Number of co-authors:24
Number of publications with 3 favourite co-authors:Chris Sturgill:George Williams:Brian Stearns:
Dennis Cosgrove's 3 most productive colleagues in number of publications:Brad A. Myers:154Takeo Igarashi:66Ken Hinckley:54
go to course
91% booked. Starts in 4 days
go to course
Psychology of Interaction Design: The Ultimate Guide
84% booked. Starts in 11 days
Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess
User Experience and Experience Design !
Our Latest Books
The Social Design of Technical Systems: Building technologies for communities. 2nd Edition
by Brian Whitworth and Adnan Ahmad
Gamification at Work: Designing Engaging Business Software
by Janaki Mythily Kumar and Mario Herger
The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad
The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam
Publications by Dennis Cosgrove (bibliography)
Kelleher, Caitlin, Myers, Brad A., Siewiorek, Daniel P., Cosgrove, Dennis, Pierce, Jeffrey S., Conway, Matthew and Marinelli, Don (2008): Special session in honor of Randy Pausch. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3997-4002. Available online
Randy Pausch is an inspiration to all with his research, teaching, the way he has lived his life, and his courage while confronting pancreatic cancer. This session brings together people he has touched through various phases of his career to discuss his research and legacy.
© All rights reserved Kelleher et al. and/or ACM Press
Igarashi, Takeo and Cosgrove, Dennis (2001): Adaptive unwrapping for interactive texture painting. In: SI3D 2001 2001. pp. 209-216. Available online
Patrick, Emilee, Cosgrove, Dennis, Slavkovic, Aleksandra, Rode, Jennifer Ann, Verratti, Thom and Chiselko, Greg (2000): Using a Large Projection Screen as an Alternative to Head-Mounted Displays for Virtual Environments. In: Turner, Thea, Szwillus, Gerd, Czerwinski, Mary, Peterno, Fabio and Pemberton, Steven (eds.) Proceedings of the ACM CHI 2000 Human Factors in Computing Systems Conference April 1-6, 2000, The Hague, The Netherlands. pp. 478-485. Available online
Head-mounted displays for virtual environments facilitate an immersive experience that seems more real than an experience provided by a desk-top monitor ; however, the cost of head-mounted displays can prohibit their use. An empirical study was conducted investigating differences in spatial knowledge learned for a virtual environment presented in three viewing conditions: head-mounted display, large projection screen, and desk-top monitor. Participants in each condition were asked to reproduce their cognitive map of a virtual environment, which had been developed during individual exploration of the environment along a predetermined course. Error scores were calculated, indicating the degree to which each participant's map differed from the actual layout of the virtual environment. No statistically significant difference was found between the head-mounted display and large projection screen conditions. An implication of this result is that a large projection screen may be an effective, inexpensive substitute for a head-mounted display.
© All rights reserved Patrick et al. and/or ACM Press
Conway, Matthew, Audia, Steve, Burnette, Tommy, Cosgrove, Dennis and Christiansen, Kevin (2000): Alice: Lessons Learned from Building a 3D System for Novices. In: Turner, Thea, Szwillus, Gerd, Czerwinski, Mary, Peterno, Fabio and Pemberton, Steven (eds.) Proceedings of the ACM CHI 2000 Human Factors in Computing Systems Conference April 1-6, 2000, The Hague, The Netherlands. pp. 486-493. Available online
We present lessons learned from developing Alice, a 3D graphics programming environment designed for undergraduates with no 3D graphics or programming experience. Alice is a Windows 95/NT tool for describing the time-based and interactive behavior of 3D objects, not a CAD tool for creating object geometry. Our observations and conclusions come from formal and informal observations of hundreds of users. Primary results include the use of LOGO-style egocentric coordinate systems, the use of arbitrary objects as lightweight coordinate systems, the launching of implicit threads of execution, extensive function overloading for a small set of commands, the careful choice of command names, and the ubiquitous use of animation and undo.
© All rights reserved Conway et al. and/or ACM Press
Pierce, Jeffrey S., Audia, Steve, Burnette, Tommy, Christiansen, Kevin, Cosgrove, Dennis, Conway, Matthew, Hinckley, Ken, Monkaitis, Kristen, Patten, James, Shochet, Joe, Staack, David, Stearns, Brian, Sturgill, Chris, Williams, George and Pausch, Randy (1997): Alice: Easy to Use Interactive 3D Graphics. In: Robertson, George G. and Schmandt, Chris (eds.) Proceedings of the 10th annual ACM symposium on User interface software and technology October 14 - 17, 1997, Banff, Alberta, Canada. pp. 77-78. Available online
Alice is a rapid prototyping system used to create three dimensional graphics simulations like those seen in virtual reality applications. Alice uses an interpreted language called Python as its scripting language to implement user actions. This interactive development environment allows users to explore many more design options than is possible in a compiled language environment. The alpha version of Alice for Windows 95 is available for free over the internet, with the beta release scheduled for August.
© All rights reserved Pierce et al. and/or ACM Press
Join our community and advance:
Page maintainer: The Editorial Team