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Smartcasting: a discount 3D interaction technique for public displays

Published: 02 December 2014 Publication History
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  • Abstract

    We introduce and formally evaluate smartcasting: a smartphone-based Ray Casting implementation for 3D environments presented on large, public, autostereoscopic displays. By utilizing a smartphone as an input device, smartcasting enables "walk up and use" interaction with large displays, without the need for expensive tracking systems or specialized pointing devices. Through an empirical validation we show that the performance and precision of smartcasting is comparable to a Wiimote-based raycasting implementation, without requiring specialized hardware or high-precision cameras to enable user interaction.

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    Cited By

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    • (2024)SmartVR Pointer: Using Smartphones and Gaze Orientation for Selection and Navigation in Virtual RealitySensors10.3390/s2416516824:16(5168)Online publication date: 10-Aug-2024
    • (2024)Raycasting in Virtual RealityEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_180(1534-1536)Online publication date: 5-Jan-2024
    • (2024)Virtual Pointing Metaphor in Virtual RealityEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_179(2001-2003)Online publication date: 5-Jan-2024
    • Show More Cited By

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      cover image ACM Other conferences
      OzCHI '14: Proceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures: the Future of Design
      December 2014
      689 pages
      ISBN:9781450306539
      DOI:10.1145/2686612
      • Conference Chair:
      • Tuck Leong
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

      Sponsors

      • U1: U1 PTY LTD
      • IDHuP: Interaction Design and Human Practice Lab
      • UTS-HCTDRS: The UTS Human Centred Technology Design Research Strength
      • CSIRO
      • QUT
      • HFESA: Human Factors and Ergonomics Society of Australia Inc.
      • University of Technology Sydney
      • IDF: The Interaction Design Foundation
      • CHISIG: Computer-Human Interaction Special Interest Group, Human Factors & Ergonomics Society of Australia

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 02 December 2014

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      Author Tags

      1. 3D displays
      2. 3D environnent
      3. 3D interaction
      4. interaction technique
      5. mobile interaction
      6. raycasting

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      • Research-article

      Funding Sources

      • Government of Canada (NSERC Discovery Grants Program, NCE-GRAND)
      • Ontario (ORF-RE Program)
      • Google Research (Faculty Fellowship Program)

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      OzCHI '14
      Sponsor:
      • U1
      • IDHuP
      • UTS-HCTDRS
      • HFESA
      • IDF
      • CHISIG
      OzCHI '14: the Future of Design
      December 2 - 5, 2014
      New South Wales, Sydney, Australia

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      OzCHI '14 Paper Acceptance Rate 85 of 176 submissions, 48%;
      Overall Acceptance Rate 362 of 729 submissions, 50%

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      Cited By

      View all
      • (2024)SmartVR Pointer: Using Smartphones and Gaze Orientation for Selection and Navigation in Virtual RealitySensors10.3390/s2416516824:16(5168)Online publication date: 10-Aug-2024
      • (2024)Raycasting in Virtual RealityEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_180(1534-1536)Online publication date: 5-Jan-2024
      • (2024)Virtual Pointing Metaphor in Virtual RealityEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_179(2001-2003)Online publication date: 5-Jan-2024
      • (2023)Interaction Region Characteristics for Midair Barehand Targeting on a TelevisionExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585877(1-7)Online publication date: 19-Apr-2023
      • (2022)Understanding and Creating Spatial Interactions with Distant Displays Enabled by Unmodified Off-The-Shelf SmartphonesMultimodal Technologies and Interaction10.3390/mti61000946:10(94)Online publication date: 19-Oct-2022
      • (2022)Hierarchical Pointing on Distant Displays with Smart DevicesInternational Journal of Human–Computer Interaction10.1080/10447318.2022.210855939:19(3859-3874)Online publication date: 6-Sep-2022
      • (2021)HoloBar: Rapid Command Execution for Head-Worn AR Exploiting Around the Field-of-View InteractionProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445255(1-17)Online publication date: 6-May-2021
      • (2021)“Point at It with Your Smartphone”: Assessing the Applicability of Orientation Sensing of Smartphones to Operate IoT DevicesHCI International 2021 - Late Breaking Papers: Multimodality, eXtended Reality, and Artificial Intelligence10.1007/978-3-030-90963-5_10(115-131)Online publication date: 11-Nov-2021
      • (2020)Simo: Interactions with Distant Displays by Smartphones with Simultaneous Face and World TrackingExtended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3334480.3382962(1-12)Online publication date: 25-Apr-2020
      • (2020)Understanding Viewport- and World-based Pointing with Everyday Smart Devices in Immersive Augmented RealityProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376592(1-13)Online publication date: 21-Apr-2020
      • Show More Cited By

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