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Catharina Nieuwenhuizen

dblp:49/1667 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2009
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

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
1 paper
Interaction techniques and input · 61% Immersive interaction · 30% Usability and user experience research · 9%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
goal-directed movement
0.112009
Comparing Aimed Movements in the Real World and in Virtual Reality · VR 2009
Interaction techniques and input › target selection
pointing
0.112009
Comparing Aimed Movements in the Real World and in Virtual Reality · VR 2009
Immersive interaction
virtual reality
0.112009
Comparing Aimed Movements in the Real World and in Virtual Reality · VR 2009

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

woodworth's two-component model · 0.1
YearPublicationVenuePosition
2009 Comparing Aimed Movements in the Real World and in Virtual Reality
abstract
The study of aimed movements has a long history, starting at least as far back as 1899 when Wood-worth proposed a two-component model in which aimed movements are broken into an initial ballistic phase and an additional control phase. In this paper, we use Wood-worth's model for experimentally comparing aimed movements in the real world with those in a virtual environment. Trajectories from real world movements have been collected and compared to trajectories of movements taken from a virtual environment. From this, we show that significant temporal differences arise in both the ballistic and control phases, but the difference is much larger in the control phase; users' improvement is relatively greater in the virtual world than in the real world. They progress more in ballistic phase in the real world, but more in correction phase in the virtual world. These results allow us to better understand the pointing tasks in virtual environments.
Robert van Liere, Catharina Nieuwenhuizen, Jean-Bernard Martens
VR3