Haptic Issues for Virtual Manipulation
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Virtual Reality on a WIM: Interactive Worlds in Miniature
Virtual Reality on a WIM: Interactive Worlds in Miniature Richard Stoakley, Matthew J. Conway, Randy Pausch The University of Virginia Department of Computer Science Charlottesville, VA 22903 {stoakley | conway | pausch}@uvacs.cs.virginia.edu (804) 982-2200 KEYWORDS and behind us, and things which appear close to each other virtual reality, three-dimensional interaction, two-handed because they line up along our current line of sight. Our vir- interaction, information visualization tual environments should address these constraints and with respect to these issues be “better” than the real world. ABSTRACT This paper explores a user interface technique which aug- In particular, we notice that many implementations of vir- ments an immersive head tracked display with a hand-held tual environments only give the user one point of view (an miniature copy of the virtual environment. We call this all-encompassing, immersive view from within the head interface technique the Worlds in Miniature (WIM) meta- mounted display) and a single scale (one-to-one) at which phor. In addition to the first-person perspective offered by a to operate. A single point of view prohibits the user from virtual reality system, a World in Miniature offers a second gaining a larger context of the environment, and the one-to- dynamic viewport onto the virtual environment. Objects one scale in which the user operates puts most of the world may be directly manipulated either through the immersive out of the user’s immediate reach. viewport or through the three-dimensional viewport offered by the WIM. In addition to describing object manipulation, this paper explores ways in which Worlds in Miniature can act as a single unifying metaphor for such application independent interaction techniques as object selection, navigation, path planning, and visualization. -
Alice: Easy-To-Learn 3D Scripting for Novices
Alice: Easy-to-Learn 3D Scripting for Novices A Dissertation presented to the Faculty of the School of Engineering and Applied Science at the University of Virginia In Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy (Computer Science) by Matthew J Conway May, 1998 Alice: Easy-to-Learn 3D Scripting for Novices © 1998 Matthew Conway All Rights Reserved Table Of Contents Chapter 1 Acknowledgements................................................................................................................7 Chapter 2 The Three Stages of Media.................................................................................................10 Chapter 3 Overview ..........................................................................................................................20 Chapter 4 Working with Alice ..............................................................................................................24 Chapter 5 System Description ..............................................................................................................48 Chapter 6 The Alice Main Loop...........................................................................................................71 Chapter 7 Empirical Evidence..............................................................................................................91 Chapter 8 Traditional APIs for 3D................................................................................................... 109 Chapter 9 Objects, Parts and Children............................................................................................ -
Obituary Randy Pausch (1960–2008)
FORUM Obituary Randy Pausch (1960–2008) In the introduction to his book, The Last Lecture, advisor Andy van Dam, a caring educator and world Randy Pausch wrote, “engineering isn’t about perfect renowned leader in interactive computer graphics. Rec- solutions, it’s about doing the best you can with limited ognizing in Pausch the promise of a gifted teacher, resources” (Pausch & Zaslow, 2008). Working in the van Dam steered him toward an academic career. field of interactive computer graphics, Pausch applied Pausch attended graduate school at Carnegie Mellon this engineering principle to the building of computer University, earning his Ph.D. degree in 1988. interfaces that were elegant, intuitive, and accessible to Pausch was hired as an assistant professor of computer large numbers of people, including those with limited science by the University of Virginia in 1988, where he skills and limited means. Pausch loved technology, not was promoted to associate professor in 1993 and re- for itself, but for what it allowed him and others to do. mained until 1997. One of his first efforts at Virginia Employing today’s technologies, people can fly, lift was the development of the Simple User Interface Tool- great weights, see distant planets, talk to people around kit, SUIT (Pausch, Conway, & Deline, 1992). This the world, and explore virtual worlds that afford tele- toolkit exemplified Pausch’s desire to make graphical portation, time travel, and magic carpet rides. It is to programming easier by accommodating tools to the these latter possibilities—building virtual worlds that demands of the problem and the skills and intuitions of evoke experiences achievable by no other means—that the user.