| Brooks, F. (1988). Grasping reality through illusion - Interactive graphics serving science. ACM CHI p. 1-11. |
....Koved, and Semyon Dukach Veridical User Environments Computer Science Department IBM T. J. Watson Research Center P. O. Box 704 Yorktown Heights, N. Y. 10598 (914)789 7530 Abstract In recent years, a number of research groups have implemented various versions of virtual world concept [2, 4, 6, 7]. A common thread among these virtual worlds is a direct manipulation user interface paradigm based on a glove device with the position and orientation of the hand registered by a tracking device. To explore this paradigm, a new project at IBM Research was started in 1989 to build a virtual ....
Frederick P. Brooks, Jr.,"Grasping Reality Through Illusion - Interactive Graphics Serving Science", CHI'88 Proceedings, pages 1-11, ACM, May 1988.
....by future work and conclusions. 2 Related Work Many application independent systems for passively exploring virtual worlds only offer navigation techniques. And most navigation techniques are based on one of the following five metaphors: Scene in Hand , Eyeball , Fly , Drive Ray casting [1, 2, 12, 21]. See also [10] for a detailed survey on navigation techniques. Several extensions of these techniques have also been investigated. ffl The most common extension consists in providing the user with additional views of the scene. These views are usually larger views of the database used both to ....
....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 ....
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F. P. Brooks. Grasping reality through illusion: Interactive graphics serving science. In Proc. ACM CHI'88 Human Factors in Computing Systems Conference, pages 1--11, 1988.
....have more or less confidence in its correctness, adequacy, or generality. As ideas mature, more rigor and detailed analysis is required to advance our knowledge. When describing a result, it is helpful to be explicit about what degree of precision and rigor it purports to achieve. Indeed, Brooks [9] proposes recognizing three kinds of results, with individual criteria for quality: Findings. well established scientific truths judged by truthfulness and rigor . Observations. reports on actual phenomena judged by interestingness . Rules of thumb. generalizations, signed by an author ....
Frederick P. Brooks, Jr. Grasping Reality Through Illusion - - Interactive Graphics Serving Science. Proc. ACM SIGCHI Human Factors in Computer Systems Conference, May 1988, pp. 1-11.
....paradigm. The user is literally surrounded by their terminal. Unfortunately, as a workstation, the room gives the user no more spatial data than a terminal. Head mounted display projects have also attempted to give users a sense of immersion, such as the ability to walk through a building [3]. These have been successful at creating spatial immersion, but not at presenting detailed information. These projects employ new display hardware to improve users sense of orientation in information they are working with but have not increased a person s ability to structure and work with ....
Frederick P. Brooks, Jr. Grasping Reality Through Illusion -- Interactive Graphics Serving Science. CHI '88 Proceedings, pages 1-11, ACM, May 1988.
....on the wand itself can be seen through the half silvered mirror and acts as a real world cursor. Despite the corresponding input and output volumes, the semitransparent mirror used in the workspace cannot provide correct occlusion cues. Occlusion is widely regarded as the most important depth cue [19], so despite the corresponding input and output volumes, users sometimes found the workspace difficult to use. Figure 2.8 Schmandt s stereoscopic workspace [142] 2.4.2 Ware s investigations of the bat Ware has investigated interaction techniques for a six degree of freedom magnetic tracker, ....
....some classes of objects, people must mentally envision a rigid body 1. Ivan Sutherland suggested this distinction between understanding 3D and experiencing 3D in the Fall of 1993. Also, Fred Brooks included this idea in his 1988 review paper where he observes that 3D understanding is difficult [19]. Chapter 4: Design Issues in Spatial Input 83 transformation on the object to understand how it will look from different viewpoints; that is, humans must perceive the motion to understand the effect of the transformation. Previous interfaces have demonstrated a number of issues which may ....
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Brooks, Jr., F. P., "Grasping reality through illusion: interactive graphics serving science," ACM CHI'88 Conference on Human Factors in Computing Systems, pp. 1-11.
....techniques has provided an interface for solving a problem for a particular domain, but all of them have remained independent making it impossible to use them across domains. These domains include keyframe based computer graphic animation techniques [8, 11] navigation of virtual environments [1, 2, 9, 12, 13], general 3D interaction [3, 12] automatic presentation [6] in which computers generate a presentation) and synthetic visual narratives [4] in which users author presentations) The CINEMA system described in this paper is a camera protocol that supports camera interface paradigms useful for ....
....the viewpoint changes rapidly. By selecting point of interest, the authors can reorient the camera to present a maximal view of the desired object. The degrees of freedom are therefore restricted and the user can concentrate more on the task of navigating through the environment. Brooks [1, 2] developed several different methods for moving around architectural simulations including steerable treadmills or shopping carts with devices to measure the direction and speed of movement. The above work shows that different interfaces are appropriate for different application requirements. In ....
Brooks, F.P. (1988). Grasping Reality Through Illusion: Interactive Graphics Serving Science. SIGCHI '88 1-11.
....requests than 3D mouse interactions on menus, speech is conversely not so intuitive to be entirely used to have a hand free navigation control in a virtual world It is the reason why it is interesting to study fully head tracking approaches. In fact, except the walking in place metaphor [2, 7], many solutions combined events from head and hand trackers. On the other hand, if this kind of metaphor seems to be an appropriate VIRTUAL REALITY AND PROTOTYPING June 1999, Laval (France) solution for interactive walkthroughs, it has also several limits (small virtual world, virtual scenes ....
....be settled. This limitation is usually overpassed by using other input devices in order to move specific part of interest in front of the user. Those devices can be Joysticks, Data gloves, Eyeball or any devices based on HMD vehicle techniques of DIVE [3] or on different interaction metaphors [8, 2]. In order to be efficient a 3D navigation requires commands with 6 degrees of freedom (6DOF) 3 degrees for movement along X,Y, and Z axes and 3 degrees for rotations around the axes. 6DOF hand devices have been proposed by Ware et al. 8] and their ergonomic efficiency has been studied and ....
[Article contains additional citation context not shown here]
F. P. Brooks, Jr. Grasping Reality Through Illusion : Interactive Graphics Serving Science. In Prooceeding of CHI'88 : Invited keynote address at Conf. on Computers and Human Interaction, pages 1-11, Washington, D.C., May 1988.
....The influential report of the US National Science Foundation on scientific visualization published 1987 [12] stated computational steering to be a valuable tool for scientific discovery. Brooks expressed the need for generalized tools for interactive steering for large computations in 1988 [3]. Over the years, many computational steering applications and systems have been developed. The results can be classified into application specific computational steering systems, domain specific computational steering systems, and more generally applicable computational steering environments. An ....
F.P. Brooks. Grasping reality through illusion -- interactive graphics serving science. In Proceedings of the CHI '88, ACM Conference on Human Factors in Computer Systems, pages 1--11. ACM, 1988.
....to provide numeric output, given numeric input. We must be able to argue that the 8 metrics are reasonable, and the ultimate basis is perception. The strongest support would come from a series of comprehensive user studies, a task probably worthy of a PhD by itself. Instead of pursuing findings [Brooks88], I propose to justify my metrics through rules of thumb and observations, generated by small user studies based on a few tasks that users must perform. These tasks should cover a wide spectrum of ranges, scales, speeds, and precision in user motion. The user studies must be designed to compensate ....
Brooks Jr., Frederick P. Grasping Reality Through Illusion -- Interactive Graphics Serving Science. Proceedings of SIGCHI `88 (Washington D.C., 15-19 May 1988) pp. 1-11.
....field problems, although other applications are described as well. Such an environment should address the following issues: 1. Interactivity: Although it is beyond the scope of this thesis to prove, many believe that interactivity plays an important role in the process of understanding [17, 45]. It is through interactivity that cause and effect relationships are revealed and is the most natural mechanism for a scientist to test hypotheses. The environment should be designed for interactivity even for large scale problems. 2. Integration: It should address the needs of the modeling, ....
BROOKS, JR., F. P. "grasping reality through illusion - interactive graphics serving science". In Proceedings of the Fifth Conference on Computers and Human Interaction (May 1988), pp. 1--11.
....Task Level Interfaces. 1. Introduction Manipulating the viewpoint, or a synthetic camera, is fundamental to any interface which must deal with a three dimensional graphical environment, and a number of articles have discussed various aspects of the camera control problem in detail [Brooks86, Brooks88, Chapman92, Ware90] Much of this work, however, has focused on techniques for directly manipulating the camera. In our view, this is the source of much of the difficulty. Direct control of the six degrees of freedom (DOFs) of the camera (or more, if field of view is included) is often ....
....describe techniques for scaling camera motion when moving through virtual spaces, so that, for example, users can always maintain precise control of the camera when approaching objects of interest. Again, it is possible to implement these techniques using our camera modules. Brooks [Brooks86, Brooks88] discusses several methods for using instrumented mechanical devices such as stationary bicycles and treadmills to enable human VE participants to move through virtual worlds using natural body motions and gestures. Work at Chapel Hill, has, of course, focused for some time on the architectural ....
Brooks, F. P., Jr. (May 15-19, 1988). Grasping Reality Through Illusion -- Interactive Graphics Serving Science. Proc. CHI '88.
....displays. Virtual reality techniques have been successfully used to support real time operator performance in a great many physical environments including aircraft piloting (e.g. Furness, 1986) data visualization (e.g. Fisher et al. 1987) and manipulation of scaled physical objects (e.g. Brooks, 1988), as well as telerobotics (e.g. Tachi et al. 1994) Virtual reality techniques can fuse real sensor data into an integrated depiction of the remote environment, and can enhance that depiction to support operator needs. Examples of such techniques include: 1. the ability to arbitrarily establish ....
Brooks, F. (1988). Grasping reality through illusion: interactive graphics serving science. In Proceedings of SIGCHI-88, May.
.... 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 ....
F. P. Brooks, "Grasping reality through illusion -- Interactive graphics serving science", Proc. CHI'88, ACM Conf. Hum. Fac. Comp. Sys., Washington, D.C., 1-11.
....abilities. Consequently, following these guidelines in constructing VEs will make them more navigable. The guidelines presented here can be considered design rules of thumb untested generalizations from one domain to another. Brooks notes that VE designers are in need of such rules of thumb [2]. Accordingly, these guidelines can be of use to VE designers who have little research interest in navigation. Specifically, navigational problems can interfere with concurrent tasks that are the topics of research. The VE designer can follow these guidelines to ease navigation and thus allow ....
Brooks, F. P. Jr. Grasping reality through illusion Interactive graphics serving science, in Proceedings of CHI '88 Conference on Human Factors in Computing Systems, ACM Press, 1988, 1-11.
....services. In fact, with an appropriate such layer, many of the virtual reality applications developed to date, which have been largely demonstrational, would be constructed simply from their UIDL syntax descriptions, without application code. XII. CONCLUSIONS Following Brooks taxonomy [3], we present observations, rather than more formal findings of our experiences with eye movement based interaction: An eye tracker as an input device is far from perfect, in the sense that a mouse or keyboard is, and that is caused both by the limitations of current equipment and, more ....
F.P. Brooks, "Grasping Reality Through Illusion--Interactive Graphics Serving Science," Proc. ACM CHI'88 Human Factors in Computing Systems Conference pp. 1-11, Addison-Wesley/ACM Press (1988).
.... prevalent in the graphics community of it takes as long as it takes to generate the next frame towards a more user friendly philosophy of guaranteeing certain response times [22] 5] heightening the user s perception of reality in dynamic, computer generated scenes by making it act real [4]. Note that while this feature is merely nice for conventional desktop environments, it becomes essential for immersive environments to sustain the illusion of immersion and even avoid motion sickness [8] 16] due to lagging feedback. We imagine our time critical graphics system to also ....
Jr. Frederick P. Brooks. Grasping reality through illusion -- interactive graphics serving science. In Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems, pages 1--11, 1988.
....factors of immersive manipulation tasks, 3D devices, interaction metaphors and techniques, and their design implications remains sparse [2, 4, 5] consequently VE designers have had to rely on their intuition and common sense, rather than on research results. However, as Professor Brooks has noted [6], in watching many awful interfaces being designed . I observed that the uninformed and untested intuition of the designer is almost always wrong. In this paper we present results of a formal experimental study that evaluates three direct manipulation interaction techniques for picking and ....
Brooks, F.P., Grasping reality through illusion - interactive graphics serving science. Proceedings of CHI'88. 1988. ACM. pp. 1-11.
....experiences the guest enters the virtual world by putting on an HMD, which is already displaying the virtual world or has it switched on moments later. An abrupt transition from the real world to the virtual world forces guests to spend time adjusting to the new space. Informal observations (Brooks 1988) by researchers suggest that this time is approximately 30 to 60 seconds, depending on the complexity of the world. We need to develop methods to shorten this time, especially for entertainment applications where the guest s experience is only 4 5 minutes long. 2. Guests do not turn their ....
Brooks Jr., F. P. (1988). Grasping Reality Through Illusion - Interactive Graphics Serving Science. ACM SIGCHI Conference Proceedings, pages 1-11, 1988.
....acoustic environment and may allow for user interaction through gesture transducers. A few systems now offer one or more haptic display devices to deliver tactile, force, or thermal feedback to the user. For example, Fred Brooks and his colleagues at the University of North Carolina at Chapel Hill [Brooks, 1987; Batter, 1972; Ouh Young, 1988] have enabled chemists and biochemists to view (in multiple representations) assemble, and manipulate large, complex molecules. Workers at NASA Ames Research Center [Bryson, 1992] have employed this approach in developing a virtual wind tunnel that permits ....
F. P. Brooks. Grasping Reality through Illusion---Interactive Graphics Serving Science. In Proceedings of ACM SIGCHI, Washington, DC, pp. 1-11.
....distributions in a quantitative way. Finally it would be useful to look at the effects of lag separately. These experiments vary lag as they vary frame time, but one could set up an environment with a fixed delay due to rendering and display and then vary the lag time. Since several researchers [2,10,14,15] say that lag is the dominant component affecting performance, a study of lag variations could be quite revealing. 8 ....
F. Brooks. Grasping Reality Through Illusion--Interactive Graphics Serving Science. Human Factors in Computing, SIGCHI Bulletin, pp. 1-11 (1988).
.... 5,000 in hardware ( 750 for each eye, 3,000 for the head tracker, 80 for the Power Glove, and 400 for the voice input) For less than the cost of a high resolution color monitor, we have added the I O devices to support a complete virtual reality system. RESEARCH OBSERVATIONS Fred Brooks [5] has commented that: A major issue perplexes and bedevils the computerhuman interface community the tension between narrow truths proved convincingly by statistically sound experiments, and broad truths, generally applicable, but supported only by possibly unrepresentative ....
Brooks, F., Grasping Reality Through Illusion: Interactive Graphics Serving Science, Proceedings of the ACM SIGCHI Human Factors in Computer Systems Conference, Washington, D.C., May 17, 1988, 1-11.
.... the use of 2 D input devices for specifying 3 D rotation (Chen (1988) Hardware approaches have included custom controllers with knobs mounted on orthogonal axes (Mosher, et al. 1986) and numerous unique interaction devices, such as those created by Fred Brooks laboratory at UNC Chapel Hill (Brooks (1988)) However, even the most successful of these methods requires going into a special mode to rotate objects, or lacks sufficient correlation to interaction with real world objects. Our goal in this investigation was to explore virtual reality as a user interface for scientific visualization. ....
Brooks, F. P. (1988). Grasping Reality Through Illusion Interactive Graphics Serving Science. In Proceedings of CHI `88, 1-11 (Washington, May 15-19). ACM: New York.
....and specification power. Figure 5: Cycle of progressive codification Folklore Codification Improved practice Models theories New problems Ad hoc solutions Folklore 56 Brooks proposes recognizing three kinds of results, together with criteria for judging the quality of those results [Brooks88]: findings well established scientific truths truthfulness and rigor observations reports on actual phenomena interestingness rules of thumb generalizations, signed by an author usefulness but perhaps not fully supported by data all three freshness ....
Frederick P. Brooks, Jr. Grasping Reality Through Illusion -- Interactive Graphics Serving Science. Proceedings of the ACM SIGCHI Human Factors in Computer Systems Conference, May 1988, pp. 1-11.
....representation of scientific data in a more easily understandable format, such as three dimensional plotting. Advanced computer graphics, in conjunction with auditory and haptic feedback channels including tactile display methods, are common tools for achieving such computerized representations [1,3]. The focus of our research is on the development of interfaces to create, or improve, access to scientific data for visually impaired and blind persons. Specifically, this encompasses the areas of tactile imaging and haptic graphing. After some background, we describe our current work on two ....
....the IP, sends them to the VE, and then receives the value of the force to display to the user. Haptic display research is limited, but has been used to increase the immersive effect of virtual reality and scientific exploration such as molecule docking, nanoscale manipulation, and virtual surgery [1,3,10]. 2.0 TACTICS: TACTILE IMAGE CREATION SYSTEM tactics (tak tiks) n.pl. tactile graphics. TACTICS is a system that converts visual information, such as the abundant computer images available on the Internet, into tactile information. Specifically, it produces a meaningful tangible depiction of a ....
Brooks, F., "Grasping reality through illusion - interactive graphics serving science", Fifth Conference on Computer and Human Interaction, CHI `88 Proceedings, 1988.
....a high and nearly constant frame rate. Opinions vary on the minimum acceptable frame rate. Airey et al. ARB90] state that a rate of six frames per second (fps) is barely tolerable for building walkthrough applications, while Funkhouser and S equin [FS93] suggest 10 fps; in general, Brooks [Bro88] and Fuchs and Bishop [FB92] suggest that the goal should be 20 to 30 fps. Another important aspect of real time performance is low latency (also called lag) Latency is the time between when a user instigates an action and when the user sees that action manifested in the application. Fuchs and ....
....train users to operate complicated vehicles without risking injury to the users or damage to the vehicles. Since users need to learn to operate the vehicles without crashing into other objects, collision detection is important for these simulators. Another application is molecular modeling [Jan85, Bro88] The effects of a drug molecule are determined, in part, by how it fits geometrically into a receptor site. Computer simulations that allow chemists to interactively test how molecules dock with each other are valuable tools in the design of new drugs. Detecting collisions between molecules is ....
Frederick P. Brooks, Jr. Grasping Reality Through Illusion---Interactive Graphics Serving Science. In Proceedings of CHI '88, pages 1--11, May 1988.
....systems are difficult to use for all but a small number of experts. 9] Through identification and removal of some of the fundamental obstacles to modeling we hope to make it accessible to more users. Typical techniques used to select and display objects are a major hindrance to 3D modeling. [3] To place an object in 3D requires six parameters: the position (three) and the orientation (three) Most modeling systems (modelers) must settle for a 2D mouse augmented by a keyboard for this purpose. This mismatch results in difficult placement and picking of objects in modeling space. The ....
Brooks, Frederick P. Jr. Grasping Reality Through Illusion: Interactive Graphics Serving Science. Keynote address at the Fifth Conference on Computers and Human Interaction. Published in CHI '88 Proceedings, May 1988, 1-11.
....without 3D hardware but also limit the cues available for depth perception, which thus need special attention. Naturally, ICD Edit uses hidden object removal, but this only indicates the sign of the depth difference wherever a node overlaps a node or link, Perspective is used too. Brookes [1] observes that perspective is very effective as a depth cue when parallel lines and right angles abound in the 3D model. A more detailed analysis for the case of 3D node and link diagrams is offered here: 1. Perspective projection is not in itself a depth cue. 2. Recognizable spatial arrangements ....
FP Brooks. Grasping Reality Through Illusion - Interactive Graphics Serving Science. In SIGCHI Bulletin (special issue), ACM/Addison Wesley. (CHI'88 Proceedings, Washington, May 1988).
....such as MIT s 3 Draw [12] have demonstrated the efffectiveness of instrumenting familiar tools (such as a clipboard and stylus) with a 6 DOF tracking device, allowing direct input 2 techniques to be used. Navigation techniques have also used this approach: Brook s shopping cart metaphor [2], the Delft Scooter [14] and Slater s virtual treadmill [13] all provided inherent (and in some cases active) kinaesthetic feedback. However, while instrumented props [5] are useful for specific tasks, there is also a requirement for more general purpose techniques (and, in the case of VRML ....
....Navigator functionality. Unlike the Targeting Drone Camera, this configuration can also be applied to inter world hyperlinking, allowing the user to make a useful reconnaissance of a remote (and spatially unconnected) virtual environment. Eyeball. A variation on the eyeball in hand metaphor [2][18] the camera orientation is linked directly to the orientation of the VirtualFlexor. In this example, the camera is situated high above the user. The resulting view would probably be more useful if the Camera view was diverted to a HUD (head up display, i.e. superimposed on the graphics ....
Brooks, F. P. "Grasping Reality Through Illusion -- Interactive Graphics Serving Science". Proceedings of CHI'88, May 1988. pp1-11.
.... often only through two dimensional projections) Thus, they should be ideal forerunners to systems which transcend the limitations of physical reality and allow users to experience motion through different scales by sight, sounds, and tactile cues, e.g. flying over territories or diving into atoms [Brooks 1988]. 4. Conclusions This paper has proposed human vision as a source domain for GIS interface metaphors. Specifically, it has argued for interfaces based on the metaphor DISPLAYS ARE VIEWS. The analysis of the image schematic structure of visual fields, particularly of the fundamental connection ....
Brooks, F. 1988. Grasping Reality Through Illusion: Interactive Graphics Serving Science. Proceedings, ACM SIGCHI Conference on Human Factors in Computing Systems (CHI'88). Edited by E. Soloway, D. Frye, and S.B.
.... one of the important parameters that determine immersion: lag is equally important (Liu, Tharp, French, Lai, Stark, 1993) Thus, instead of concentrating on frame rates (or throughput rates in general) system developers should aim more, we believe, to reduce lag (Bishop Fuchs et al., 1992; Brooks, 1988). 1.1 What Is Lag Lag is the time between when a user performs an action and when the application displays the result of that action. For example, when a user moves a 3D input This work was supported in part by an IBM graduate fellowship for the author, the NSF ARPA Science and Technology ....
Brooks, Jr., F. P. (1988). Grasping reality through illusion -- interactive graphics serving science. In Human Factors in Computing Systems, 1--11. Special Issue of the SIGCHI Bulletin.
.... (reports on actual phenomena) and rules of thumb (generalizations, signed by an author but perhaps not fully supported by data) His criteria for judging quality are truthfulness and rigor for findings, interestingness for observations, usefulness for rules of thumb, and freshness for all three [Br88]. This paper presents observations (on discriminating among styles) and some rules of thumb (guiding their use in design) We have based our classification on an extensive set of system descriptions. The work is empirical and observational we try to account for the descriptions that designers ....
Frederick P. Brooks, Jr. Grasping Reality Through Illusion -- Interactive Graphics Serving Science. Proceedings of the ACM SIGCHI Human Factors in Computer Systems Conference, May 1988, pp. 1-11.
....making users feel immersed in synthetic worlds. Success depends on many factors, but the most important is real time, interactive performance. People expect the world to respond directly to their actions, so a synthetic world must exhibit low latency ( lag ) and high, nearly constant frame rates [3]. The content of a virtual environment is also important. Objects must exhibit believable appearances and behaviors, mimicing the real world except when there is a specific reason to deviate. Solidness is a central characteristic of real objects, so collision detection and response are ....
F. P. Brooks, Jr. Grasping reality through illusion--- interactive graphics serving science. In Proceedings of CHI '88, pages 1--11, May 1988.
....The influential report of the US National Science Foundation on scientific visualization published 1987 [12] stated computational steering to be a valuable tool for scientific discovery. Brooks expressed the need for generalized tools for interactive steering for large computations in 1988 [3]. Over the years, many computational steering applications and systems have been developed. The results can be classified into application specific computational steering systems, domain specific computational steering systems, and more generally applicable computational steering environments. An ....
F.P. Brooks. Grasping reality through illusion -- interactive graphics serving science. In Proceedings of the CHI '88, ACM Conference on Human Factors in Computer Systems, pages 1--11. ACM, 1988.
....about how we view the epistemic status of our results, we present them as useful rules of thumb. In Fred Brooks s lexicon these are generalizations, even those unsupported by testing over the whole domain of generalization, believed by the investigators willing to attach their names to them [Brooks 88, p.2] Rules of thumb are distinguished from truthful and rigorous findings : results properly established by soundly designed experiments and stated in terms of the domain for which generalization is valid [Brooks 88, p.2] The rationale for presenting well supported rules of thumb is, ....
....believed by the investigators willing to attach their names to them [Brooks 88, p. 2] Rules of thumb are distinguished from truthful and rigorous findings : results properly established by soundly designed experiments and stated in terms of the domain for which generalization is valid [Brooks 88, p.2] The rationale for presenting well supported rules of thumb is, finally, instrumental utility: Over generalized findings from other designers experiences are more apt to be right than the designer s uninformed intuition. Brooks 88, p. 2] In our experience, mediators really work in ....
[Article contains additional citation context not shown here]
F.P. Brooks, "Grasping Reality through Illusion---Interactive Graphics Serving Science," Plenary Address, SIGCHI Bulletin, Conference Proceedings, Human Factors in Computing Systems, May, 1988, pp. 1--11.
....Z axis in increments of 30 degrees. User Reactions We observed users in order to see how viable a solution the WIM interface was to several types of tasks. While it was not our intention for the study to produce concrete numbers, we were after what Brooks refers to as interesting Observations [5]. We hoped to gain some sense of: 1 ) How quickly do users take to the WIM metaphor 2 ) How do users like the weight and maneuverability of the physical clipboard 3 ) Do users like clutching Do they take to it easily 4 ) How do users feel about moving themselves via the camera proxy None of ....
Frederick P. Brooks, Grasping Reality Through Illusion: Interactive Graphics Serving Science. SIGCHI '88, pp. 1-11.
....creates a situation akin to viewing a scene through a closed window. Our ability to acquire stereoscopic information is limited by the bounds of the monitor and the required viewing distance for dual image displays. 2 Virtual reality interface techniques allow us to step through the window [7], 12] By monitoring the position and orientation of the observer s head [24] and by occluding the field of view with appropriately offset images to each eye we are able to induce a sense of inclusion (or presence ) in a virtual environment [5] In this environment reconstructed biomedical ....
F.P. Brooks, "Grasping reality through illusion -- Interactive graphics serving science," Proc. ACM SIGCHI, 1988.
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Brooks, Frederick P. Jr., "Grasping Reality through Illusion: Interactive Graphics Serving Science," included in "Implementing and Interacting with Real-time Microworlds," course 29, ACM SIGGRAPH Conference, Boston, Massachusetts, 31 July-4 August 1989, pp. 3-1 through 3-11.
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Brooks, Frederick P. Jr., "Grasping Reality Through Illusion --- Interactive Graphics Serving Science," CHI'88 Conference Proceedings: Human Factors in Computing Systems, May 15-19, 1988, pp. 1--11.
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