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Author

Randy Pausch

Other affiliations: Carnegie Mellon University
Bio: Randy Pausch is an academic researcher from University of Virginia. The author has contributed to research in topics: User interface & Virtual reality. The author has an hindex of 30, co-authored 69 publications receiving 6637 citations. Previous affiliations of Randy Pausch include Carnegie Mellon University.


Papers
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Proceedings ArticleDOI
01 May 1995
TL;DR: This paper explores a user interface technique which augments an immersive head tracked display with a hand-held miniature copy of the virtual environment and calls this interface technique the Worlds in Miniature (WIM) metaphor, which can use the WIM as a tool for manipulating objects in thevirtual environment.
Abstract: This paper explores a user interface technique which augments an immersive head tracked display with a hand-held miniature copy of the virtual environment We call this interface technique the Worlds in Miniature (WIM) metaphor By establishing a direct relationship between life-size objects in the virtual world and miniature objects in the WIM, we can use the WIM as a tool for manipulating objects in the virtual environment In addition to describing object manipulation, this paper explores ways in which Worlds in Miniature can act as a single unifying metaphor for such application independent interaction techniques as object selection, navigation, path planning, and visualization The WIM metaphor naturally offers multiple points of view and multiple scales at which the user can operate, all without requiring explicit modes or commands Informal user observation indicates that users adapt to the Worlds in Miniature metaphor quickly and that physical props are helpful in manipulating the WIM and other objects in the environment

929 citations

Journal ArticleDOI
TL;DR: This article considers cases of both success and failure in past user interface tools, and extracts a set of themes which can serve as lessons for future work.
Abstract: A user interface software tool helps developers design and implement the user interface. Research on past tools has had enormous impact on today's developers—virtually all applications today are built using some form of user interface tool. In this article, we consider cases of both success and failure in past user interface tools. From these cases we extract a set of themes which can serve as lessons for future work. Using these themes, past tools can be characterized by what aspects of the user interface they addressed, their threshold and ceiling, what path of least resistance they offer, how predictable they are to use, and whether they addressed a target that became irrelevant. We believe the lessons of these past themes are particularly important now, because increasingly rapid technological changes are likely to significantly change user interfaces. We are at the dawn of an era where user interfaces are about to break out of the “desktop” box where they have been stuck for the past 15 years. The next millenium will open with an increasing diversity of user interface on an increasing diversity of computerized devices. These devices include hand-held personal digital assistants (PDAs), cell phones, pages, computerized pens, computerized notepads, and various kinds of desk and wall size-computers, as well as devices in everyday objects (such as mounted on refridgerators, or even embedded in truck tires). The increased connectivity of computers, initially evidenced by the World Wide Web, but spreading also with technologies such as personal-area networks, will also have a profound effect on the user interface to computers. Another important force will be recognition-based user interfaces, especially speech, and camera-based vision systems. Other changes we see are an increasing need for 3D and end-user customization, programming, and scripting. All of these changes will require significant support from the underlying user interface sofware tools.

761 citations

Proceedings ArticleDOI
02 Nov 1994
TL;DR: A survey of design issues for developing effective free-space three-dimensional (3D) user interfaces, including the use of spatial references, relative gesture, two-handed interaction, multisensory feedback, physical constraints, and head tracking is presented.
Abstract: We present a survey of design issues for developing effective free-space three-dimensional (3D) user interfaces. Our survey is based upon previous work in 3D interaction, our experience in developing free-space interfaces, and our informal observations of test users. We illustrate our design issues using examples drawn from instances of 3D interfaces.For example, our first issue suggests that users have difficulty understanding three-dimensional space. We offer a set of strategies which may help users to better perceive a 3D virtual environment, including the use of spatial references, relative gesture, two-handed interaction, multisensory feedback, physical constraints, and head tracking. We describe interfaces which employ these strategies.Our major contribution is the synthesis of many scattered results, observations, and examples into a common framework. This framework should serve as a guide to researchers or systems builders who may not be familiar with design issues in spatial input. Where appropriate, we also try to identify areas in free-space 3D interaction which we see as likely candidates for additional research.An extended and annotated version of the references list for this paper is available on-line through mosaic at address http://uvacs.cs.virginia.edu/~kph2q/.

569 citations

Journal Article
TL;DR: A new tool is presented that provides a possible approach to actively engage students in increasing their knowledge and skills in these areas of programming, and the tool is Alice, a 3-D interactive animation environment.
Abstract: In learning to program, many students struggle with developing algorithms, figuring out how to apply problem solving techniques in their programs, and with how to use common programming constructs. In this paper, we present a new tool that provides a possible approach to actively engage students in increasing their knowledge and skills in these areas. The tool is Alice, a 3-D interactive animation environment.

529 citations

Proceedings ArticleDOI
24 Apr 1994
TL;DR: In this paper, the authors present a 3D user interface for neurosurgical planning using a head viewing prop, a cutting-plane selection prop, and a trajectory selection prop.
Abstract: We claim that physical manipulation of familiar real-world objects in the user’s real environment is an important technique for the design of three-dimensional user interfaces. These real-world passive interface props are manipulated by the user to specify spatial relationships between interface objects. By unobtrusively embedding free-space position and orientation trackers within the props, we enable the computer to passively observe a natural user dialog in the real world, rather than forcing the user to engage in a contrived dialog in the computer-generated world. We present neurosurgical planning as a driving application and demonstrate the utility of a head viewing prop, a cutting-plane selection prop, and a trajectory selection prop in this domain. Using passive props in this interface exploits the surgeon’s existing skills, provides direct action-task correspondence, eliminates explicit modes for separate tools, facilitates natural two-handed interaction, and provides tactile and kinesthetic feedback for the user. Our informal evaluation sessions have shown that with a cursory introduction, neurosurgeons who have never seen the interface can understand and use it without training.

484 citations


Cited by
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Book
01 Jan 1993
TL;DR: This guide to the methods of usability engineering provides cost-effective methods that will help developers improve their user interfaces immediately and shows you how to avoid the four most frequently listed reasons for delay in software projects.
Abstract: From the Publisher: Written by the author of the best-selling HyperText & HyperMedia, this book provides an excellent guide to the methods of usability engineering. Special features: emphasizes cost-effective methods that will help developers improve their user interfaces immediately, shows you how to avoid the four most frequently listed reasons for delay in software projects, provides step-by-step information about which methods to use at various stages during the development life cycle, and offers information on the unique issues relating to informational usability. You do not need to have previous knowledge of usability to implement the methods provided, yet all of the latest research is covered.

11,929 citations

Journal ArticleDOI
Ronald Azuma1
TL;DR: The characteristics of augmented reality systems are described, including a detailed discussion of the tradeoffs between optical and video blending approaches, and current efforts to overcome these problems are summarized.
Abstract: This paper surveys the field of augmented reality AR, in which 3D virtual objects are integrated into a 3D real environment in real time. It describes the medical, manufacturing, visualization, path planning, entertainment, and military applications that have been explored. This paper describes the characteristics of augmented reality systems, including a detailed discussion of the tradeoffs between optical and video blending approaches. Registration and sensing errors are two of the biggest problems in building effective augmented reality systems, so this paper summarizes current efforts to overcome these problems. Future directions and areas requiring further research are discussed. This survey provides a starting point for anyone interested in researching or using augmented reality.

8,053 citations

Proceedings ArticleDOI
27 Mar 1997
TL;DR: Tangible Bits allows users to "grasp & manipulate" bits in the center of users’ attention by coupling the bits with everyday physical objects and architectural surfaces and ambient media for background awareness.
Abstract: This paper presents our vision of Human Computer Interaction (HCI): "Tangible Bits." Tangible Bits allows users to "grasp & manipulate" bits in the center of users’ attention by coupling the bits with everyday physical objects and architectural surfaces. Tangible Bits also enables users to be aware of background bits at the periphery of human perception using ambient display media such as light, sound, airflow, and water movement in an augmented space. The goal of Tangible Bits is to bridge the gaps between both cyberspace and the physical environment, as well as the foreground and background of human activities. This paper describes three key concepts of Tangible Bits: interactive surfaces; the coupling of bits with graspable physical objects; and ambient media for background awareness. We illustrate these concepts with three prototype systems ‐ the metaDESK, transBOARD and ambientROOM ‐ to identify underlying research issues.

3,885 citations

Journal ArticleDOI
TL;DR: A number of emerging technologies including virtual reality, simulation rides, video conferencing, home theater, and high definition television are designed to provide media users with an illusion that a mediated experience is not mediated, a perception defined here as presence.
Abstract: A number of emerging technologies including virtual reality, simulation rides, video conferencing, home theater, and high definition television are designed to provide media users with an illusion that a mediated experience is not mediated, a perception defined here as presence. Traditional media such as the telephone, radio, television, film, and many others offer a lesser degree of presence as well. This article examines the key concept of presence. It begins by noting practical and theoretical reasons for studying this concept. Six conceptualizations of presence found in a diverse set of literatures are identified and a detailed explication of the concept that incorporates these conceptualizations is presented. Existing research and speculation about the factors that encourage or discourage a sense of presence in media users as well as the physiological and psychological effects of presence are then outlined. Finally, suggestions concerning future systematic research about presence are presented.

3,262 citations

Journal ArticleDOI
TL;DR: This survey covers rollback-recovery techniques that do not require special language constructs and distinguishes between checkpoint-based and log-based protocols, which rely solely on checkpointing for system state restoration.
Abstract: This survey covers rollback-recovery techniques that do not require special language constructs. In the first part of the survey we classify rollback-recovery protocols into checkpoint-based and log-based.Checkpoint-based protocols rely solely on checkpointing for system state restoration. Checkpointing can be coordinated, uncoordinated, or communication-induced. Log-based protocols combine checkpointing with logging of nondeterministic events, encoded in tuples called determinants. Depending on how determinants are logged, log-based protocols can be pessimistic, optimistic, or causal. Throughout the survey, we highlight the research issues that are at the core of rollback-recovery and present the solutions that currently address them. We also compare the performance of different rollback-recovery protocols with respect to a series of desirable properties and discuss the issues that arise in the practical implementations of these protocols.

1,772 citations