Randomization tests
Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Dynamic color mapping of bivariate qualitative data
VIS '97 Proceedings of the 8th conference on Visualization '97
A market model for level of detail control
Proceedings of the ACM symposium on Virtual reality software and technology
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Localization of a Time-Delayed, Monocular Virtual Object Superimposed on a Real Environment
Presence: Teleoperators and Virtual Environments
6th Sense--- Toward a Generic Framework for End-to-End Adaptive Wearable Augmented Reality
Human Machine Interaction
Perspectives, frame rates and resolutions: it's all in the game
Proceedings of the 4th International Conference on Foundations of Digital Games
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Two experiments are reported in which subjects performed a search-and-act spatial task in conditions of reduced resolution and exploratory freedom. Images were produced using miniature cameras, comparing static camera position, passive camera movement, and head-coupled immersive VR/teleoperation conditions. By using cameras and real light, time lags could be avoided. Video processors were used to artificially reduce spatial, and temporal resolutions. Results show that although spatial and intensity resolutions are very important in static viewing conditions, like those of traditional image-producing computer graphics, subjects can complete the puzzle in head-mounted (VR-like) conditions with resolutions as little as 18x15 pixels. Furthermore results show that animation of the image viewpoint does not always improve spatial performance when the animation is not user-controlled; in some conditions performance actually got worse by adding passive movement.