All Stories

  1. The Effect of Latency on Movement Time in Path-steering
  2. Better Definition and Calculation of Throughput and Effective Parameters for Steering to Account for Subjective Speed-accuracy Tradeoffs
  3. EyeGuide & EyeConGuide: Gaze-based Visual Guides to Improve 3D Sketching Systems
  4. Multimedia-Enabled 911: Exploring 911 Callers’ Experience of Call Taker Controlled Video Calling in Simulated Emergencies
  5. Computational Methodologies for Understanding, Automating, and Evaluating User Interfaces
  6. Re-investigating the Effect of the Vergence-Accommodation Conflict on 3D Pointing
  7. Does Repeatedly Typing the Same Phrase Provide a Good Estimate of Expert Text Entry Performance?
  8. Dr.’s Eye: The Design and Evaluation of a Video Conferencing System to Support Doctor Appointments in Home Settings
  9. Throughput and Effective Parameters in Crossing
  10. The Future of Computational Approaches for Understanding and Adapting User Interfaces
  11. Structuring Collaboration in Programming Through Personal-Spaces
  12. Group-based Object Alignment in Virtual Reality Environments
  13. Improving Effective Throughput Performance using Auditory Feedback in Virtual Reality
  14. Effect of Stereo Deficiencies on Virtual Distal Pointing
  15. Performance Analysis of Saccades for Primary and Confirmatory Target Selection
  16. Making it easier to plug in in the dark
  17. The Effectiveness of Path-Segmentation for Modeling Lasso Times in Width-Varying Paths
  18. TEXT2030 - Shaping Text Entry Research in 2030
  19. A Comparison of Zoom-In Transition Methods for Multiscale VR
  20. The Effect of the Vergence-Accommodation Conflict on Virtual Hand Pointing in Immersive Displays
  21. Computational Approaches for Understanding, Generating, and Adapting User Interfaces
  22. ProcessAR: An augmented reality-based tool to create in-situ procedural 2D/3D AR Instructions
  23. Pinch, Click, or Dwell: Comparing Different Selection Techniques for Eye-Gaze-Based Pointing in Virtual Reality
  24. ReverseORC: Reverse Engineering of Resizable User Interface Layouts with OR-Constraints
  25. Necessary and Unnecessary Distractor Avoidance Movements Affect User Behaviors in Crossing Operations
  26. The Effects of Predictive Features of Mobile Keyboards on Text Entry Speed and Errors
  27. Eye-Hand Coordination Training for Sports with Mid-air VR
  28. Evaluating Automatic Parameter Control Methods for Locomotion in Multiscale Virtual Environments
  29. Evaluating immersive experiences during Covid-19 and beyond
  30. Gaze Tracking for Eye-Hand Coordination Training Systems in Virtual Reality
  31. Effect of Fixed and Infinite Ray Length on Distal 3D Pointing in Virtual Reality
  32. ORCSolver: An Efficient Solver for Adaptive GUI Layout with OR-Constraints
  33. Platform for Studying Self-Repairing Auto-Corrections in Mobile Text Entry based on Brain Activity, Gaze, and Context
  34. Hitting the Wall: Mid-Air Interaction for Eye-Hand Coordination
  35. Plane, Ray, and Point
  36. Effects of WER on ASR Correction Interfaces for Mobile Text Entry
  37. The Effect of Spatial Ability on Immersive 3D Drawing
  38. The Effect of Stereo Display Deficiencies on Virtual Hand Pointing
  39. ORC Layout
  40. Multilayer Haptic Feedback for Pen-Based Tablet Interaction
  41. Modeling Fully and Partially Constrained Lasso Movements in a Grid of Icons
  42. Comparing input methods and cursors for 3D positioning with head-mounted displays
  43. Do Stereo Display Deficiencies Affect 3D Pointing?
  44. GEM-NI+
  45. Effects of virtual arm representations on interaction in virtual environments
  46. Multiplanes
  47. Steering Through Sequential Linear Path Segments
  48. Modeling Cumulative Arm Fatigue in Mid-Air Interaction based on Perceived Exertion and Kinetics of Arm Motion
  49. User Elicitation on Single-hand Microgestures
  50. SHOCam
  51. 3D Virtual Hand Selection with EMS and Vibration Feedback