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C.: Modeling human spatial memory within a symbolic architecture of cognition
- International Conference Spatial Cognition 2006
, 2006
"... of cognition ..."
Evaluating X3D for use in software visualisation
- Master’s thesis, VUW
, 2007
"... 3D web software visualisation has always been expensive, special purpose and hard to program. In this thesis we present a framework for evaluating software visualisation media. The framework is then applied in the evaluation of the new “eXtensible 3D ” (X3D) open standard for web 3D graphics, to det ..."
Abstract
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Cited by 1 (1 self)
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3D web software visualisation has always been expensive, special purpose and hard to program. In this thesis we present a framework for evaluating software visualisation media. The framework is then applied in the evaluation of the new “eXtensible 3D ” (X3D) open standard for web 3D graphics, to determine how suitable X3D is for use in a web-based software visualisation environment. Our evaluation is based on our experience of replicating a representative sample of software visualisation techniques which are common throughout the software visualisation literature in X3D. The evaluation finds that a large range of software visualisation techniques can be implemented in X3D, however, the development of these visualisations is very time consuming and no specific software visualisation features exist. Acknowledgments I would first just like to say that my Mum and Dad and have been great support over the past few years in completing this degree and without them the struggle
Abstract
"... User interfaces to three-‐dimensional environments are becoming more and more popular. Today this trend is fuelled through the introduction of social communication via virtual worlds, console and computer games, as well as 3D televisions. We present a synopsis of the relevant abilities and restricti ..."
Abstract
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User interfaces to three-‐dimensional environments are becoming more and more popular. Today this trend is fuelled through the introduction of social communication via virtual worlds, console and computer games, as well as 3D televisions. We present a synopsis of the relevant abilities and restrictions introduced by both input and output technologies, as well as an overview of related human capabilities and limitations, including perceptual and cognitive issues. Partially based on this, we present a set of guidelines for 3D user interfaces. These guidelines are intended for developers of interactive 3D systems, such as computer and console games, 3D modeling packages, augmented reality systems, computer aided design systems, and virtual environments. The guidelines promote techniques, such as using appropriate constraints, that have been shown to work well in these types of environments. 1

