From: d3g450@tnp_op.pnl.gov
Subject: Re: MISC: VR & Psychology
Date: Wed, 8 Jul 1992 15:33:30 GMT
Organization: Battelle Pacific Northwest Labs, Richland, WA



In article <Bqzyt6.LE3@helios.physics.utoronto.ca>, zhais@bullet.ecf (ZHAI  Shumin) writes:
|> 
|> 
|> 
|> > Though the goal of VR is to create a more effective human-computer
|> >  interface, the discussions in this news group seems to more lean to
|> >  the aspect of computer. Now we hope to do some psychology research
|> >  in VR, but we have not found proper topics yet. Does anyone have any
|> >  suggestions? What kind of information from the psychology aspect may
|> >  help you in developing your VR system?
|> 
|> >                            --- Amorl Mehta
|> 
|> Stereoscopic vision, depth perception, motor/manual control, to name 
|> a few.  You may find some useful pointers in S.R.Ellis' bibliographical 
|> paper, published on Computing System in Engineering, Vol.2, No.4, 1991.
|> 
|> Shumin Zhai         Human Factors Lab.          University of Toronto   
|> E-mail: zhai@ecf.toronto.edu    OR    shumin@virtual.rose.utoronto.ca

   Hmmm... Is it just me or do these sound more like physiological focus
areas rather than the more psychological ones?

   Personally I've seen a lot of discussion on designing VR operating systems 
or hot-wiring datagloves to make them work on various platforms, but little
on VR interface design principles... Has anyone done any work on principles
of presentation in VR? How about widget design for direct manipulation? How
many objects can I present to a user in VR before they get overwhelmed? How
can I design a VR system which won`t get anyone sick or disoriented? 

   Questions, questions, questions...

-Marc

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Marc Pottier                                 ************* **  *************
Battelle Pacific Northwest Laboratories            *******************
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User Interface Design                                     *****
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mc_pottier@ccmail.pnl.gov                                  ***
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