{"title":"Towards a linguistically motivated model for selection in virtual reality","authors":"Thies Pfeiffer","doi":"10.1109/VR.2012.6180896","DOIUrl":null,"url":null,"abstract":"Swiftness and robustness of natural communication is tied to the redundancy and complementarity found in our multimodal communication. Swiftness and robustness of human-computer interaction (HCI) is also a key to the success of a virtual reality (VR) environment. The interpretation of multimodal interaction signals has therefore been considered a high goal in VR research, e.g. following the visions of Bolt's put-that-there in 1980 [1]. It is our impression that research on user interfaces for VR systems has been focused primarily on finding and evaluating technical solutions and thus followed a technology-oriented approach to HCI. In this article, we argue to complement this by a human-oriented approach based on the observation of human-human interaction. The aim is to find models of human-human interaction that can be used to create user interfaces that feel natural. As the field of Linguistics is dedicated to the observation and modeling of human-human communication, it could be worthwhile to approach natural user interfaces from a linguistic perspective. We expect at least two benefits from following this approach. First, the human-oriented approach substantiates our understanding of natural human interactions. Second, it brings about a new perspective by taking the interaction capabilities of a human addressee into account, which are not often explicitly considered or compared with that of the system. As a consequence of following both approaches to create user interfaces, we expect more general models of human interaction to emerge.","PeriodicalId":220761,"journal":{"name":"2012 IEEE Virtual Reality Workshops (VRW)","volume":"45 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2012 IEEE Virtual Reality Workshops (VRW)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VR.2012.6180896","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Swiftness and robustness of natural communication is tied to the redundancy and complementarity found in our multimodal communication. Swiftness and robustness of human-computer interaction (HCI) is also a key to the success of a virtual reality (VR) environment. The interpretation of multimodal interaction signals has therefore been considered a high goal in VR research, e.g. following the visions of Bolt's put-that-there in 1980 [1]. It is our impression that research on user interfaces for VR systems has been focused primarily on finding and evaluating technical solutions and thus followed a technology-oriented approach to HCI. In this article, we argue to complement this by a human-oriented approach based on the observation of human-human interaction. The aim is to find models of human-human interaction that can be used to create user interfaces that feel natural. As the field of Linguistics is dedicated to the observation and modeling of human-human communication, it could be worthwhile to approach natural user interfaces from a linguistic perspective. We expect at least two benefits from following this approach. First, the human-oriented approach substantiates our understanding of natural human interactions. Second, it brings about a new perspective by taking the interaction capabilities of a human addressee into account, which are not often explicitly considered or compared with that of the system. As a consequence of following both approaches to create user interfaces, we expect more general models of human interaction to emerge.