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dc.contributor.authorBriggs, James E.
dc.date.accessioned2020-06-23T18:01:29Z
dc.date.available2020-06-23T18:01:29Z
dc.date.issued2019-12
dc.identifier.otherBriggs_cornell_0058O_10744
dc.identifier.otherhttp://dissertations.umi.com/cornell:10744
dc.identifier.urihttps://hdl.handle.net/1813/70050
dc.description73 pages
dc.description.abstractAllocentric motion, in which the user moves with respect to an external subject's coordinate system, is commonly used in the context of rendering and material design, but little scientific work exists to support this scheme over egocentric motion, in which a user works according to their own coordinate system. We examine the effectiveness of these two navigation schemes with a user study spanning a standard desktop workstation, "fish tank" virtual reality, and a head-mounted display. Our results do not indicate a difference in performance between these schemes, a result we analyze in the discussion section.
dc.rightsAttribution 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectGraphics
dc.subjectHCI
dc.subjectMaterials
dc.subjectPerception
dc.subjectVirtual Reality
dc.titleEgocentric and Allocentric Schemes for Material Understanding
dc.typedissertation or thesis
thesis.degree.disciplineComputer Science
thesis.degree.levelMaster of Science
thesis.degree.nameM.S., Computer Science
dc.contributor.chairMarschner, Stephen Robert
dc.contributor.chairGuimbretière, François V.
dc.contributor.committeeMemberTownsend, Alex John
dcterms.licensehttps://hdl.handle.net/1813/59810
dc.identifier.doihttps://doi.org/10.7298/m2aq-wv47


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