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Pausch, Randy. Virtual Reality on Five Dollars a Day. Technical Report CS-9121, Department of Computer Science, University of Virginia, 1991.

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An Evaluation of Input Devices for Timbre Space Navigation - Vertegaal (1994)   (2 citations)  (Correct)

....strategy emerged from this paper: all experiments were recorded to allow retroactive simulation of experiments at different accuracy criteria. This greatly reduces the risk of erroneous trial termination caused by inappropriate criterion settings or inadvertently passing through the criterion. Pausch (1991) has studied the use of two multidimensional input devices, the Nintendo Power Glove and the Polhemus 3 Space Isotrak, as low cost virtual reality controllers. The possibility to wear the Polhemus on the head is interesting from a musician s point of view, since it could give musicians using wind ....

....glove degrades and is eventually lost as it is turned away from the receivers. The glove remains usable at up to a 45 degree angle from the receivers. The coordinate information (x, y, z) of the glove is reported accurate to within 6 millimeters when the glove is within 2 meters from the receivers (Pausch 1991), but such accuracy is only possible when the data is heavily filtered. The roll information, where roll is the angle made by pivoting the hand around the axis of the forearm, is reported in one of twelve possible positions. In addition, finger bend is determined from the varying resistance ....

Pausch, R. (1991). "Virtual Reality on Five Dollars a Day." Proceedings of ACM CHI '91 Conference on Human Factors in Computing Systems: 265-270.


Whole-Hand and Speech Input in Virtual Environments - LaViola, Jr. (1999)   (1 citation)  (Correct)

....of its instability when worn. The Power Glovewas developed in 1989 by Mattel as an input device for Nintendo games and, when suitably reverse engineered for a computer s serial port [39] became a lowcost alternative for researchers in virtual reality and hand posture and gesture recognition [65, 109]. The glove used resistive ink sensors that measured the overall exion of the thumb, index, middle, and ring ngers for a total of four DOF. It also used ultrasonic tracking to track the hand s x, y, and z position and roll orientation of the wrist relative to a companion unit attached to the ....

Pausch, Randy. Virtual Reality on Five Dollars a Day.Technical Report CS-91-21, Department of Computer Science, University of Virginia, 1991.


Effects of Variation in System Responsiveness on.. - Watson, Walker.. (1998)   (3 citations)  (Correct)

....who have used guidelines generated in the field to ensure adequate user performance. Airey, Rohlf and Frederick (1990) report that 6 Hz was an absolute minimum Human Factors, Special Section on Virtual Environments, 40, 3 (Sept) 403 414 7 for their architectural walkthrough application. Pausch (1991) recommended 7 Hz, Card, Robertson and MacKinlay (1991) McKenna and Zeltzer (1992) and Bryson (1993) all recommend 10 Hz. The long control delays in telerobotics have led researchers in the field to study the effects of frame latency manipulation. Unfortunately, most of the studied latencies were ....

Pausch, R. (1991). Virtual reality on five dollars a day. Proc. Conf. on Human Factors in Human Factors, Special Section on Virtual Environments, 40, 3 (Sept), 403-414 24 Computing Systems (CHI), 265-269.


Ubiquitous Computing: Research Themes And Open Issues From An.. - Abowd (1997)   (2 citations)  (Correct)

....These thems are: automated capture, integration and access; context awareness; and ubiquitous software services. We have at 4 In fact, we were tempted to entitle this article Ubiquitous computing for five dollars a day, in the spirit of Pausch s similarly titled piece for virtual reality [16]. tempted to make the abstract themes concrete in terms of systems we have built that portray important features and highlight a number of open issues. Many of these issues are targets for our future research, but we hope that they might interest other HCI researchers who concur with our ....

R. Pausch. Virtual reality on five dollars a day. In Proceedings of CHI'91, pages 265--270, 1996.


The World Processor: An interface for textual display .. - Verlinden, Bolter.. (1993)   (2 citations)  (Correct)

....helmet mounted display, the user is legally blind. Of course, the hardware continues to improve and diversify. For example, a different technology, using stacked monochrome LEDs and a pivoting mirror, can already provide a resolution of 720 by 280 pixels, which should make text more legible [19]. We can also expect improvements in helmet mounted displays with color LEDs. Furthermore, a 3D cursor is not a very accurate pointing device for selecting text, and the use of a physical keyboard is almost impossible for a helmeted user. Constructing a virtual keyboard in the user s visual space ....

....and users will come to recognize the importance of representing text and other semantic objects in three dimensional spaces. Increased computational power is making high quality graphics available on workstations and personal computers, and even Virtual Reality need not be prohibitively expensive [19]. We believe that users will begin to feel an increasing need to locate text in the graphic space. The desktop and windows metaphors of current desktop computing will likely be supplemented or replaced with various three dimensional metaphors. But these new metaphors will still require text for ....

Pausch, Randy. Virtual Reality on Five Dollars a Day. Proceedings of CHI '91 (New Orleans: April,1991). New York: ACM, 1991.


Application of Parallel Processing to Rendering in a.. - Bangay, Clayton, Sewry   (Correct)

....for virtual reality applications. Virtual reality applications are different in that the images must be rendered very rapidly, in real time, and that the delay between a user input and the corresponding change in the rendered output, the latency, must be small. In working virtual reality systems [4] [1] frame rates of 6 frames second and a latency of less than 200 milliseconds are suggested as minimum requirements for the illusion of reality. These two factors, the speed of rendering, and the latency period are used as the criteria for evaluating the parallelisation techniques explored in ....

Pausch, R., "Virtual Reality on Five Dollars a Day", Proceedings of the ACM SIGCHI Human Factors in Computer Science Conference, New Orleans, April 1991.


Application of Parallel Processing to Rendering in a Virtual.. - Shaun Bangay   (Correct)

....for a virtual reality system Virtual reality applications are specialised in that the images must be rendered very rapidly, in real time, and that the delay between a user input and the corresponding change in the rendered output, the latency, must be small. In working virtual reality systems [2] [1] frame rates of 6 frames second and a latency of less than 200 milliseconds are suggested as minimum requirements for the illusion of reality. These two factors, the speed of rendering, and the latency period are used as the criteria for evaluating the parallelisation techniques explored in ....

Pausch, R., "Virtual Reality on Five Dollars a Day", Proceedings of the ACM SIGCHI Human Factors in Computer Science Conference, New Orleans, April 1991.


Human Factors in Virtual Environments for the Visual Analysis .. - Baker, Wickens (1995)   (6 citations)  (Correct)

....are useful. Experiments in predictive filtering of the user input stream have had some success in reducing the lag between user movement and display update [40] Alternatively (and more commonly employed) use simple imagery in order that substantial negative impacts are never encountered [48]. Some applications use multiple resolutions. The geometry in the center of the view is rendered with full detail, while parts of the world that are peripheral are rendered more coarsely. Another approach is to use adaptive or progressive imagery draw simplified views during navigation and ....

Randy Pausch. Virtual reality on five dollars a day. In Proceedings of SIGCHI 1991, pages 265--269, 1991.


A First Step Towards Object-Oriented Architectures for.. - Schaufler   (Correct)

....fragments implemented to integrate the computer and interface devices into a functioning VR system. The main concern is to maintain the illusion of presence and to present the simulated environment in a satisfying and convincing way. Such efforts have lead to the development of cheap VR systems [Pausch 91] and have been used for Problem solving by animation [Brooks 88] Metaphors and tools for interaction with 3D environments are investigated that lead the way towards computer aided development of VR interfaces. Feiner [Feiner 90] has proposed metaphors to investigate n dimensional functions. ....

....and orientation of the tracker can be calculated with accuracies of up to a few inches in a working space of half a sphere with two meters radius [Bryson 92b] 2.2.1. 2 Ultrasonic Trackers The ultrasonic tracking system uses three ultrasonic emitters that generate sound pulses in a certain order [Pausch 91] The pulses are received by the tracker with a measurable delay. From the three different delays and the given relative positions of the emitters the 3D position of the tracker can be calculated through triangulation. Hardware A First Step Towards Object Oriented Architectures for ....

Pausch Randy, 1991. Virtual Reality on Five Dollars a Day. Proceedings of the CHI 1991, pp 265-270. A First Step Towards Object-Oriented Architectures for Virtual-Reality Applications 87


A Survey of Hand Posture and Gesture Recognition Techniques.. - LaViola, Jr. (1999)   (4 citations)  (Correct)

No context found.

Pausch, Randy. Virtual Reality on Five Dollars a Day. Technical Report CS-9121, Department of Computer Science, University of Virginia, 1991.


An Artistic Design System - Eaglestone (1994)   (Correct)

No context found.

Pausch, R.: Virtual Reality on Five Dollars a Day. Proc of ACM CHI'91, 1991, pp. 265-270. 5. CODA

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