| Randy Pausch, Tommy Burnette, Dan Brockway, Michael E. Weiblen, Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures, Proceedings of the 1995 ACM SIGGRAPH Conference, 399-400. |
....easily perform additional non navigation tasks with their hands. Widget based controls are also popular for navigating within virtual environments. The most relevant widget to our work is Pausch s implementation of a navigation technique based on flying into a hand held world in miniature (WIM)[11]. This technique allows a user first to indicate a desired new viewing location using a handheld miniature representation of the virtual environment, and second to be seamlessly flown to that location by an animated transformation of the hand held WIM. The primary disadvantage of this and most ....
....In Miniature Figure 2 The Step WIM widget which allows users to quickly navigate anywhere in the virtual world. The small sphere by the user s foot indicates his position in the miniature. which was used for selecting and manipulating virtual objects[14] as well as navigation and locomotion[11]. However, instead of treating the WIM as a hand held object, we wanted to achieve an effect similar to walking through a miniature environment landscape, such as Madurodam in The Hague. Consequently, when a user invokes the Step WIM, a miniature version of the virtual environment is placed ....
[Article contains additional citation context not shown here]
Pausch, R., Burnette, T., Brockway, D. and Weiblen, M. Navigation and Locomotion in Virtual Worlds Via Flight into Hand-Held Miniatures. In Proceedings of SIGGRAPH'95, ACM Press, 399-400, 1995.
....(3D) interaction has been explored in computer graphics, virtual reality (VR) user interface and scientific visualization. A number of techniques for 3D interaction have been developed, including object selection 97a] flying, grabbing and manipulating [RH92] worlds in miniature [PBBW95] combination of different modes of speech, gesture and gaze at the interface to allow real time interaction with a graphics display, two handed interaction 97, CFH97] and exploiting proprioception [MBS97] Among them, haptic visualization, as an augmentation to visual display, has the ....
Randy Pausch, Tommy Burnette, Dan Brockway, and Michael E. Weiblen. Navigation and locomotion in virtual worlds via flight into Hand-Held miniatures. SIGGRAPH 95 Conference Proceedings, pages 399--400. 1995.
....position tracking is shifted to the dead reckoning tracker. To notify the user that this is happening, we first replace the registered world overlay with the WIM model, but at full scale and properly registered. Then the WIM is interpolated in scale and position to its destination configuration [25]. This animation provides useful information that makes it possible for the user to orient herself with respect to her current position in the WIM. Additional spatial orientation help is provided by the introduction of the avatar, which is highlighted for a few seconds. Figure 6 shows the UI just ....
R. Pausch, T. Burnette, D. Brockway, and M. Weiblen. Navigation and locomotion in virtual worlds via flight into hand-held miniatures. Proc. SIGGRAPH '95, pages 399--401, 1995.
....position tracking is shifted to the dead reckoning tracker. To notify the user that this is happening, we first replace the registered world overlay with the WIM model, but at full scale and properly registered. Then the WIM is interpolated in scale and position to its destination configuration [25]. Figure 4 shows the user interface just after this transition. Because the head body alignment is relatively constant between these two pictures, the position of the projected WIM relative to the display is similar in both pictures, but the differing position and orientation of the body ....
R. Pausch, T. Burnette, D. Brockway, and M. Weiblen. Navigation and locomotion in virtual worlds via flight into handheld miniatures. Proc. SIGGRAPH '95, pages 399--401, 1995.
....of the scene. These views are usually larger views of the database used both to give the user a better understanding of the environment he is moving in, and to help navigation by producing map like information. These extra views can be displayed either on separate viewports, or in the same one [2, 6, 15, 17]. An alternative consists in allowing the user to scale the virtual world down to a miniature, selecting a new viewpoint, and then rescaling the miniature world back up using the newly selected viewpoint [8, 3] ffl A second approach provides the user with objects attached to the viewpoint in ....
....section. mirror view frustum mirror front frustum viewpoint Figure 2: Mirror front frustum The mirror can also serve to position the viewpoint of the main view, simply by copying the viewing parameters of the mirror view into the viewing parameters of the main view. Unlike the WIM [15], it seems that this operation isn t perceived by the user as disorienting. The reason may be that the user doesn t see a camera icon but the view which is passed to the main view. The Magic Mirror, together with these functionalities has been tested for different tasks. We have identified five ....
R. Pausch, T. Burnette, D. Brockway, and M. Weiblen. Navigation and locomotion in virtual worlds via flight into hand-held miniatures. Computer Graphics (SIGGRAPH '95), pages 399--400, 1995.
....fixed. This technique is most appropriate for close examination of single objects from different viewpoints, e.g. interior design (see Fig. 5) ffl scene in hand: this is the complementary technique to eyeball in hand. Sometimes this can be quite useful for orientation or coarse object placement [23]. ffl Sometimes it is desirable to be able to control the viewpoint without hands . In that case, speech recognition can be used in order to move the cart by uttering simple commands such as turn left , stop , etc. This has become feasible with today s user independent speech recognition ....
R. Pausch, T. Burnette, D. Brockway, and M. E. Weiblen. Navigation and locomotion in virtual worlds via flight into Hand-Held miniatures. In R. Cook, editor, SIGGRAPH 95 Conference Proceedings, Annual Conference Series, pages 399--400. ACM SIGGRAPH, Addison Wesley, Aug. 1995. held in Los Angeles, California, 06-11 August 1995.
....The Step WIM is a miniature version of the world that is placed on the ground, under the user s feet in the virtual environment. The idea is derived from Stoakley s hand held World In Miniature which was used for selecting and manipulating virtual objects[21] as well as navigation and locomotion[16]. However, instead of treating the WIM as a hand held object, we wanted to achieve an effect similar to walking through a miniature environment landscape, such as Madurodam in The Hague. Consequently, when a user invokes the Step WIM, a miniature version of the virtual environment is placed ....
....to navigate to a specific place by simply walking to a desired location in the WIM and invoking a scaling command, causing the Step WIM to animate scaling up around the user s feet 1 , thereby seamlessly transporting the user to the specified virtual environment location. As Bowman[1] and Pausch[16] discuss, animation of the Step WIM is essential to the user s sense of location. In situations where the Step WIM is either too large or too small, the user can, upon command, increase or decrease the size of the wim. 3.1 Invoking, Scaling and Dismissing the Step WIM In addition to the effect ....
Pausch, R., Burnette, T., Brockway, D. and Weiblen, M. Navigation and Locomotion in Virtual Worlds Via Flight into Hand-Held Miniatures. In Proceedings of SIGGRAPH 95, ACM Press, 399-400, 1995.
....resources do we have to add to enable strategy X or if we only need strategy Y, can we remove resource Z This may help to identify the need for artificial (or virtual) resources to augment those mapped from the real world model. For example, a miniature world view in the WIM (World In Miniature [13]) interaction technique as a view of the current state of the virtual world. 6. Comparing interfaces. Different external representations of the same problem affect the interaction strategy users adopt [2, 14] The presence or absence of resources leads users to adopt different strategies. The ....
R. Pausch, T. Burnette, D. Brockway, and M. E. Weiblen. Navigation and locomotion in virtual worlds via flight into hand-held miniatures. In ACM SIGGRAPH '95, pages 399--400, 1995.
....the City (Lynch, 1960) Various metaphors for viewpoint motion and control in 3D environments have also been proposed. Ware et al. 1988, 1990, 1996) identify the flying, eyeball in hand, and scene in hand metaphors for virtual camera control. As an extension of the scene inhand metaphor, Pausch et al. 1995) make use of a World in Miniature representation as a device for navigation and locomotion in immersive virtual environments. Another interesting metaphor uses head motion to control the position of the viewpoint (Kheddar, Chellali, and Coiffet, 1995, Koller, Mine, and Hudson, 1996) Numerous ....
....effects of changes since the scale of the user and world are different, a small motion by the user results in a large motion in the world. Another idea employing scaling is to have two copies of the world, one large and one small. In the World in Miniature (WIM) technique (Stoakley, Conway, and Pausch, 1995), the user manipulates small objects in a dollhouse world held in the hand, and the corresponding full size objects move accordingly. This has been extended in the recent voodoo dolls technique (Pierce, Stearns, Pausch, 1999) in which the user creates his own miniature parts of the ....
[Article contains additional citation context not shown here]
Pausch, R., Burnette, T., Brockway, D., and Weiblen, M. (1995). Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures. Proceedings of SIGGRAPH, in Computer Graphics, 399-400.
....to support navigation in large scale VEs. The guidelines herein focus on the structural elements and content of VEs because the virtual reality literature already contains many articles on specific navigational interfaces like input devices (e.g. 32] motion control (e.g. 27] and maps (e.g. [24]) Before the guidelines themselves are presented, the necessity of supporting navigation in VEs is discussed, as is the justification for using research on real world navigation to create guidelines facilitating VE navigation. The Need for Navigational Support The need for navigation design ....
Pausch, R., Burnette, T., Brockway, D., & Weiblen, M. E. Navigation and locomotion in virtual worlds via flight into hand-held miniatures, in Proceedings of ACM Siggraph '95, Computer Graphics, July 1995.
....The Image of the City (Lynch, 1960) Various metaphors for viewpoint motion and control in 3D environments have also been proposed. Ware et al. 1988, 1990) identify the flying, eyeball in hand, and scene in hand metaphors for virtual camera control. As an extension of the scene in hand metaphor, Pausch et al. 1995) make use of a World in Miniature representation as a device for navigation and locomotion in immersive virtual environments. Numerous implementations and studies of non immersive 3D travel techniques have been described. Strommen compares three different mouse based interfaces for children to ....
Pausch, R., Burnette, T., Brockway, D., & Weiblen, M. (1995). Navigation and Locomotion in Virtual Worlds via Flight into Hand-held Miniatures. Proceedings of SIGGRAPH, In Computer Graphics, 29(4), 399-400.
....this assumption was the NASA Ames VIEW system [Fisher] Users could create a window that looked into a different location; when they resized that window to fill their view the system actually teleported them to that location. Pausch used a similar idea for navigation using a handheld miniature [Pausch95]. To move to a different location the miniature grows and moves so that the user occupies the desired position in the expanding miniature. When the miniature reaches 1:1 scale the system teleports the user to that position in the virtual world. Pierce breaks this assumption in a different way ....
....world, however, any object can be a widget [Conner92] that combines an appearance with some useful (or even useless) behavior. This makes possible all varieties of useful combinations. Changing the you are here spot on a map can indeed Figure 6: Voodoo Dolls change your location [Angus][Pausch95]. The user can sketch a path through the world, and that path can then draw the user along it [Igarashi] A user holding a miniature 3D model of a room (a world in miniature) can rearrange the furniture in the room by rearranging the furniture in the model [Stoakley] Users can even practice a ....
Randy Pausch, Tommy Burnette, Dan Brockway, and Michael E. Weiblen. Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures. SIGGRAPH 1995 Proceedings, pages 399-400.
.... task space 52 [Neale and Carroll, 1997] Fairchild et al. 1993] Nav9 Choose control metaphor(s) that allow for concurrent task execution 44, 52 [Fairchild et al. 1993] Nav10 Ensure that point to point animations do not restrict situational awareness 53 [Wickens and Baker, 1995] [Pausch et al. 1996] [Bowman et al. 1997] Nav11 Use body based steering to support concurrent manipulation tasks 54 [Templeman, 1996] Slater et al. 1995b] Davies, 1996] Nav12 Use head based steering approaches when direction of gaze and travel are logically connected or for simple object toobject ....
....AND USER TASKS IN VES 53 An interesting implementation of the scene in hand metaphor, discussed previously, is the WIM developed at the University of Virginia [UVA, 1996] The WIM is a miniature representation of the VE. When users move objects in the WIM, the corresponding virtual object is moved [Pausch et al. 1996]. If desired, the WIM can contain a graphical representation of user position and orientation (typically a camera and viewing frustum) that can be manipulated to specify new user locations and orientations. When specifying new locations via virtual object representation, the immersive world must ....
[Article contains additional citation context not shown here]
Pausch, R., Burnette, T., Brockway, D., and Weiblen, M. E. (1996). Navigation and locomotion in virtual worlds via flight into hand-held miniatures. Document available online at http://www.cs.virginia.edu/ uigroup/publications/95/conferences/siggraph/paper.html.
....in translating conceptual designs into digital form. In the computer animation, visualization, VR and user interface communities, researchers have developed numerous techniques for 3D interaction comprising object selection [PFC 97] flying, grabbing and manipulating [RH92] miniature worlds [PBBW95] different modes of speech, gesture and gaze, two handed interaction [CFH97, ABF 97] and proprioception [MBS97] Most of this work has focused on interaction techniques and is based on data gloves or simple VR interfaces for selection and movement rather than on force feedback devices. In ....
Randy Pausch, Tommy Burnette, Dan Brockway, and Michael E. Weiblen. Navigation and locomotion in virtual worlds via flight into Hand-Held miniatures. SIGGRAPH 95 Conference Proceedings, pages 399--400, 1995.
....our framework, we chose the application scenario of Storyboard design. This application is a prototype of a cinematic design tool. It allows multiple users to concurrently work on a storyboard for a movie or drama. Individual scenes are represented by their stage sets, a kind of world in miniature [11]. Every scene is represented by its own context, and embedded in a 3D window. Users can manipulate the position of props in the scene as well as the number and placement of actors (represented by colored board game figures) and finally the position of the camera (Figure 9, Figure 10) All ....
Pausch R., T. Burnette, D. Brockway, M. Weiblen. Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures, Proc. SIGGRAPH '95, pp. 399401, 1995.
....adjustment of the physical models. # Applications ancillary to geometric modeling: We have built blocks with LEDs, speakers, switches, and motion sensors that support world in miniature interaction metaphors for virtual environments in which our miniature worlds are physical rather than virtual [25]. We are also exploring game applications that make use of these same sensors and actuators. # Interactive embodiments of graphical interpretation: In our case studies, we focused on fully automatic graphical interpretation with the goal of understanding the limits of such an approach. We plan to ....
R. Pausch, T. Burnette, D. Brockway, and M. E. Weiblen. Navigation and locomotion in virtual worlds via flight into hand-held miniatures. In Proc. of SIGGRAPH 95, pages 399-- 400, Los Angeles, California, Aug. 1995.
....This research is partially supported by ARO DAAG55 981 0322, NSF EIA 9806027, NSF DMI 9900157 and NSF IIS9821067 Figure 1. A Rooster Created Painted by inTouch techniques for 3D interaction comprising object selection [PFC 97] flying, grabbing and manipulating [RH92] miniature worlds [PBBW95] different modes of speech, gesture and gaze, two handed interaction [CFH97, ABF 97] and proprioception [MBS97] Most of this work has focused on interaction techniques and is based on data gloves or simple VR interfaces for selection and movement rather than on force feedback devices. In ....
Randy Pausch, Tommy Burnette, Dan Brockway, and Michael E. Weiblen. Navigation and locomotion in virtual worlds via flight into Hand-Held miniatures. SIGGRAPH 95 Conference Proceedings, pages 399--400, 1995.
....the natural rhythm of the operation and adds significant cognitive overhead. Although there are a variety of different interaction techniques, many can be grouped loosely into the interaction mode that they apply. Some examples are: Navigation: walking [2] flying [2] worlds in miniature (WIM) [10, 11], head butt zoom [10] two handed flying [10] Selection: laser pointing [2] cone casting, head crusher select [12] go go interaction [13] look at menus [10] Manipulation: scaled world grab [10] orbital mode [14] hand held widgets [10, 15] over the shoulder deletion [10] Environment ....
R. Pausch, T. Burnette, D. Brockway and M. E. Weiblen. Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures. In ACM SIGGRAPH '95, Los Angeles, pp. 399-400. ACM Press, 1995.
....network of workstations and parallel machines. In order to implement these different models into a unique sys1 tem, we have designed an object oriented programming methodology [9] Usually, interactions with Virtual Environments are reserved to humans in the loop via different kinds of interface [20, 17, 13], including different spatial locations (Distributed Virtual Environments [18] A lot of work has been performed both to maximize the visual quality of the virtual environment and to minimize the number of polygons. This visual simulation technology which was primarily (according to its expensive ....
D. Brockway R. Pausch, T. Burnette and M.E. Weiblen. Navigation and locomotion in virtual worlds via flight into hand-held miniatures. In Siggraph, pages 399--400, Los Angeles, California, U.S.A., August 1995. ACM.
....there are a variety of different interaction techniques, many can be grouped loosely into the interaction mode which they apply, e.g. navigation, object selection, object manipulation or environment commands. Some examples are : Navigation: Walking [2] Flying [2] Worlds in miniature (WIM) [10, 11], Headbutt zoom [10] Two handed flying [10] Selection: Laser pointing [2] Cone casting, Head crusher select [12] Go go interaction [13] Look at menus [10] Manipulation: Scaled world grab [10] Orbital mode [14] Hand held widgets [10, 15] Over the shoulder deletion [10] Environment ....
Pausch, R., T. Burnette, D. Brockway and M.E. Weiblen. Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures. in ACM SIGGRAPH '95. 1995. Computer Graphics.
....upon the length of the user s arm and the scaling function used. Go go interaction may require different scaling functions in scenes with different distributions of objects (i.e. mostly nearby or faraway) Scaled world grab has some common features with the Worldsin Miniature (WIM) paradigm (see [Pausch 1995, Stoakley 1995, Mine 1996, Mine 1997] and related earlier work in [Teller 1991] in which objects are brought into reach in the form of a miniature copy of the environment floating in front of the user. WIMs have shown excellent promise in areas such as remote object manipulation and wayfinding. ....
Pausch, R., T. Burnette, D. Brockway and M.E. Weiblen. "Navigation and locomotion in virtual worlds via flight into hand-held miniatures. " Proceedings of SIGGRAPH 95, Los Angeles, CA, ACM: 399-400.
....an obstacle was too low to walk underneath) Other methods (scaling, manipulation of an iconic representation of the user, leaning, etc. and issues (interactive velocity and acceleration changes, effect on users of constant resizing, etc. for navigation in VEs have been discussed and implemented [9,10,12,13]. Our purpose here is not to list them all, but rather to demonstrate the utility of implementing constraints for VE navigation tasks. A successful navigation method should offer enough constraint to avoid user disorientation and to simulate physical walking, but should also be flexible for ....
R. Pausch, T. Burnette, D. Brockway, and M. Weiblen, "Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures," Proc. SIGGRAPH 95, in Computer Graphics, 1995, pp. 399-400.
....a chair across a room without having to actually move through the environment to reach it) In addition it helps provide global context while immersed in one s current location. Researchers at the University of Virginia are also exploring the use of WIMs for navigation in the virtual world (see [Pausch, et al. 1995]) Though highly effective for the gross manipulation of objects, the WIM interface does not solve the precise manipulation problem (and in fact aggravates it, since one is restricted to large scale motions of objects due to the small scale of the WIM) The controlled manipulation of objects in a ....
R. Pausch, T. Burnette, D. Brockway and M. E. Weiblen (1995). "Navigation and locomotion in virtual worlds via flight into hand-held miniatures.
....on the monitor. While giving the palette a secondary problem, the pen is employed to draw and edit free form curves directly in 3D. However, the system was not an immersive and head tracked application, it was suitable for CAD shape design. A different problem is addressed by Pausch et al. [14], 19] Navigation in immersed virtual environments may become a difficult task for some users, since adaptation to new metaphors requires an introductory phase. In addition to the first person view the developer of the World in Miniature (WIM) metaphor supply a God s eye view of the life sized ....
....created, edited privately and placed with the Personal Interaction Panel. This mechanism gives a natural interactive feeling of handling spatial aligned multi media data. Navigation If needed, the PIP can support multiple navigation metaphors, among them are use of hand held miniatures (compare [14]) specifying direction of movement with the pen or spaceship control gadgets (2D buttons or 3D widgets) on the panel s surface. Figure 7: Camera positioning by the pen Figure 9: General PIP tools (Magnifying Lens) Figure 8: Enlarged view selected by pointing the Figure 10: The Wonderland model ....
Pausch, R., Burnette, T., Brockway, D., Weiblen, M., Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures. Proceedings of SIGGRAPH'95, 1995, 399-401
....users should probably have control over the orientation of the map. The importance of this flexibility is borne out by research in the aviation community [3, 4] and in virtual environments [26] The idea of a small, inset, exocentric view is extended by the Worlds in Miniature (WIM) con12 cept [64, 49]. The WIM metaphor provides the user with a hand held, three dimensional miniature of the virtual environment. Point of view in the overall virtual environment is controlled through a head tracker, while in the miniature, point of view is controlled by a second tracker, attached to a clipboard. ....
Randy Pausch and Tommy Bernette. Navigation and locomotion in virtual worlds via flight into hand-held miniatures. In Proceedings of SIGGRAPH 1995, 1995.
....of vantage points they support. Miniature Worlds and Maps Most 3D environment browsers enable the traveler to zoom out and view the world in miniature, thereby gaining survey knowledge. Stoakley et al. extend this notion by creating a world in miniature (or WIM) embedded within the main world [15, 12]. The miniature world duplicates all elements of the main world and adds an icon denoting the traveler s position and orientation. Held within the traveler s virtual hand, the traveler can reach into the miniature and reposition world content or themselves. Simultaneously, the outer main world is ....
Pausch, R., Burnette, T., Brockway, D., Weiblen, M.E. Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures. In Proceedings of SIGGRAPH 95 , 1995, pp. 399-400.
.... eyeball in hand, and scene inhand metaphors. A fourth metaphor, ray casting, 6] has been suggested, which can be used to select targets for navigation. Others make use of a World in Miniature representation as a device for navigation and locomotion in immersive virtual environments [11,15]. Numerous implementations of non immersive 3D travel techniques have been described. Strommen compares three different mouse based interfaces for children to control point of view navigation [16] Mackinlay et al. describe a general method for rapid, controlled movement through a 3D environment ....
R. Pausch, T. Burnette, D. Brockway, and M. Weiblen. Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures. Proceedings of SIGGRAPH (Los Angeles, CA, 1995), pp. 399-400.
....metaphors. Researchers at the University of Virginia suggest a fourth metaphor, ray casting, 6] which can be used to select targets for navigation, and they make use of a World inMiniature representation as a device for navigation and locomotion in immersive virtual environments [12,15]. Numerous implementations of non immersive 3D travel techniques have been described. Strommen compares three different mouse based interfaces for children to control point of view navigation [16] Mackinlay et al. describe a general method for rapid, controlled movement through a 3D environment ....
R. Pausch, T. Burnette, D. Brockway, and M. Weiblen, "Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures," Proc. SIGGRAPH 95, in Computer Graphics, pp. 399-400, 1995.
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Randy Pausch, Tommy Burnette, Dan Brockway, Michael E. Weiblen, Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures, Proceedings of the 1995 ACM SIGGRAPH Conference, 399-400.
....of that object. Chapter 2: Related Work 28 Figure 2. 12 The Worlds In Miniature (WIM) metaphor [164] The WIM effectively integrates metaphors for viewing at 1:1 scale, manipulating the point of view, manipulation of objects which are out of physical reach or occluded from view, and navigation [133]. I will discuss some further issues raised by two handed interaction with the WIM in the context of Chapter 4, Design Issues in Spatial Input, as well as Chapter 8, The Bimanual Frame of Reference. 2.5.3 The Virtual Workbench Poston and Serra [138] have implemented the Virtual Workbench ....
Pausch, R., Burnette, T., Brockway, D., Weiblen, M., "Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures," Computer Graphics (SIGGRAPH `95), pp. 399-400.
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Randy Pausch, Tommy Burnette, Dan Brockway, and Michael E. Weiblen. Navigation and locomotion in virtual worlds via flight into Hand-Held miniatures. In SIGGRAPH 95 Conference Proceedings, Robert Cook, Ed., Annual Conference Series, pages 399--400. ACM SIGGRAPH, Addison Wesley, August 1995. held in Los Angeles, California, 06-11 August 1995.
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R. Pausch, T. Burnette, D. Brockway, and M. E. Weiblen. Navigation and locomotion in virtual worlds via flight into Hand-Held miniatures. In R. Cook, editor, SIGGRAPH 95 Conference Proceedings, Annual Conference Series, pages 399--400. ACM SIGGRAPH, Addison Wesley, Aug. 1995.
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Randy Pausch, Tommy Burnette, and Michael E. Weiblen. Navigation and locomotion in virtual worlds via flight into hand-held miniatures. In UIST '96: The Ninth Annual Symposium on User Interface Software and Technology, page 518, 1995.
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R. Pausch, T. Burnette, D. Brockway and M. E. Weiblen, Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures. in ACM SIGGRAPH '95. 1995. ACM Press. p. 399-400.
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R. Pausch, T. Burnette, D. Brockway, and M. E. Weiblen. Navigation and locomotion in virtual worlds via flight into Hand-Held miniatures. In SIGGRAPH 95, pages 399--400.
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Randy Pausch, Tommy Burnette, Dan Brockway, and Michael E. Weiblen. Navigation and locomotion in virtual worlds via flight into Hand-Held miniatures. In Robert Cook, editor, SIGGRAPH 95 Conference Proceedings, Annual Conference Series, pages 399--400. ACM SIGGRAPH, Addison Wesley, August 1995.
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Randy Pausch, Tommy Burnette, Dan Brockway, and Michael E. Weiblen. Navigation and locomotion in virtual worlds via flight into Hand-Held miniatures. In Robert Cook, editor, SIGGRAPH 95 Conference Proceedings, Annual Conference Series, pages 399--400. ACM SIGGRAPH, Addison Wesley, August 1995.
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R. Pausch, T. Burnette. Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures. Computer Graphics 1995, Annual Conference Series, p 399400
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Pausch, R., Burnette, T., Brockway, D., Weiblen, M. E. (1995). Navigation and Locomotion in Virtual Worlds via Flight into Hand-Held Miniatures. In Proceedings of the 15 ACM SIGGRAPH 95. Los Angeles, USA.
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