Craig Rosenberg

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Publications by Craig Rosenberg (bibliography)

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» 1992 «

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Barfield, Woodrow, Furness, Thomas A., Rosenberg, Craig and Han, Alex (1992): A God's Eye (Exocentric) versus Pilot's Eye (Egocentric) Frame of Reference for Enhanced Situational Awareness. In: Proceedings of the Human Factors Society 36th Annual Meeting 1992. .

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Barfield, Woodrow, Rosenberg, Craig and Cohen, Mike (1992): The Use of 3D Auditory Perspective and Perspective-Auditory Display Formats for Directional Judgment Tasks. In: Proceedings of the Human Factors Society 36th Annual Meeting 1992. .

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Barfield, Woodrow and Rosenberg, Craig (1992): Comparison of Stereoscopic and Perspective Spatial Display Formats for Exocentric Judgment Tasks. In: Proceedings of the Human Factors Society 36th Annual Meeting 1992. .

» 1990 «

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Barfield, Woodrow and Rosenberg, Craig (1990): The Effects of Scene Complexity on Judgements of Aimpoint During Final Approach. In: D., Woods, and E., Roth, (eds.) Proceedings of the Human Factors Society 34th Annual Meeting 1990, Santa Monica, USA. pp. 61-65.

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Barfield, Woodrow, Lim, Rafael and Rosenberg, Craig (1990): Visual Enhancements and Geometric Field of View as Factors in the Design of a Three-Dimensional Perspective Display. In: D., Woods, and E., Roth, (eds.) Proceedings of the Human Factors Society 34th Annual Meeting 1990, Santa Monica, USA. pp. 1470-1473.

This study investigated the effect of providing visual enhancements to a three-dimensional (3D) perspective display on the observers ability to judge the azimuth and elevation which separated two computer-generated images. The 3D perspective scenes were modeled after displays presented previously by McGreevy and Ellis (1986) but with several visual enhancements designed to assist users in performance of the experiment tasks. The visual enhancements included: (1) the capability to rotate the perspective scenes in near real-time and, (2) the presentation of solid shaded objects in the computer-generated scenes. The results provide information on the magnitude of the errors which occur when observers are required to make directional judgements using perspective displays and on the effectiveness of several visual enhancements on the accuracy of directional judgements using a 3D perspective display.

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» 1989 «

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Barfield, Woodrow, Rosenberg, Craig and Kraft, Conrad (1989): The Effects of Visual Cues to Realism and Perceived Impact Point during Final Approach. In: Proceedings of the Human Factors Society 33rd Annual Meeting 1989. pp. 115-119.

This research investigated the effect of providing three different simulations of ground terrain on the ability of subjects to accurately determine the aimpoint during a final approach. Several simulations were created to model a straight-in final approach (3 degree glideslope) to a standard FAA runway from several distances. The three levels of terrain realism ranged from a homogeneous surface to farmlands with hills. The subject's task was to estimate the aimpoint which represented an extrapolation of the flightpath to its point-of-contact with the ground as well as the altitude at nine different distances from threshold. The results indicated that increased levels of realism lead to better performance in judging altitude and predicting aimpoint during a simulated final approach.

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Changes to this page (author)

18 Feb 2010: Enabled abstracts to be shown on Craig Rosenberg's author page.
26 Jun 2007: Author was edited
26 Jun 2007: Author was edited
26 Jun 2007: Author was edited
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26 Jun 2007: Author was added to the bibliography

Publication statistics

Publication period:1989-1992
Publication count:6
Number of co-authors:6



Productive colleagues

Craig Rosenberg's 3 most productive colleagues in number of publications:

Woodrow Barfield:31
Thomas A. Furness:12
Rafael Lim:2


Collaboration count

Number of publications with 3 favourite co-authors:

Woodrow Barfield:6
Mike Cohen:1
Alex Han:1

 

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Mar 21

Software design is the act of determining the user's experience with a piece of software. It has nothing to do with how the code works inside, or how big or small the code is. The designer's task is to specify completely and unambiguously the user's whole experience.

-- David Liddle, From Bringing Design to Software, edited by Terry Winograd, 1996

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