From kenh@microsoft.com Fri Oct 9 16:55:23 1998 Received: from burdell.cc.gatech.edu (root@burdell.cc.gatech.edu [130.207.3.207]) by lennon.cc.gatech.edu (8.9.1/8.9.1) with ESMTP id QAA10442 for ; Fri, 9 Oct 1998 16:55:19 -0400 (EDT) Received: from mail1.microsoft.com (mail1.microsoft.com [131.107.3.125]) by burdell.cc.gatech.edu (8.9.1/8.9.1) with ESMTP id QAA18784 for ; Fri, 9 Oct 1998 16:57:48 -0400 (EDT) Received: by INET-IMC-01 with Internet Mail Service (5.5.2232.9) id <4J9WNXWC>; Fri, 9 Oct 1998 13:57:16 -0700 Message-ID: <5F68209F7E4BD111A5F500805FFE35B9057979F9@RED-MSG-54> From: Ken Hinckley To: "'Ivan Poupyrev'" , Doug Bowman Cc: 3D UI List <3d-ui@hitl.washington.edu> Subject: RE: Multidimentional feedback (was: Chat notes) Date: Fri, 9 Oct 1998 13:57:05 -0700 X-Mailer: Internet Mail Service (5.5.2232.9) Status: RO Ivan wrote: For 3D user interfaces I would also add: * principle of consistency between feedbacks (make sure that when user feels that real hand moves forward (reactive feedback), he/she does not see virtual hand moving backward (instrumental feedback)); This basic idea has been around for a long time, sometimes known as the "kinesthetic correspondence principle." As far as I can tell, the original reference for this is: 1. Britton, E., Lipscomb, J., Pique, M., "Making Nested Rotations Convenient for the User," Computer Graphics, 12 (3): p. 222-227, 1978. Ken Hinckley Microsoft Research One Microsoft Way Redmond, WA 98052 (425) 703-9065 kenh@microsoft.com