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Dive into the research topics where Robert J. Teather is active.

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Featured researches published by Robert J. Teather.


symposium on 3d user interfaces | 2009

Effects of tracking technology, latency, and spatial jitter on object movement

Robert J. Teather; Andriy Pavlovych; Wolfgang Stuerzlinger; I. Scott MacKenzie

We investigate the effects of input device latency and spatial jitter on 2D pointing tasks and 3D object movement tasks. First, we characterize jitter and latency in a 3D tracking device and an optical mouse used as a baseline comparison. We then present an experiment based on ISO 9241-9, which measures performance characteristics of pointing devices. We artificially introduce latency and jitter to the mouse and compared the results to the 3D tracker. Results indicate that latency has a much stronger effect on human performance than low amounts of spatial jitter. In a second study, we use a subset of conditions from the first to test latency and jitter on 3D object movement. The results indicate that large, uncharacterized jitter “spikes” significantly impact 3D performance.


symposium on 3d user interfaces | 2008

Assessing the Effects of Orientation and Device on (Constrained) 3D Movement Techniques

Robert J. Teather; Wolfgang Stuerzlinger

We present two studies to assess which physical factors influence 3D object movement tasks with various input devices. Since past research has shown that a mouse with suitable mapping techniques can serve as a good input device for some 3D object movement tasks, we also evaluate which characteristics of the mouse sustain its success. Our first study evaluates the effect of a supporting surface across orientation of input device movement and display orientation. A 3D tracking device was used in all conditions for consistency. The results of this study are inconclusive; no significant differences were found between the factors examined. The results of a second study show that the mouse outperforms the tracker for speed in all instances. The presence of support also improved accuracy when tracker movement is limited to 2D operation. A 3DOF movement mode performed worst overall.


conference on future play | 2008

Exaggerated head motions for game viewpoint control

Robert J. Teather; Wolfgang Stuerzlinger

In this paper, we present an evaluation of exaggerated headcoupled camera motions in a game-like 3D object movement. Three exaggeration levels were compared to determine if the exaggeration was more beneficial than a realistic 1:1 mapping. The results suggest that there is some user preference for this type of exaggeration; however, no significant differences by the experimental conditions were found, other than a learning effect.


Proceedings of the International Academic Conference on the Future of Game Design and Technology | 2010

Touchscreens vs. traditional controllers in handheld gaming

Loutfouz Zaman; Daniel Natapov; Robert J. Teather

We present a study which compares touchscreen-based controls and physical controls for game input using Ubisofts Assassins Creed: Altairs Chronicles. Our study used the Apple iPhone as a representative touchscreen-based controller and the Nintendo DS for its physical control pad. Participants completed a game level four times on each platform. Level completion time and number of player deaths were recorded. Results indicate that physical buttons allowed significantly better performance than virtual buttons. Specifically, the number of character deaths on the iPhone was 150% higher than on the DS, while level completion time on the DS was 42% faster. The learning curve for the touchscreen version of the game was also steeper. Participants strongly preferred the physical buttons of the Nintendo DS. We conclude that either game designers should consider alternative input methods for touchscreen devices, or hardware designers should consider the inclusion of physical controls.


symposium on spatial user interaction | 2017

The eyes don't have it: an empirical comparison of head-based and eye-based selection in virtual reality

Yuan Yuan Qian; Robert J. Teather

We present a study comparing selection performance between three eye/head interaction techniques using the recently released FOVE head-mounted display (HMD). The FOVE offers an integrated eye tracker, which we use as an alternative to potentially fatiguing and uncomfortable head-based selection used with other commercial devices. Our experiment was modelled after the ISO 9241-9 reciprocal selection task, with targets presented at varying depths in a custom virtual environment. We compared eye-based selection, and head-based selection (i.e., gaze direction) in isolation, and a third condition which used both eye-tracking and head-tracking at once. Results indicate that eye-only selection offered the worst performance in terms of error rate, selection times, and throughput. Head-only selection offered significantly better performance.


annual symposium on computer-human interaction in play | 2015

The Avatar Affordances Framework: Mapping Affordances and Design Trends in Character Creation Interfaces

Victoria McArthur; Robert J. Teather; Jennifer Jenson

Avatar customization is available in many games, but as yet there is no analytical framework capable of enabling systematic comparison between games. To investigate this issue, we present our novel analytical framework, referred to as the Avatar Affordances Framework. To model the framework, we analyze the character creation interfaces of 20 games. We focus in particular on the different ways gender and ethnicity are presented to players. Preliminary analysis reveals that many popular games have socially exclusive values, and that high fidelity character creation interfaces are no exception. The framework itself offers a more comprehensive tool than previous (e.g., count-based) approaches to investigating self-representation issues in character creation interfaces.


human factors in computing systems | 2014

Performance of modern gaming input devices in first-person shooter target acquisition

Alexander Zaranek; Bryan Ramoul; Hua Fei Yu; Yiyu Yao; Robert J. Teather

We present a pilot study quantifying the targeting performance of several modern game input devices. These included a mouse, a game controller, the PS Move and the Kinect. Our study used a 3D first-person shooting game task, based on the ISO 9241-9 experimental paradigm for evaluating pointing devices. Comparison of performance measures indicated that the mouse was best, with the game controller coming in a close second. Performance of the 3D input devices (Move and Kinect) was much worse.


ieee virtual reality conference | 2010

Evaluating haptic feedback in virtual environments using ISO 9241–9

Robert J. Teather; Daniel Natapov; Michael Jenkin

The ISO 9241 Part 9 standard [2] pointing task is used to evaluate passive haptic feedback in target selection in a virtual environment (VE). Participants performed a tapping task using a tracked stylus in a CAVE both with, and without passive haptic feedback provided by a plastic panel co-located with the targets. Pointing throughput (but not speed nor accuracy alone) was significantly higher with haptic feedback than without it, confirming previous results using an alternative experimental paradigm.


Human-centric Computing and Information Sciences | 2015

INSPECT: extending plane-casting for 6-DOF control

Nicholas Katzakis; Robert J. Teather; Kiyoshi Kiyokawa; Haruo Takemura

INSPECT is a novel interaction technique for 3D object manipulation using a rotation-only tracked touch panel. Motivated by the applicability of the technique on smartphones, we explore this design space by introducing a way to map the available degrees of freedom and discuss the design decisions that were made. We subjected INSPECT to a formal user study against a baseline wand interaction technique using a Polhemus tracker. Results show that INSPECT is 12% faster in a 3D translation task while at the same time being 40% more accurate. INSPECT also performed similar to the wand at a 3D rotation task and was preferred by the users overall.


symposium on spatial user interaction | 2014

HoloLeap: towards efficient 3D object manipulation on light field displays

Vamsi Kiran Adihikarla; Pawel W. Wozniak; Robert J. Teather

We present HoloLeap, which uses a Leap Motion controller for 3D model manipulation on a light field display (LFD). Like autostereo displays, LFDs support glasses-free 3D viewing. Unlike autostereo displays, LFDs automatically accommodate multiple viewpoints without the need of additional tracking equipment. We describe a gesture-based object manipulation that enables manipulation of 3D objects with 7DOFs by leveraging natural and familiar gestures. We provide an overview of research questions aimed at optimizing gestural input on light field displays.

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