Publication | Open Access
VR's frames of reference
46
Citations
11
References
1999
Year
Unknown Venue
EngineeringUser-centered DesignUser Interface DesignSocial SciencesResearch StudyVirtual RealityImmersive TechnologyDesign ScienceAbstract Multidimensional InformationHci ResearchersDesign EvaluationDesignUser ExperienceReference FrameMulti-user VrArchitectural DesignEye TrackingExtended RealityDesign ThinkingHuman-computer InteractionEducational Design
This paper describes a research study that investigated how designers can use frames of reference (egocentric, exocentric, and a combination of the two) to support the mastery of abstract multidimensional information. The primary focus of this study was the relationship between FORs and mastery; the secondary focus was on other factors (individual characteristics and interaction experience) that were likely to influence the relationship between FORs and mastery. This studys outcomes (1) clarify how FORs work in conjunction with other factors in shaping mastery, (2) highlight strengths and weaknesses of different FORs, (3) demonstrate the benefits of providing multiple FORs, and (4) provide the basis for our recommendations to HCI researchers and designers.
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