Now showing items 1-20 of 26

    • 4D Symbology for Sensing and Simulation 

      Turner, Gregory; Haus, Jacques; Newton, Gregory P.; Ribarsky, William; Faust, Nick L. (Nickolas Lea); Hodges, Larry F. (Georgia Institute of Technology, 1996)
      The Army's Common Picture of the Battlefield will produce immense amounts of data associated with tactical goals and options, dynamic operations, unit and troop movement, and general battlefield information. These data ...
    • An Analytic Comparison of Alpha-False Eye Separation, Image Scaling and Image Shifting in Stereoscopic Displays 

      Wartell, Zachary Justin; Hodges, Larry F.; Ribarsky, William (Georgia Institute of Technology, 2000)
      Stereoscopic display is a fundamental part of many virtual reality systems. Stereoscopic displays render two perspective views of a scene, each of which is seen by one eye of the user. Ideally the user's natural visual ...
    • The Analytic Distortion Induced by False-Eye Separation in Head-Tracked Stereoscopic Displays 

      Wartell, Zachary Justin; Hodges, Larry F.; Ribarsky, William (Georgia Institute of Technology, 1999)
      Stereoscopic display is a fundamental part of virtual reality systems such as the virtual workbench, the CAVE and HMD systems. A common practice in stereoscopic systems is deliberate incorrect modeling of user eye separation. ...
    • Balancing Fusion, Image Depth and Distortion in Stereoscopic Head-Tracked Displays 

      Wartell, Zachary Justin; Ribarsky, William; Hodges, Larry F. (Georgia Institute of Technology, 1999)
      Stereoscopic display is a fundamental part of virtual reality HMD systems and HTD (head-tracked display) systems such as the virtual workbench and the CAVE. A common practice in stereoscopic systems is deliberate incorrect ...
    • Direct Manipulation on the Virtual Workbench: Two Hands Aren't Always Better Than One 

      Seay, A. Fleming; Krum, David Michael; Hodges, Larry F.; Ribarsky, William (Georgia Institute of Technology, 2000)
      This paper reports on the investigation of the differential levels of effectiveness of various interaction techniques on a simple rotation and translation task on the virtual workbench. Manipulation time and number of ...
    • The Effects of Variation of System Responsiveness on User Performance in Virtual Environments 

      Watson, Benjamin A. (Benjamin Allen); Walker, Neff; Ribarsky, William; Spaulding, Victoria (Georgia Institute of Technology, 1996)
      This paper reports on study of the effects on user performance of system responsiveness in VE systems. Responsiveness is a time-to-feedback measure, and includes the well-known system latency and frame time, as well as an ...
    • Evaluation of the Effects of Frame Time Variation on VR Task Performance 

      Watson, Benjamin A. (Benjamin Allen); Spaulding, Victoria; Walker, Neff; Ribarsky, William (Georgia Institute of Technology, 1996)
      We present a first study of the effects of frame time variations, in both deviation around mean frame times and period of fluctuation, on task performance in a virtual environment (VE). Chosen are open and closed loop tasks ...
    • A First Experience with Spatial Audio in a Virtual Environment 

      Burgess, David A.; Verlinden, Jouke C. (Georgia Institute of Technology, 1993)
      This report describes a first attempt to use a 3D audio in a virtual environment and the lessons learned from the experience.
    • Gorillas in the Bits 

      Allison, Donald Lee, Jr.; Wills, Brian Wesley; Hodges, Larry F.; Wineman, Jean Davison (Georgia Institute of Technology, 1996)
      The Virtual Reality Gorilla Exhibit is a system for teaching users about gorilla behaviors and social interactions. The system includes an accurate model of the Zoo Atlanta gorilla habitats and anthropometrically correct ...
    • Integrating Perceptual and Symbolic Information in VR 

      Bolter, J. David; Hodges, Larry F.; Meyer, Thomas C.; Nichols, Alison (Georgia Institute of Technology, 1995)
      Inside or outside the lab, most current VR aims at reproducing perceptual experience. The goal is to give the user the sensation that he or she is walking along a hallway in a building, flying over a city, or riding in a ...
    • The Nave: Design and Implementation of a Non-Expensive Automatic Virtual Environment 

      Jensen, Carlos; Pair, Jarrell; Flores, Julian; Hodges, Larry F. (Georgia Institute of Technology, 2005)
      This paper describes the NAVE, an affordable, immersive stereoscopic virtual reality display. The goal of the NAVE is to make key features of the CAVE available to a larger audience and introduce new and powerful features ...
    • Organizational Hierarchies for Real-Time, 4D Visualizations 

      Haus, Jacques; Newton, Gregory P.; Ribarsky, William; Faust, Nick L. (Nickolas Lea); Hodges, Larry F.; Newton, Gregory P. (Georgia Institute of Technology, 1996)
      This paper describes a 4D object hierarchy that is appropriate for the immense amount of time-dependent, 3D data associated with large scale simulations or information spaces. An organizational hierarchy approach is developed ...
    • The Perceptive Workbench: Towards Spontaneous and Natural Interaction in Semi-Immersive Virtual Environments 

      Leibe, Bastian; Starner, Thad; Ribarsky, William; Wartell, Zachary Justin; Krum, David Michael; Singletary, Bradley Allen; Hodges, Larry F. (Georgia Institute of Technology, 1999)
      The Perceptive Workbench enables a spontaneous, natural, and unimpeded interface between the physical and virtual world. It is built on vision-based methods for interaction that remove the need for wired input devices and ...
    • Presence as the Defining Factor in a VR Application 

      Hodges, Larry F.; Kooper, Rob; Meyer, Thomas C.; De Graaff, Johannes J. (Hans); Rothbaum, Barbara O.; Opdyke, Dan; Williford, James S.; North, Max M. (Georgia Institute of Technology, 1994)
      The sense of presence that a user experiences in a virtual environment is perhaps the best known attribute of virtual reality. It is an appeal to this sense of presence that is used to distinguish virtual reality as something ...
    • Repo: An Interpreted Language for Exploratory Programming of Highly Interactive, Distributed Applications 

      MacIntyre, Blair (Georgia Institute of Technology, 1999)
      In this paper we present Repo, an interpreted language for exploratory programming of distributed interactive applications. Repo is based on Obliq, a distributed language that supports client-server distribution semantics ...
    • Speech and Gesture Multimodal Control of a Whole Earth 3D Visualization Environment 

      Krum, David Michael; Omoteso, Olugbenga; Ribarsky, William; Starner, Thad; Hodges, Larry F. (Georgia Institute of Technology, 2002)
      A growing body of research shows several advantages to multimodal interfaces including increased expressiveness, exibility, and user freedom. This paper investigates the design of such an interface that integrates speech ...
    • Stereoscopic Head-Tracked Displays: Analysis and Development of Display Algorithms 

      Wartell, Zachary Justin (Georgia Institute of Technology, 2002)
      Virtual reality has much potential and many challenges. We investigate geometric image distortion issues arising from human factors concerns in systems using stereoscopic head-tracked displays. These displays are stationary ...
    • Third-Person Navigation of Whole-Planet Terrain in a Head-tracked Stereoscopic Environment 

      Wartell, Zachary Justin; Ribarsky, William; Hodges, Larry F. (Georgia Institute of Technology, 1998)
      Navigation and interaction in stereoscopic virtual environments with head-tracking for very large data sets present several challenges beyond those encountered with smaller or monoscopic data sets. First, zooming by ...
    • A User Study Evaluating Level of Detail Degradation in the Periphery of Head-Mounted Displays 

      Watson, Benjamin A. (Benjamin Allen); Walker, Neff; Hodges, Larry F. (Georgia Institute of Technology, 1995)
      A user study was performed to evaluate the effectiveness of high detail insets used with head-mounted displays. Ten subjects were given a simple search task that required the location of identification of a single target ...
    • Using Texture Maps to Correct for Optical Distortion in Head-Mounted Displays 

      Watson, Benjamin A. (Benjamin Allen); Hodges, Larry F. (Georgia Institute of Technology, 1995)
      This paper describes a fast method of correcting for optical distortion in head-mounted displays (HMDs). Since the distorted display surface in an HMD is not rectilinear, the shape and location of the graphics window used ...