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J. D. Foley, "Interfaces for Advanced Computing," Scientific American, October 1987, pp.82--90.

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Evaluating and Comparing Interaction Styles - Georgios Christou And   (Correct)

....and Norman discussed the cognitive basis of the then newly emerging WIMP interfaces. A lot has happened since then, though, and research has taken many different paths. A lot of different interaction styles have emerged, and are still emerging. Interaction styles (IS) 4] like Virtual Reality (VR) [7], Ubiquitous Computing (Ubicomp) 8] and Tangible User Interfaces (TUIs) 6] are a few of the examples at the forefront of research and development. These interaction styles try to liberate the user from the classical view of the desktop as the basic metaphor, and the keyboard and mouse as the ....

J.D. Foley, "Interfaces for Advanced Computing," Scientific American, Vol. 257(4) pp. 127-135 (October 1987).


Tankathon-A Process Plant Simulation - Jää-Aro (1992)   (Correct)

....is used for flying around in the world. It consists of a simple black arrow with a red box on the shaft. The box indicates the flight speed by moving closer to the arrow head at proportionally higher speeds. Flight is accomplished by the usual index finger pointing posture as shown in e.g. [Foley, 1987]. The user can also make a fist with her hand, in which case the pointer will turn to indicate where the centre tank is. I later found out that tool replacement is also used in the 3dm system at the University of North Carolina [Davidson, 1991] I will make the distinction between postures, ....

Foley J. D, (1987). Interfaces for advanced computing. Scientific American, 257(4):126--135.


A Second Step Towards Virtual Reality: The Entity Model.. - Pezely, Evenson, al. (1991)   (Correct)

....graphics available in the recent years, many people have forecast how much more useful future systems might be for understanding information. The individuals and research teams on the quest for virtual reality (VR) have taken the first step: interactive, three dimensional, computer graphics. [3] The interactivity comes from position tracking equipment, head mounted displays, and hand held or hand worn input devices. And, of course, very fast and very expensive computational and graphic display hardware is required. In some cases audio, tactile, and force feed back devices are added to ....

Foley, J.D. "Interfaces for Advanced Computing, " Scientific American, October 1987, pp. 126-135.


Design and Applications of A High Resolution Insert Head.. - Yoshida, Rolland, Reif (1995)   (5 citations)  (Correct)

....envisioned applications of our HMD, and demonstrate the feasibility of our HMD by designing a prototype model. 1. Introduction The field of Virtual Reality (VR) has recently received considerable attention, rightly due to the potential to create unique capabilities for human computer interaction [Foley 87, Fisher 90] Such advanced interaction can include: interactive control and diagnostics systems, teleoperation systems, and entertainment systems. For these applications, HMDs are typically used to provide the visual information to the user [Chung et al. 42] However, conventional HMDs usually do ....

D. Foley, "Interfaces for Advanced Computing," Scientific American 257(4), 126135 (1987).


Conveying Visual Information with Spatial Auditory Patterns - Wang, Ben-Arie (1996)   (2 citations)  (Correct)

.... a display could be realized with an array of real sound sources or loudspeakers [4] Other examples of 3 D localization research include 3 D auditory displays in advanced human machine interfaces such as computer workstations, airport tower control, traffic control, and virtual reality systems [1, 8, 7]. In general, such works involve contexts in which the user s spatial awareness is important, particularly when visual cues are limited or even entirely absent [23] Hence, one of the major purposes of 3 D auditory displays is to convey spatial information via sound, especially when visual ....

J. D. Foley, "Interfaces for advanced computing", Sci. Amer., Vol. 257, 126-135.


Animating Direct Manipulation in Human Computer Interfaces - Thomas (1997)   (Correct)

....visually, or to simulate activities too dangerous or difficult to view directly, as in Doom, flight simulation and tele presence robtics applications. The concept of a WIMP interface has little or no meaning in an immersive 2.4. SYSTEMS WITH ANIMATED INTERACTION 34 environment. As James Foley [25] asks, What would a text editor look like through an immersive virtual reality interface Recent work has examined how to incorporate the concepts of text and buttons into immersive virtual reality interfaces [41, 54, 89] but the core of an immersive environment is that the visual and audio ....

James D. Foley. Interfaces for advanced computing. Scientific American, pages 127--135, October 1987.


DLoVe - A specification paradigm for designing distributed VR.. - Deligiannidis (2000)   (Correct)

....(Graphical User Interface) or WIMP (Window, Icon, Menu, Pointer) style interface [Shneiderman 92] The next generation s computer interfaces have been called nonWIMP [Green 91] and are characterized by parallel and continuous interactions. Examples are virtual reality and virtual environments [Foley 87] Existing languages and models, event based software, methods and tools do not satisfy the next generation requirements. For that reason we need a new model and framework for describing and implementing these interfaces from the point of view of the user and the dialogue. Most of today s ....

J.D. Foley, "Interfaces for Advanced Computing", Scientific American, v257, n4 p127-135, October 1987.


One Dimensional Motion Tailoring for the Disabled: A User.. - Pausch, Vogtle, Conway (1991)   (3 citations)  (Correct)

.... contains targeting crosshairs, and as the pilot s helmet moves with his head, the system computes the angle of his gaze [Furness] More detailed tracking is performed in three dimensional drawing or sculpting applications [Schmandt] and virtual reality systems, where sensors attached to gloves [Foley] provide three dimensional signals that are mapped into motions in synthetic worlds shown on traditional or head mounted displays. These systems perform mappings from position and orientation information, but the mappings are significantly less complicated than those we propose. MAPPING ....

J. D. Foley, Interfaces for Advanced Computing, Scientific American, October, 1987, 127-135.


Performance Aspects Of Computers With Graphical User Interfaces - Gupta (1993)   (Correct)

....detail in Section 1.3. Future directions in user interfaces will certainly enrich the human computer interaction in new and creative ways. Emerging interaction devices such as the DataGlove [16] allow a computer to sense hand position and orientation in three dimensions. Virtual realities [17, 18] are computer generated environments with realistic appearance, behavior and interaction techniques. The emerging discipline of scientific visualization [19, 20, 21] employs computer graphics techniques to render results of scientific computations in the form of visual images. Multimedia computing ....

J. Foley, "Interfaces for advanced computing," Scientific American, vol. 257, pp. 126--135, October 1987.


One Dimensional Motion Tailoring for the Disabled: A User.. - Pausch, Vogtle, Conway (1991)   (3 citations)  (Correct)

.... faceshield contains targeting crosshairs, and as the pilot s helmet moves with his head, the system computes the angle of his gaze [5] More detailed tracking is performed in three dimensional drawing or sculpting applications [12] and virtual reality systems, where sensors attached to gloves [4] provide three dimensional signals that are mapped into motions in synthetic worlds shown on traditional or head mounted displays. These systems perform mappings from position and orientation information, but the mappings are significantly less complicated than those we propose. MAPPING ....

J. D. Foley, Interfaces for Advanced Computing, Scientific American, October, 1987, 127-135.


Depth of Presence in Virtual Environments - Slater, Usoh (1994)   (10 citations)  (Correct)

....mundane walking, climbing and descending steps and ladders; magical scaling the environment and remote object selection. 4.2 Walking: The Virtual Treadmill A standard solution for navigation in IVEs is to make use of the hand held pointing device. VPL used the DataGlove (Fisher 1986; Foley, 1987) with which a hand gesture would initiate movement, and the direction of movement would be controlled by the pointing direction. Velocity was controlled as part of the gesture: for example the smaller the angle between thumb and first finger the greater the velocity. DIVISION s ProVision system ....

Foley, J.D. (1987) Interfaces For Advanced Computing, Scientific American, 257(4), October, 126-135.


Creating Surface Models in Virtual Reality - Casanueva (1996)   (Correct)

....the need for 2 D to 3 D conversion. The resulting object would then be visualized directly using a stereoscopic display. The early 3 D input devices used mechanical linkages attached to measuring devices [Clark 1976] Roberts 1966] This type of device has been used until fairly recently [Foley 1987]. However, the preferred system today uses devices employing magnetic fields to accurately give the position and orientation of a sensor in space. These eliminate any need for mechanical linkages or sonic, laser or optical sensors, making the device easier to use. One such device is the Polhemus ....

....Virtual Reality Systems. First Eurographics Workshop on Parallel Graphics Visualisation, Bristol(UK) 26 27 September 1996. http: cs.ru.ac.za vrsig techdocs.html [Clark 1976] Clark J. 1976) Designing Surfaces in 3D. Communications of the ACM August 1976, 19(8) pp 454 460. [Foley 1987] Foley J. 1987) Interfaces for Advanced Computing. Scientific American, 257(4) October 1987, pp 127 135. Foley et al. 1993] Foley J. Van Dam A. Freiner S. and Hughes J. 1993) Computer Graphics: Principles and Practice [2nd Ed, 5th Printing] AddisonWesley Publishing Company. Gain 1993] Gain ....

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Foley J. (1987) Interfaces for Advanced Computing. Scientific American, 257(4), October 1987, pp 127-135.


A Survey of Virtual Reality Literature - Steed   (Correct)

.... in detail, as this allows us a natural way of communicating to the computer using gestures and the facility to use tools that have representations close to their real design [KH90] The most popular device to measure the flexion values of the fingers is the VPL Dataglove (a diagram of one is in [Fol87] This is a lycra glove that has fibre optics running along each finger that sense the finger flexion by measuring the loss of light through the cable. This is done by scoring the cable in several positions so that when the finger is bent light leaks out of the cable. This technology has been ....

James D. Foley. Interfaces for advanced computing. Scientific American, pages 83--90, October 1987.


An Agenda for Human-Computer Interaction Research.. - Jacob, Leggett, Myers, ..   (Correct)

....images as if they were real objects located in space surrounding the user. Some aspects of virtual reality can be approached as three dimensional direct manipulation plus voice input output, but not all virtual reality interactions can be characterized that simply (Fisher, 1986, Fisher, 1988, Foley, 1987). We can see that increasing verisimilitude in interaction styles has yielded powerful steps from command line to direct manipulation and virtual reality styles, but it can also be a millstone. Some tasks are inherently abstract or non physical, and for such, we may want to explore new interaction ....

Foley,. J.D. Foley, "Interfaces for Advanced Computing," Scientific American, vol. 257, no. 4, pp. 127-135, October 1987.


AVIARY - A Generic Virtual Reality Interface for.. - West, Howard.. (1993)   (19 citations)  (Correct)

.... model defines three fundamental types of peripheral: input devices (accepting data from users) output devices (supplying data to users) and external processing resources (supporting interaction with external applications) Input devices will typically include spatial locators, such as datagloves [29] and other 3D sensors [30, 31, 32] Speech input provides another useful means of interaction [33] In this realm, we hope to draw upon our previous research experience in using speech based control within graphical environments [34] Output to users may be presented through a variety of different ....

James D. Foley. Interfaces for advanced computing. Scientific American, 257(4):82--90, October 1987.


Natural Dialogue in Modes Other Than Natural Language - Jacob (1992)   (4 citations)  (Correct)

....in the images presented on a headmounted display, the illusion of being surrounded by a world of computer generated images or a virtual environment is created. Hand mounted sensors allow the user to interact with these images as if they were real objects located in space surrounding him or her (Foley, 1987). Much of the advantage of such an interfaces derives from the fact that the user seems to operate directly on the objects in the computer rather than carrying on a dialogue about them. Instead of using a command language to describe operations on objects, the user manipulates objects visible ....

Foley,. J.D. Foley, "Interfaces for Advanced Computing," Scientific American, vol. 257, no. 4, pp. 127-135, October 1987.


A Visual Representation for Knowledge Structures - Travers (1989)   (8 citations)  (Correct)

....base grew. MUE began as an effort to design a graphic browsing interface that exploited the spatial navigation skills of the user by mapping the KB into a simulated physical space. The original plan for a spatial interface was to use virtual environment technology such as head mounted displays [Fole87] to present the knowledge base as a museum. The Cyc museum was to have used floors, sections, corridors, exhibits, alcoves, display cases, and other architectural metaphors to effectively spatialize the highly abstract structure of Cyc. This plan was encouraged by theories of architectural space ....

Foley, James D., "Interfaces for Advanced Computing", Scientific American, 257 (4), p.126-135, October 1987.


An Appearance-Based Approach to Gesture-Recognition - Martin, Crowley (1997)   (13 citations)  (Correct)

....posture using distance in an eigenspace. The classification of hand posture leads to the gesture recognition by a set of finite state machines. 1 Introduction Classical computer input devices are limited to keyboard and mouse. There is a growing interest in developing more intuitive and natural [10] interaction modes between user and computer. Hand gesture is a potentially rich communication channel between user and computer [2] Symbolic information can be communicated using a gesture language [1] Gesture is often included in Multi Modale interfaces, which combine several channels of ....

J.D. Foley. Interfaces for advanced computing. Scientific American, pages 83--90, October 1987.


A Shared Framework of Virtual Reality - Marsh, Wright, Smith, Duke (1998)   (Correct)

....and described below are three related issues which have compounded to blur or confuse our understanding of virtual reality. 2.1 Terminology There is no universally accepted definition of virtual reality that yet exists. Virtual reality is referred to by various terms: artificial reality [1] [2] virtual environments [3] spatial immersion [4] etc. It would seem that each writer or researcher on the subject identifies with a particular term, or even invents a new term, that will best describe or represent their own views of virtual reality. For example, Barfield et al. prefer to ....

....Virtual reality has been described in many different ways. Trying to identify common features, attributes and concepts, that will permit a hierarchy to be constructed is a daunting task. However, three components are central to all 3D virtual reality systems : imagery, interaction and behaviour [1]; also see [8] for an informed discussion. Imagery: is made wholely or in part from 3 dimensional computer graphics. This can comprise of a scene, environment or background backdrop, and the objects within the scene environment. Imagery can be: representations of the real world environment or ....

Foley J. M., Interfaces for Advanced Computing, Scientific America, 257 (4), October 1987.


Dynamically Reconfigurable Architecture for a Class of Real-Time.. - Ohkami (1992)   (Correct)

No context found.

J. D. Foley, "Interfaces for Advanced Computing," Scientific American, October 1987, pp.82--90.


High-Resolution Inset Head-Mounted Display - Jannick Rolland Akitoshi (1998)   (Correct)

No context found.

D. Foley, "Interfaces for Advanced Computing," Sci. Am. 257~4!, 126--135 ~1987!.


Programmable Applications: Interpreter Meets Interface - Eisenberg (1991)   (8 citations)  (Correct)

No context found.

Foley, J. "Interfaces for Advanced Computing." Scientific American 257:7, 1987.


Programmable Applications: Interpreter Meets Interface - Eisenberg (1995)   (8 citations)  (Correct)

No context found.

Foley, J. "Interfaces for Advanced Computing." Scientific American 257:7, 1987.


Design and Implementation of the Meta Operating System and.. - Pezely, al. (1992)   (Correct)

No context found.

Foley, J.D., "Interfaces for Advanced Computing," Scientific American, October 1987, pp. 126-135.


Cutting Planes and Beyond - Clifton, Pang (1997)   (1 citation)  (Correct)

No context found.

J.D. Foley. Interfaces for advanced computing. Scientific American, 257(4):127--135, October 1987.

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