From: good@baviki.enet.dec.com Subject: Re: 10 Most Important Citations on Virtual Worlds? Date: 12 Nov 90 20:53:11 GMT Organization: Digital Equipment Corporation Here are the 10 citations I probably use most heavily that are directly related to research work in presence, or virtual reality technology. There's much good material out there that's not on the list. I'll group these 10 according to topic area and describe each entry a little. First, here are a couple of overviews of virtual reality systems. Ditlea's is one of the best writeups I've seen in the popular trade press. Fisher's article gives a good overview of the NASA Ames work, and is part of a fantastic book on interface design with many more articles that should delight people interested in virtual reality. Ditlea, S. Another world: Inside artificial reality. PC/Computing, 2, 11 (November 1989), 90-102. Fisher, S. S. Virtual interface environments. In B. Laurel, Ed., The Art of Human-Computer Interface Design, Addison-Wesley, Reading, MA, 1990, 423-438. Much of the focus on virtual reality has been on vision and head-mounted display systems. James Gibson's book outlines a theory of ecological optics which provides a theoretical grounding for much virtual reality work. Jacob's paper describes his recent research in making eye tracking useful in real-time systems: Gibson, J. J. The Ecological Approach to Visual Perception. Lawrence Erlbaum Associates, Hillsdale, NJ, 1986. Originally published in 1979. Jacob, R. J. K. What you look at is what you get: Eye movement-based interaction techniques. In Proc. CHI '90 Human Factors in Computing Systems (Seattle, WA, April 1-5, 1990), ACM, New York, 11-18. Sound and hearing is starting to get more attention in the VR community. Gaver and Smith outline two different approaches to using sounds: Gaver's is an "everyday listening" approach while Smith et al.'s is a "musical" approach. Wenzel et al. give the basics in how to make 3-D sound work in headphone-based systems. Gaver, W. W. The SonicFinder: An interface that uses auditory icons. Human-Computer Interaction, 4, 1 (1989), 67-94. Smith, S., Bergeron, R. D. and Grinstein, G. G. Stereophonic and surface sound generation for exploratory data analysis. In Proc. CHI '90 Human Factors in Computing Systems (Seattle, WA, April 1-5, 1990), ACM, New York, 125-132. Wenzel, E. M., Wightman, F. L. and Foster, S. H. A virtual display system for conveying three-dimensional acoustic information. In Proc. Human Factors Society 32nd Annual Meeting (Anaheim, CA, October 24-28, 1988), Human Factors Society, Santa Monica, CA, Vol. 1, 86-90. Fred Brooks and members of his lab have done a lot of work on supporting the sense of touch in computers via force-feedback devices. Brooks et al's paper concentrate on studies with the 6-D robotic arm at UNC; Minsky et al.'s concentrates on the use of a 2-D force-feedback joystick. Brooks, F. P., Jr., Ouh-Young, M., Batter, J. J. and Kilpatrick, P. J. Project GROPE -- Haptic displays for scientific visualization. Computer Graphics, 24, 4 (August 1990), 177-185. Proc. SIGGRAPH '90 (Dallas, TX, August 6-10, 1990). Minsky, M., Ouh-Young, M., Steele, O., Brooks, F. P., Jr. and Behensky, M. Feeling and seeing: Issues in force display. Computer Graphics, 24, 2 (March 1990), 235-243. Proc. 1990 Symposium on Interactive 3D Graphics (Snowbird, UT, March 25-28, 1990). >From my perspective, too much work in virtual reality is dominated by technology-oriented design concerns, instead of work-oriented design concerns. There are many books and articles in this area - I could probably make another list of 10 just from this topic - but Ehn's is the most profound and complete analysis and description of work-oriented design that I've seen so far. The philosophical background also serves well for virtual reality research, even though VR is never mentioned in the book itself. Ehn, P. Work-Oriented Design of Computer Artifacts. Arbetlivscentrum, Stockholm, 1988. Available from Lawrence Erlbaum Associates, Hillsdale, NJ. Reading the 8 papers will give you an overview of most of the leading aspects of presence or virtual reality technology. (I don't have a good reference for camera-based systems, though; maybe the reprinting of Myron Krueger's Artificial Reality book will help fill that gap.) The 2 books by James Gibson and Pelle Ehn add important psychological and philosophical foundations. -- Michael Good Good@Baviki.Enet.Dec.Com