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Effects of field of view on task performance with head-mounted displays 视场对头戴式显示器任务表现的影响
Pub Date : 1996-04-18 DOI: 10.1145/257089.257116
K. Arthur
The field of view (FOV) in most head-mounted displays (HMDs) is no more than 60 degrees wide—far narrower than our normal FOV of about 200° wide. This mismatch arises mostly from the difficulty and expense of building wide-FOV HMDs. Restricting a person's FOV, however, has been shown in real environments to affect people's behavior and degrade task performance. Previous work in virtual reality too has shown that restricting FOV to 50° or less in an HMD can degrade performance. I conducted experiments with a custom, wide-FOV HMD and found that performance is degraded even at the relatively high FOV of 112°, and further at 48°. The experiments used a prototype tiled wide-FOV HMD to measure performance in VR at up to 176° total horizontal FOV, and a custom large-area tracking system to establish new findings on performance while walking about a large virtual environment. FOV was significant in predicting performance of two tasks: searching for and locating a target by turning one's head, and walking through a simple maze-like environment while avoiding walls. Wide FOV (112° or greater) was especially important for the walking task; for it, performance at 112° was 23% less than at 176°. At 48°, performance was 31% less than at 176°. For the search task, performance at 112° was 12% less than at 176°. At 48°, performance was 24% less than at 176°. Additional analyses of the data show trends that suggest future investigation. Restricting FOV appears to decrease the user's sense of presence, as measured by a questionnaire. VR sickness, also measured by questionnaire, increased with successive exposures to our system within an hour-long session, but stayed at relatively low levels. FOV appears to alter the occurrence of some sickness symptoms, but the data are inconclusive on whether FOV predicts total sickness. I performed additional measures and analyses, including tests of postural instability, distance memory, spatial memory, head-movement behavior, and comparisons with other HMDs and with real-world performance.
大多数头戴式显示器(hmd)的视场(FOV)宽度不超过60度,远远小于我们正常的视场宽度约200°。这种不匹配主要源于构建宽视场头显的难度和成本。然而,在现实环境中,限制一个人的视野会影响人们的行为,降低任务绩效。先前在虚拟现实领域的研究也表明,将视场限制在50°或更小的HMD会降低性能。我用定制的宽视场头戴式显示器进行了实验,发现即使在相对较高的112°视场下,性能也会下降,在48°视场下更是如此。实验使用了一个原型平铺式宽视场头戴式显示器来测量高达176°总水平视场的VR性能,并使用了一个定制的大面积跟踪系统来建立在大型虚拟环境中行走时的性能新发现。视场在预测两项任务的表现方面很重要:通过转头搜索和定位目标,以及在避开墙壁的情况下穿过一个简单的迷宫式环境。宽视场(112°或更大)对于步行任务尤其重要;对于它来说,112°时的性能比176°时低23%。在48°时,性能比176°时低31%。对于搜索任务,在112°时的性能比在176°时低12%。在48°时,性能比176°时低24%。对数据的进一步分析显示了未来调查的趋势。根据问卷调查,限制视场似乎会降低用户的存在感。VR疾病,也通过问卷调查来衡量,随着在一个小时内连续接触我们的系统而增加,但保持在相对较低的水平。FOV似乎能改变某些疾病症状的发生,但FOV是否能预测整体疾病,数据尚无定论。我进行了额外的测量和分析,包括姿势不稳定性、距离记忆、空间记忆、头部运动行为的测试,以及与其他头戴式显示器和实际性能的比较。
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引用次数: 45
Structural issues in multimedia design 多媒体设计中的结构问题
Pub Date : 1996-04-18 DOI: 10.1145/257089.257385
Linn Marks Collins
This tutorial addresses the structural issues that emerge in the context of designing and developing a range of interactive multimedia applications, from those with basic navigational structures, such as branching and elaboration, to those with complex discourse structures, such as interactive narratives and interactive essays. Topics include basic interactive structures; complex interactive discourse structures; and the kinds of global representations of content, or conceptual macrostructures [1], that are appropriate for various kinds of content and applications. Concepts are illustrated with examples from the World Wide Web, commercial products, and research prototypes.
本教程将讨论在设计和开发一系列交互式多媒体应用程序时出现的结构问题,从具有基本导航结构(如分支和细化)的应用程序到具有复杂话语结构(如交互式叙述和交互式文章)的应用程序。主题包括基本的互动结构;复杂的互动话语结构;以及各种内容的全局表示,或概念宏观结构[1],它们适用于各种内容和应用程序。概念用万维网、商业产品和研究原型的例子来说明。
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引用次数: 1
High fidelity for immersive displays 高保真的沉浸式显示
Pub Date : 1996-04-18 DOI: 10.1145/257089.257298
G. Schaufler, Tomasz Mazuryk, D. Schmalstieg
Head-tracked immersive displays suffer from lag and nonuniform frame rates. A novel rendering architecture is proposed that combines head prediction with dynamic impostors for 3-D image correction and achieves bounded frame rates and significantly reduced lag.
头显式沉浸式显示器受到延迟和不均匀帧率的影响。提出了一种将头部预测与动态冒名顶替相结合的三维图像校正渲染架构,实现了有限帧率和显著降低延迟。
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引用次数: 8
Modelling last-minute authoring: does technology add value or encourage tinkering? 最后一刻的创作建模:技术是增加价值还是鼓励修补?
Pub Date : 1996-04-18 DOI: 10.1145/257089.257291
W. Newman, Margery Eldridge, Richard Harper
To measure the productivity gained from computer-based authoring systems, account must be taken of changes in the way the work is organised. An analysis of economists' authoring work, based on diary studies, suggests that much of this is performed at the last minute, just in time to meet deadlines. Benefits gained from word processing appear to be offset by authors' tendency to tinker with documents up to the last minute.
为了衡量基于计算机的创作系统所带来的生产力,必须考虑到工作组织方式的变化。一项基于日记研究的对经济学家写作工作的分析表明,大部分写作都是在最后一刻完成的,正好赶上最后期限。从文字处理中获得的好处似乎被作者直到最后一刻都在修改文档的倾向所抵消。
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引用次数: 6
The WebBook and the Web Forager: video use scenarios for a World-Wide Web information workspace WebBook和Web Forager:用于全球Web信息工作区的视频使用场景
Pub Date : 1996-04-18 DOI: 10.1145/257089.257407
S. Card, G. Robertson, W. York
The World-Wide Web has achieved global connectivity stimulating the transition of computers from knowledge processors to knowledge sources, but the Web and its client software are seriously deficient for supporting user interactive use of this information. In particular, there is no support for the concept of a user workspace. This video presents the Web Forager and the WebBook, an information workspace that enables rapid interaction with materials gleaned from the Web.
万维网实现了全球互联,促进了计算机从知识处理器向知识来源的转变,但万维网及其客户端软件在支持用户对这些信息的交互使用方面存在严重不足。特别是,不支持用户工作区的概念。本视频介绍了网络觅食者和WebBook,这是一种信息工作区,可以与从网络收集的材料进行快速交互。
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引用次数: 31
Formal modelling of task interruptions 任务中断的正式建模
Pub Date : 1996-04-18 DOI: 10.1145/257089.257128
F. Jambon
My doctoral research is concerned with the formal modelling of task interruptions. Although interruptions are significant events in human activities, current models and notations do not support their expression appropriately. My contribution to this problem is twofold: the ISAU model which makes explicit the general structure of an intermptiow and a UAN-based formal notation that would force designers to consider the right questions when developing a system. ISAU will be assessedusing a real-world exemplar: the Data-Link system that supports communications between pilots fmm diiTerent airmaft’s and air tmftlc eontmllem
我的博士研究是关于任务中断的形式化建模。虽然中断是人类活动中的重要事件,但当前的模型和符号并不能适当地支持它们的表达。我对这个问题的贡献是双重的:ISAU模型明确了交互的一般结构,以及基于ua的正式符号,它将迫使设计人员在开发系统时考虑正确的问题。ISAU将使用一个现实世界的范例进行评估:数据链系统,该系统支持不同飞机的飞行员和航空公司之间的通信
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引用次数: 13
TIME: three-dimensional input, modification and evaluation 时间:三维输入、修改和评价
Pub Date : 1996-04-18 DOI: 10.1145/257089.257903
M. Gribnau, Gert Pasman
Simple intuitive manipulation of three-dimensional objects is needed for the conceptualizing phase of design. Present CAD systems do not allow for the quick and interactive generation and development of objects, which are based more on free-form ideas than on hard numerical input. This video presents a prototype envisiomnent that uses intuitive 3D sketch input with two hands.
在设计的概念化阶段,需要对三维物体进行简单直观的操作。目前的CAD系统不允许快速和交互式的生成和开发对象,这些对象更多地基于自由形式的想法,而不是硬数字输入。这个视频提出了一个原型设想,使用直观的3D草图输入与两只手。
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引用次数: 5
NEIMO, a multiworkstation usability lab for observing and analyzing multimodal interaction NEIMO,一个多工作站可用性实验室,用于观察和分析多模态交互
Pub Date : 1996-04-18 DOI: 10.1145/257089.257904
J. Coutaz, D. Salber, Eric Carraux, N. Portolan
NEIMO is a generic and flexible multiworkstation usability lab that supports the observation and analysis of multimodal interaction as well as Wizard of Oz experiments. It captures behavioral data at multiple levels of abstraction from keystroke to high level tasks. In the near future, it will be used to study the relevance of multimodality for telecommunication tasks.
NEIMO是一个通用的、灵活的多工作站可用性实验室,支持观察和分析多模态交互以及绿野仙踪实验。它捕获从击键到高级任务的多个抽象级别的行为数据。在不久的将来,它将被用于研究多模态与电信任务的相关性。
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引用次数: 29
A fisheye text editor for relaxed-WYSIWIS groupware 用于松弛的wysiwis群件的鱼眼文本编辑器
Pub Date : 1996-04-18 DOI: 10.1145/257089.257285
S. Greenberg
Participants in a real-time groupware conference require a sense of awareness about other people’s interactions within a large shared workspace. Fisheye views can afford this awareness by assigning a focal point to each participant. The fisheye effect around these multiple focal points provides peripheral awareness by showing people’s location in the global context, and by magnifying the area around their work to highlight interaction details. An adjustable magnification function lets people customize the awareness information to fit their collaboration needs. A fisheye text editor illustrates how this can be accomplished.
实时群件会议的参与者需要了解大型共享工作空间中其他人的交互情况。通过为每个参与者分配一个焦点,鱼眼视图可以提供这种意识。这些多个焦点周围的鱼眼效应通过显示人们在全局环境中的位置,并通过放大他们工作周围的区域来突出交互细节,从而提供外围感知。一个可调节的放大功能允许人们自定义感知信息,以满足他们的协作需求。鱼眼文本编辑器演示了如何实现这一点。
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引用次数: 37
Putting context into design 将环境融入设计
Pub Date : 1996-04-18 DOI: 10.1145/257089.257118
S. Clarke
There are an increasing number of methods for using context in design. Unfortunately these methods are strong on the collection of contextual data but weak on ways to use the data in design. Furthermore, current methods sttffer from bias which constrains the type of data collected by designers as well as the ways the data can be put to use. However, rather than eliminate these biases, we propose that designers should exploit them. This paper argues that this can be achieved by facilitating the creation of explicit links between the human context and the design specification and that this requires computer based support. Without such links, the use of context will be unsystematic and, potentially, ineffective.
在设计中使用上下文的方法越来越多。不幸的是,这些方法在收集上下文数据方面很强大,但在设计中使用数据的方法上很弱。此外,目前的方法从偏见中解脱出来,这限制了设计师收集的数据类型以及数据可以使用的方式。然而,我们建议设计师应该利用这些偏见,而不是消除这些偏见。本文认为,这可以通过促进在人类环境和设计规范之间建立明确的联系来实现,这需要基于计算机的支持。没有这样的联系,上下文的使用将是不系统的,而且可能是无效的。
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引用次数: 1
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Conference Companion on Human Factors in Computing Systems
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