papers use, named apart from their topics

user study · 0.2control-display ratio · 0.2force feedback · 0.1
YearPublicationVenuePosition
2007 PRISM interaction for enhancing control in immersive virtual environments
abstract
When directly manipulating 3D objects in an immersive environment we cannot normally achieve the accuracy and control that we have in the real world. This reduced accuracy stems from hand instability. We present PRISM, which dynamically adjusts the C/D ratio between the hand and the controlled object to provide increased control when moving slowly and direct, unconstrained interaction when moving rapidly. We describe PRISM object translation and rotation and present user studies demonstrating their effectiveness. In addition, we describe a PRISM-enhanced version of ray casting which is shown to increase the speed and accuracy of object selection.
Scott Frees, G. Drew Kessler, Edwin Kay
ACM Trans. Comput. Hum. Interact.1
2006 Connecting the Dots: Simple Text Input in Immersive Environments
abstract
We present a novel text input interface for immersive virtual environments called CTD, or "Connect the Dots". The CTD interface is a small virtual panel containing a grid of dots the user can connect to form alphanumeric characters using a hand held stylus. Coupled with a physical paddle or desk for force feedback, the CTD provides an intuitive text input interface similar to using a pen and paper.
Scott Frees, Rami Khouri, G. Drew Kessler
VR1
2005 Precise and Rapid Interaction through Scaled Manipulation in Immersive Virtual Environments
abstract
A significant benefit of an immersive virtual environment is that it provides users the ability to interact with objects in a very natural, direct way; often realized by using a tracked, hand-held wand or stylus to grab and position objects. In the absence of force feedback or props, it is difficult and frustrating for users to move their arms, hands, or fingers to precise positions in 3D space, and more difficult to hold them at a constant position, or to move them in a uniform direction over time. The imprecision of user interaction in virtual environments is a fundamental problem that limits the complexity of the environment the user can interact with directly. We present PRISM (precise and rapid interaction through scaled manipulation), a novel interaction technique which acts on the user's behavior in the environment to determine whether they have precise or imprecise goals in mind. When precision is desired, PRISM dynamically adjusts the control/ display ratio which determines the relationship between physical hand movements and the motion of the controlled virtual object, making it less sensitive to the user's hand movement. In contrast to techniques like Go-Go, which scale up hand movement to allow long distance manipulation; PRISM scales the hand movement down to increase precision. We present the results of a user study which shows that PRISM significantly out-performs the more traditional direct manipulation approach.
Scott Frees, G. Drew Kessler
VR1