Describing movement control at two levels of abstraction
Human Factors Psychology
Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Autonomy, interaction, and presence
Presence: Teleoperators and Virtual Environments - Premier issue
The “Silk Cursor”: investigating transparency for 3D target acquisition
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A framework and testbed for studying manipulation techniques for immersive VR
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
A study in interactive 3-D rotation using 2-D control devices
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
The Science of Virtual Reality and Virtual Environments
The Science of Virtual Reality and Virtual Environments
Human-Computer Interaction
The Psychology of Human-Computer Interaction
The Psychology of Human-Computer Interaction
Towards a multi-modal perceptual model
BT Technology Journal
Distributed Virtual Environments
IEEE Computer Graphics and Applications
Depth cues for telerobotic tasks in virtual environments
Depth cues for telerobotic tasks in virtual environments
Lexical and pragmatic considerations of input structures
ACM SIGGRAPH Computer Graphics
Commentary on: "Little Machines: Understanding Users Understanding Interfaces"
ACM Journal of Computer Documentation (JCD)
Design and evaluation of a multi-user virtual audio chat
Future Generation Computer Systems - Special section: Selected papers from the TERENA networking conference 2002
Designing for presence and performance: the case of the virtual fish tank
Presence: Teleoperators and Virtual Environments - Fourth international workshop on presence
Observing effects of attention on presence with fMRI
Proceedings of the ACM symposium on Virtual reality software and technology
Presence: Teleoperators and Virtual Environments
Evaluation of 2D and 3D glove input applied to medical image analysis
International Journal of Human-Computer Studies
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Advances in enabling technologies such as broadband wide area networks and the proliferation of the Internet has led to industry and home users looking beyond conventional communications media. Consequently, the telecommunications industry has been extending its application domain over recent years. Indeed, mediated communication has become a reasonably well established research area. Numerous modes of communication have been utilised successfully for various applications. From e-mail and text chat to videoconferencing systems, the use of mediated communication has become a part of daily life. Virtual environments (VEs) are highly configurable media, ranging from relatively basic to extremely elaborate architectures. At their most complex, they promise a seamless interface between real and synthesised environments. The potential for media-rich environments is seeded in the technology‘s capacity to faithfully represent the participants (both physically and dynamically) and for those participants to present and interact with (shared) data in an intuitive manner. It is the latter of these attributes which is highly relevant to communications and is discussed in this paper. The various configurations of virtual reality (VR) technology make matching the user to the technology an extremely complex task. Clearly, a basis for evaluating the effectiveness of these systems is required. Even though human factors (HF) evaluation and design techniques are well established in other human/computer interaction (HCI) fields, knowledge and understanding of virtual interfaces is limited. HF evaluation in VR is a complex subject and covers many aspects, such as basic human performance, cognition, and sensory capability. To address all these factors individually in an empirical fashion would demand a very long and expensive research programme. In addition, such studies may not predict the user‘s overall performance in a multi-modal VE. This paper deals with an alternative approach to understanding the issues of human performance in virtual environments via a process of top-down systems engineering evaluation. This paper is designed to provide an introduction to the assessment of virtual environments, and a reference for interface designers and researchers engaged in the investigation of mediated communication.