From: Doug Bowman [bowman@cs.vt.edu] Sent: Wednesday, September 15, 1999 3:32 PM To: 3dui List Subject: RE: comparing VE displays This is definitely the type of thing that I'm going after. However, as you well know, you can't always describe something in terms of just its component parts (that just ruins my whole dissertation, doesn't it? :-) ). In other words, an HMD just has a different "feel" to it than a CAVE which is not solely due to the differences in resolution, brightness, FOV, etc. Even a workbench in vertical orientation is qualitatively much different than one in horizontal orientation. I guess what I'm wondering is if we can determine some principles that apply directly to the common types of displays rather than using a level of abstraction - these types of principles are more easily applied by the practitioner. For example, "Use a CAVE if your task requires a high level of subjective immersion" is better from the practitioner point of view than, "Subjective immersion increases with increased field of view and decreased encumberance." Thoughts, anyone? > Seems like the best place to start is in decomposing "displays" into their > critical characteristics. > > o resolution > o field-of-view > o head coupling > o etc...... > > These must then be tied to performance measures that can be generalized to > tasks (applications to use your term). You would then have a reasonable > framework for experimentation. -- Doug A. Bowman, Ph.D. (540) 231-7537 Assistant Professor bowman@vt.edu Computer Science www.cs.vt.edu/~bowman/ Virginia Tech