The mental rotation and perceived realism of computer-generated three-dimensional images
International Journal of Man-Machine Studies
Rapid controlled movement through a virtual 3D workspace
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Telerobotics, automation, and human supervisory control
Telerobotics, automation, and human supervisory control
The design of virtual environments
The design of virtual environments
Interactive simulation of fire in virtual building environments
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Interactive scientific visualization: An assessment of a virtual reality system
INTERACT '90 Proceedings of the IFIP TC13 Third Interational Conference on Human-Computer Interaction
Designing a virtual museum within a museum
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
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This paper describes the creation of a hypothetical virtual art exhibit using a virtual environment task analysis tool. The Virtual Environment Task Analysis Tool (VETAT-ART) is a paper-and-pencil tool developed to provide structure and guidance to the needs-analysis process that is essential to the development of lifelike virtual exhibits. To illustrate its potential usefulness, VETAT-ART is applied to the design of a historical art exhibit. The first part of the article draws a general profile of our sample application. It introduces organizational-, user-, and task-related factors typically collected when designing or modifying most computer-based systems. The second part of the paper presents the user and task requirements unique to the creation of a virtual environment. Task requirements determine the contents of various storyboards and draw the architecture of the environment. Storyboards describe the images, sounds, sensations, and scents to be found in individual galleries. The architecture establishes a sensible order in which the galleries may be accessed. User requirements determine the human sensory, cognitive, and ergonomic needs relevant to the key activities museum visitors are expected to perform. Activities include visualization and inspection, exploration, and the manipulation of virtual artifacts. Eight goal-categories define user requirements. Visual, auditory, and haptic requirements are determined by humansensory issues. Features relevant to memory capacity, information load, and mental models describe cognitive issues. Physical and physiological considerations are determined by human ergonomics. The third section of the paper suggests usability goals and possible measures of success. In conclusion, limitations and potential extensions of the tool are discussed.