将虚拟轨迹球比喻扩展到后触控输入

Sven G. Kratz, M. Rohs
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引用次数: 15

摘要

在移动设备上,与3D对象和场景的交互变得越来越重要。我们探索3D对象旋转作为一个基本的交互任务。我们提出了虚拟轨迹球比喻的扩展,它通常局限于半球体和单面交互,实际上使用一个完整的球体。该扩展是由一个名为“iPhone三明治”的硬件设置启用的,它允许同时前后触摸输入。这种设置使得虚拟轨迹球的后部可以直接交互,从而最大限度地实现了虚拟轨迹球隐喻。我们进行了一项用户研究,表明设备后端虚拟轨迹球与设备前端虚拟轨迹球一样有效,并且两者都优于基于倾斜的输入实现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Extending the virtual trackball metaphor to rear touch input
Interaction with 3D objects and scenes is becoming increasingly important on mobile devices. We explore 3D object rotation as a fundamental interaction task. We propose an extension of the virtual trackball metaphor, which is typically restricted to a half sphere and single-sided interaction, to actually use a full sphere. The extension is enabled by a hardware setup called the “iPhone Sandwich,” which allows for simultaneous front-and-back touch input. This setup makes the rear part of the virtual trackball accessible for direct interaction and thus achieves the realization of the virtual trackball metaphor to its full extent. We conducted a user study that shows that a back-of-device virtual trackball is as effective as a front-of-device virtual trackball and that both outperform an implementation of tilt-based input.
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