Frederick P. Brooks

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Manipulation in immersive virtual environments is difficult partly because users must do without the haptic contact with real objects they rely on in the real world to orient themselves and their manipulanda. To compensate for this lack, we propose exploiting the one real object every user has in a virtual environment, his body. We present a unified(More)
A study by Slater, et al., [1995] indicated that naive subjects in an immersive virtual environment experience a higher subjective sense of presence when they locomote by walking-in-place (virtual walking) than when they push-button-fly (along the floor plane). We replicated their study, adding real walking as a third condition. Our study confirmed their(More)
Two strategies, pre-computation before display and adaptive refinement during display, are used to combine interactivity with high image quality in a virtual building simulation. Pre-computation is used in two ways. The hidden-surface problem is partially solved by automatically pre-computing potentially visible sets of the model for sets of related(More)
We propose the idea of simplification envelopes for generating a hierarchy of level-of-detail approximations for a given polygonal model. Our approach guarantees that all points of an approximation are within a user-specifiable distance from the original model and that all points of the original model are within a distance from the approximation.(More)
A common measure of the quality or effectiveness of a virtual environment (VE) is the mount of <i>presence</i> it evokes in users. Presence is often defined as the sense of <i>being there</i> in a VE. There has been much debate about the best way to measure presence, and presence researchers need, and have sought, a measure that is <b>reliable, valid,(More)
We present a system for rendering very complex 3D models at interactive rates. We select a subset of the model as preferred viewpoints and partition the space into virtual cells. Each cell contains near geometry, rendered using levels of detail and visibility culling, and far geometry, rendered as a textured depth mesh. Our system automatically balances the(More)
Force display technology works by using mechanica l actuators to apply forces to the user, By simulating th e physics of the user's virtual world, we compute these forces in real-time, then send them to the actuators so that the user feels them, The force display technology we use in th e Sandpaper system is a motor-driven two-degree of freedo m joystick(More)
BRENT EDWARD INSKO: Passive Haptics Significantly Enhances Virtual Environments (Under the direction of Frederick P. Brooks, Jr.) One of the most disconcertingly unnatural properties of most virtual environments (VEs) is the ability of the user to pass through objects. I hypothesize that passive haptics, augmenting a high-fidelity visual virtual environment(More)
Many Virtual Environments require walking interfaces to explore virtual worlds much larger than available real-world tracked space. We present a model for generating virtual locomotion speeds from Walking-In-Place (WIP) inputs based on walking biomechanics. By employing gait principles, our model - called Gait-Understanding-Driven Walking-In-Place (GUD WIP)(More)