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Tuning viewing parameters for efficient and accurate 3D interaction

We hypothesize that one of the reasons for the depth perception problem is the difference between the result for the viewing frustum of virtual world and the scene of the real world. To verify our hypothesis, we experiment simple locating tasks whose viewing frustum consists of various fields of view (FOV) and viewing direction (VD). The task was performed with a 3D input device, and the results show that, while the changes in the FOV affected accuracy, the VD affected efficiency.