Diferencia entre revisiones de «1988 - Through the looking glass - John Walker»

De Dominios, públicos y acceso
Ir a la navegación Ir a la búsqueda
Línea 1: Línea 1:
 
== <small>'''Texto'''</small> ==
 
== <small>'''Texto'''</small> ==
 +
 +
Through the Looking Glass
 +
 +
I had been interested in three dimensional user interfaces ever since I first heard of Ivan Sutherland's pioneering work in the late 1960's. NASA Ames had demonstrated a modern system with head and hand tracking, and it was clearly only a matter of time until the computing power of inexpensive personal computer made virtual reality a market reality. It also seemed obvious that a company experienced in three-dimensional geometric modeling and high-performance graphics on cheap hardware was uniquely qualified to become the leader in this emerging market. In this paper I urged Autodesk to enter the nascent field of virtual reality and set the standards. The paper was well received, and a project was launched shortly thereafter. Unfortunately, the disconnection between R&D and marketing, and the general paralysis that gripped Autodesk during the late 1980's (see Information Letter 14 on page [Ref]) caused Autodesk to squander a once-in-a-decade opportunity. Autodesk did finally manage to field a virtual reality developer kit in early 1993, but the chance to “own the market” had been lost long beforehand. An abridged version of this paper appeared in the book The Art of Human-Computer Interface Design, Brenda Laurel, ed., Addison-Wesley, 1990 (ISBN 978-0-201-51797-2).
 +
 +
Through the Looking Glass
 +
 +
Beyond “User Interfaces”
  
 
== <small>'''Contexto'''</small> ==
 
== <small>'''Contexto'''</small> ==

Revisión del 23:03 21 feb 2022

Texto

Through the Looking Glass

I had been interested in three dimensional user interfaces ever since I first heard of Ivan Sutherland's pioneering work in the late 1960's. NASA Ames had demonstrated a modern system with head and hand tracking, and it was clearly only a matter of time until the computing power of inexpensive personal computer made virtual reality a market reality. It also seemed obvious that a company experienced in three-dimensional geometric modeling and high-performance graphics on cheap hardware was uniquely qualified to become the leader in this emerging market. In this paper I urged Autodesk to enter the nascent field of virtual reality and set the standards. The paper was well received, and a project was launched shortly thereafter. Unfortunately, the disconnection between R&D and marketing, and the general paralysis that gripped Autodesk during the late 1980's (see Information Letter 14 on page [Ref]) caused Autodesk to squander a once-in-a-decade opportunity. Autodesk did finally manage to field a virtual reality developer kit in early 1993, but the chance to “own the market” had been lost long beforehand. An abridged version of this paper appeared in the book The Art of Human-Computer Interface Design, Brenda Laurel, ed., Addison-Wesley, 1990 (ISBN 978-0-201-51797-2).

Through the Looking Glass

Beyond “User Interfaces”

Contexto

Autoras

Fuentes

Enlaces

URL:https://www.fourmilab.ch/autofile/e5/chapter2_69.html

Wayback Machine: https://web.archive.org/web/20220221225749/https://www.fourmilab.ch/autofile/e5/chapter2_69.html