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.
{"title":"Effects of field of view on task performance with head-mounted displays","authors":"K. Arthur","doi":"10.1145/257089.257116","DOIUrl":"https://doi.org/10.1145/257089.257116","url":null,"abstract":"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. \u0000I 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. \u0000FOV 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°. \u0000Additional 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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124279075","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Structural issues in multimedia design","authors":"Linn Marks Collins","doi":"10.1145/257089.257385","DOIUrl":"https://doi.org/10.1145/257089.257385","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129120074","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"High fidelity for immersive displays","authors":"G. Schaufler, Tomasz Mazuryk, D. Schmalstieg","doi":"10.1145/257089.257298","DOIUrl":"https://doi.org/10.1145/257089.257298","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129358320","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Modelling last-minute authoring: does technology add value or encourage tinkering?","authors":"W. Newman, Margery Eldridge, Richard Harper","doi":"10.1145/257089.257291","DOIUrl":"https://doi.org/10.1145/257089.257291","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129331633","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"The WebBook and the Web Forager: video use scenarios for a World-Wide Web information workspace","authors":"S. Card, G. Robertson, W. York","doi":"10.1145/257089.257407","DOIUrl":"https://doi.org/10.1145/257089.257407","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127885716","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
{"title":"Formal modelling of task interruptions","authors":"F. Jambon","doi":"10.1145/257089.257128","DOIUrl":"https://doi.org/10.1145/257089.257128","url":null,"abstract":"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","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127913834","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"TIME: three-dimensional input, modification and evaluation","authors":"M. Gribnau, Gert Pasman","doi":"10.1145/257089.257903","DOIUrl":"https://doi.org/10.1145/257089.257903","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"25 19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128543870","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"NEIMO, a multiworkstation usability lab for observing and analyzing multimodal interaction","authors":"J. Coutaz, D. Salber, Eric Carraux, N. Portolan","doi":"10.1145/257089.257904","DOIUrl":"https://doi.org/10.1145/257089.257904","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"13 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126243571","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"A fisheye text editor for relaxed-WYSIWIS groupware","authors":"S. Greenberg","doi":"10.1145/257089.257285","DOIUrl":"https://doi.org/10.1145/257089.257285","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127727817","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Putting context into design","authors":"S. Clarke","doi":"10.1145/257089.257118","DOIUrl":"https://doi.org/10.1145/257089.257118","url":null,"abstract":"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.","PeriodicalId":281135,"journal":{"name":"Conference Companion on Human Factors in Computing Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122590069","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}