: (i) Illustration of the Z -technique. The first finger (right hand in the example) is used for direct positioning in the camera plane while the second finger (left hand) is used for depth positioning in an indirect way. Backward-forward movements move the object farther or closer to the user. (ii and iii) Illustration of the multi-touch viewport technique. The first finger (left hand) is used for 2D positioning in the camera plane corresponding to the viewport (ii) while the second finger (right hand) is used to move the object along the third coordinate (iii). The gray line is used as visual feedback to represent the displacement allowed for the second finger. Multi-touch displays represent a promising technology for the display and manipulation of 3D data. To fully exploit their capabilities, appropriate interaction techniques must be designed. In this paper, we explore the design of free 3D positioning techniques for multi-touch displays to exploit the additional degrees of freedom provided by this technology. Our contribution is two-fold: first we present an interaction technique to extend the standard four viewports technique found in commercial CAD applications, and second we introduce a technique designed to allow free 3D positioning with a single view of the scene. The two techniques were evaluated in a preliminary experiment. The first results incline us to conclude that the two techniques are equivalent in term of performance showing that the Z-technique provides a real alternative to the statu quo viewport technique.
Martinet, Casiez and Grisoni REF explored the design of free 3D positioning techniques for multi-touch displays to exploit the additional degrees of freedom provided by multi-touch technology.
The design and evaluation of 3D positioning techniques for multi-touch displays
2010 IEEE Symposium on 3D User Interfaces (3DUI)
2010 IEEE Symposium on 3D User Interfaces (3DUI)
Computer Science