9 research outputs found

    Spatial Displays and Spatial Instruments

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    The conference proceedings topics are divided into two main areas: (1) issues of spatial and picture perception raised by graphical electronic displays of spatial information; and (2) design questions raised by the practical experience of designers actually defining new spatial instruments for use in new aircraft and spacecraft. Each topic is considered from both a theoretical and an applied direction. Emphasis is placed on discussion of phenomena and determination of design principles

    A comparison of Pseudo 3-Dimensional Collision Avoidance-Predictor Displays for Free Flight

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    This study was the second of two studies to evaluate the use of a pseudo threedimensional display to present information about future possible conflicts. The purpose of this study was to evaluate variations of a cockpit screen display that transfers relevant data to the pilot in a manner which is easy to interpret and to facilitate the possible stressful situations that may be encountered due to the proposed free flight environment. In the first phase, three display concepts, using three different screen designs were compared. In this study, three different displays, all of which used using the space-time predictor concept developed in the previous study, were compared for utility and acceptability. Eighteen pilots were tested. The results support the Pilot\u27s perspective display (from the previous study) as the most effective display for conflict avoidance. The results also highlighted some areas of concern that are discussed

    Methodology for assessment of cognitive skills in virtual environments

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    The client briefing of the proposed building design is usually in the form of drawingsand artistic impressions being presented to the client. However, very few clients areable to read a technical drawing and the artist impressions are limited and do not aidthe client to visualise all aspects of the proposed building. During the client briefingprocess the client needs to have the experiential quality described, to be able to fullyunderstand the design of the proposed building. Generally, humans perceive anddirectly experience architectural space by building qualities like texture, form, colour,light, scale, movement. A full-scale model of the proposed building would fullyafford the experimental qualities. In reality it would be impractical and not costeffective. However, VR technology allows the creation of an inclusion of space inuser's mind, through a minimum of means, but achieves a maximum impact, andaffords all the experiential qualities offered by a physical model.A virtual model with a high degree of detail which can be explored by the designerand his clients will therefore be of significant help. However, to give clients the bestpossible impression of the proposed design it is important to understand howdimensions of those designed spaces are perceived. Therefore, a study was carried outfocusing on fundamental investigations into the perception of basic architecturaldimensions in order to assess the potential usefulness of VR technology inarchitecture and the client briefing process. In two experiments, subjects were required to estimate egocentric and exocentricdimensions in Virtual Environments and Real World Setting (RWS). The influence ofstimuli orientation was also investigated. In estimating all dimensions a magnitudeestimation procedure was employed using a modified free-modulus technique. Allparticipants were pre-tested. Psychometric and visual tests were used for choosing anexperimental group with a fair degree of homogenity. Two independent subject groupswere used. In addition to dimension estimations recall of simple layout and feeling ofspace were investigated when evaluating the virtual interface.The general null hypothesis assumed that people perceive space in VE as well as inthe real world. It has been shown that the results are statistically significant andtherefore one was able to reject the general hypothesis. Overall participantsunderestimated the dimensions in both experiments by approximately 20%. Resultsand limitations of the study are discussed. The results of the experiments wouldindicate that VR technology can be used for simulations of architectural spacesbecause despite underestimations of dimensions it still performed relatively well ifone compares it with results of experiments in the Real World Settings

    The role of computer-aided design in the learning of practical 3D-descriptive geometry: a case study

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    There are a number of problems surrounding the teaching of practical 3-D descriptive geometry to children in secondary education, notably the difficulty pupils have with visualising an object's form from orthographic views, and the interpretation of an object's geometric attributes into the descriptive geometry representation. The purpose of the current research is to evaluate the use of computer-aided design in this area of the curriculum and is based upon work undertaken in a North London comprehensive school. The school and its context is described and evaluated. Theories of child development and educational psychology of relevance to the study are reviewed, notably the work of Piaget, Bryant, Gagne, and Freeman. The history and nature of 3-D descriptive geometry is reviewed in practice and in education, with special reference to various methods employed in instruction. Dr. J. Vince's PICASO SYSTEM of computer subroutines and functions written in FORTRAN for graphic applications is explained as a means of teaching the subject, with special reference to the researcher's own instructional material and computer programs. The use and effectiveness of these teaching materials are related and evaluated in the light of students' performance and results. The research concludes that the special benefits of computer graphics in this field are: the economic production of appropriate didactic material under the direct control of the teacher, increased pupil motivation due to the use of better illustration and the interest generated by computer-aided design project work. and an opportunity to employ analytic geometry to support learning. Its limitations include: the high cost of the computer and peripheral devices, and the lack of a facility for modelling objects by the removal of solid volumes in the existing software. Further research is recommended in the areas of computer graphics, descriptive geometry, and psychology

    Visually Guided Control of Movement

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    The papers given at an intensive, three-week workshop on visually guided control of movement are presented. The participants were researchers from academia, industry, and government, with backgrounds in visual perception, control theory, and rotorcraft operations. The papers included invited lectures and preliminary reports of research initiated during the workshop. Three major topics are addressed: extraction of environmental structure from motion; perception and control of self motion; and spatial orientation. Each topic is considered from both theoretical and applied perspectives. Implications for control and display are suggested

    Linking focus and context in three-dimensional multiscale environments

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    The central question behind this dissertation is this: In what ways can 3D multiscale spatial information be presented in an interactive computer graphics environment, such that a human observer can better comprehend it? Toward answering this question, a two-pronged approach is employed that consists of practice within computer user-interface design, and theory grounded in perceptual psychology, bound together by an approach to the question in terms of focus and context as they apply to human attention. The major practical contribution of this dissertation is the development of a novel set of techniques for linking 3D windows to various kinds of reference frames in a virtual scene and to each other---linking one or more focal views with a view that provides context. Central to these techniques is the explicit recognition of the frames of reference inherent in objects, in computer-graphics viewpoint specifications, and in the human perception and cognitive understanding of space. Many of these techniques are incorporated into the GeoZui3D system as major extensions. An empirical evaluation of these techniques confirms the utility of 3D window proxy representations and orientation coupling. The major theoretical contribution is a cognitive systems model that predicts when linked focus and context views should be used over other techniques such as zooming. The predictive power of the model comes from explicit recognition of locations where a user will focus attention, as well as applied interpretations of the limitations of visual working memory. The model\u27s ability to predict performance is empirically validated, while its ability to model user error is empirically founded. Both the model and the results of the related experiments suggest that multiple linked windows can be an effective way of presenting multiscale spatial information, especially in situations involving the comparison of three or more objects. The contributions of the dissertation are discussed in the context of the applications that have motivated them

    A basis for learning with desktop virtual environments

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