Number of co-authors:23
Number of publications with 3 favourite co-authors:Robert A. King:2Elizabeth T. Davis:1R. Troy Surdick:1
Gregory M. Corso's 3 most productive colleagues in number of publications:Gregory D. Abowd:116Christopher D. Wic..:75Elizabeth D. Mynat..:71
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Gregory M. Corso
Publications by Gregory M. Corso (bibliography)
Summet, Jay, Abowd, Gregory D., Corso, Gregory M. and Rehg, James M. (2005): Virtual rear projection: do shadows matter?. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1997-2000.
Rear projection of large-scale upright displays is often preferred over front projection because of the lack of shadows that occlude the projected image. However, rear projection is not always a feasible option for space and cost reasons. Recent research suggests that many of the desirable features of rear projection, in particular shadow elimination, can be reproduced using new front projection techniques. We report on the results of an empirical study comparing two new projection techniques with traditional rear projection and front projection.
© All rights reserved Summet et al. and/or ACM Press
MacIntyre, Blair, Mynatt, Elizabeth D., Voida, Stephen, Hansen, Klaus Marius, Tullio, Joe and Corso, Gregory M. (2001): Support for multitasking and background awareness using interactive peripheral displays. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 41-50.
In this paper, we describe Kimura, an augmented office environment to
support common multitasking practices. Previous systems, such as Rooms, limit
users by constraining the interaction to the desktop monitor. In Kimura, we
leverage interactive projected peripheral displays to support the perusal,
manipulation and awareness of background activities. Furthermore, each activity
is represented by a montage comprised of images from current and past
interaction on the desktop. These montages help remind the user of past
actions, and serve as a springboard for ambient context-aware reminders and
© All rights reserved MacIntyre et al. and/or ACM Press
Davis, Elizabeth Thorpe, Corso, Gregory M., Barfield, Woodrow, Eggleston, Robert G., Ellis, Stephen, Ribarsky, Bill and Wickens, Christopher D. (1994): Human Perception and Performance in 3D Virtual Environments. In: Proceedings of the Human Factors and Ergonomics Society 38th Annual Meeting 1994. pp. 230-234.
Virtual environments have the potential to become very significant tools both in the civilian and military sectors. They offer a new human-computer interface in which users actively participate and are totally immersed in a computer-generated 3D virtual world. Important applications of virtual environments include the scientific visualization of complex data sets, the operation of remotely manipulated vehicles or teleoperators, the display of aircraft locations for air traffic control, simulated flight training, simulated driving training, teleoperated surgery as well as medical training and skill acquisition in surgery. Because virtual environments offer greater flexibility than most traditional HCI interfaces, those and other tasks may be better handled by virtual environments than by more traditional HCI interfaces. For example, virtual reality technology offers the capability of 3D or 2D representations, egocentric or exocentric 3D viewpoint, stereoscopic or monoscopic views, dynamically changing or relatively static representations as well as the availability of multi-sensory information (e.g., visual, auditory, and tactile inputs) and of perceptual-motor interactions. Yet, current VR systems still suffer from technical limitations that may restrict their usefulness. These technical limitations include poor spatio-temporal resolution of visual, auditory, and haptic images; cross-sensory image registration; and inaccuracy of head and eye tracking devices. Some of these limitations may be overcome by advances in the technology while other limitations may be overcome by cleverly adapting the VE system to exploit the capabilities and limitations of human perception. In all applications of virtual environments, human spatial perception plays a crucial role. For example, distance, elevation, and azimuth information is used to determine where objects are located. Yet, the perceived spatial location of an object may be ambiguous within a given display. Stereoscopic displays can provide humans with visual cues to disambiguate this information. But, there are other ways to resolve this ambiguity, such as the use of other visual cues or of other sensory modalities (e.g., auditory and haptic senses). Moreover, determination of the "best" perceptual cues and the "best" sensory modalities may be task dependent.
© All rights reserved Davis et al. and/or Human Factors Society
Surdick, R. Troy, Davis, Elizabeth T., King, Robert A., Corso, Gregory M., Shapiro, Alexander, Hodges, Larry and Elliot, Kelly (1994): Relevant Cues for the Visual Perception of Depth: Is Where You See It Where It Is?. In: Proceedings of the Human Factors and Ergonomics Society 38th Annual Meeting 1994. pp. 1305-1309.
We tested seven visual depth cues (relative brightness, relative size, relative height, linear perspective, foreshortening, texture gradient, and stereopsis) at viewing distances of one and two meters to answer two questions. First, which cues provide effective depth information (i.e., only a small change in the depth cue results in a noticeable change in perceived depth). Second, how does the effectiveness of these depth cues change as a function of the viewing distance? Six college-aged subjects were tested with each depth cue at both viewing distances. They were tested using a method of constant stimuli procedure and a modified Wheatstone stereoscopic display. Accuracies for perceptual match settings for all cues were very high (mean constant errors were near zero), and no cues were significantly more or less accurate than any others. Effectiveness of the perspective cues (linear perspective, foreshortening, and texture gradient) was superior to that of other depth cues, while effectiveness of relative brightness was vastly inferior. Moreover, stereopsis, among the more effective cues at one meter, was significantly less so at two meters. These results have theoretical implications for models of human spatial perception and practical implications for the design and development of 3D virtual environments.
© All rights reserved Surdick et al. and/or Human Factors Society
King, Robert A. and Corso, Gregory M. (1993): Auditory Displays: If They Are So Useful, Why Are They Turned Off?. In: Proceedings of the Human Factors and Ergonomics Society 37th Annual Meeting 1993. pp. 549-553.
Pilots often turn off the auditory displays which are provided to improve their performance (Weiner, 1977; Veitengruber, Boucek,&Smith, 1977). The intensity of the auditory display is often cited as a possible cause of this behavior (Cooper, 1977). However, the processing of the additional information is a concurrent task demand which may increase subjective workload (Wickens&Yeh, 1983; McCloy, Derrick,&Wickens, 1983). Pilots may attempt to reduce subjective workload at the expense of performance by turning off the auditory display. Forty undergraduate males performed a visual search task. Three conditions: auditory display on, auditory display off, and subject's choice were run in combination with nine levels of visual display load. The auditory display, a 4000 Hz tone with a between-subject intensity of 60 dB(A), 70 dB(A), 80 dB(A), and 90 dB(A), indicated that the target letter was in the lower half of the search area. NASA-TLX (Task Load Index) was used to measure the subjective workload of the subjects after each block of trials (Hart&Staveland, 1988). A non-monotonic relationship was found between auditory display intensity and auditory display usage. Evidence was found that the auditory display increased some aspects of subjective workload -- physical demands and frustration. Furthermore, there was a dissociation of performance and subjective workload in the manner predicted by Wickens&Yeh (1983). The implications of these results for display design are discussed.
© All rights reserved King and Corso and/or Human Factors Society
Corso, Gregory M., Hodge, Kevin A. and Fisk, Arthur D. (1992): Learning in Consistent Search-Detection Tasks: Type of Search (Memory vs. Visual) Determines Type of Learning. In: Proceedings of the Human Factors Society 36th Annual Meeting 1992. pp. 1306-1310.
The theoretical and practical importance of search paradigms has been well established. This experiment was designed to extend understanding of learning processes in search tasks. Subjects trained under memory, visual, or hybrid memory/visual search conditions and then either transferred to a different search condition (e.g., train on memory, transfer to visual search) or served as controls (e.g., train on memory, transfer to memory search). Asymmetrical transfer was observed. These results have implications for current theories of attention as well as applicability in training situations.
© All rights reserved Corso et al. and/or Human Factors Society
Companion, Michael A. and Corso, Gregory M. (1982): Task Taxonomies: A General Review and Evaluation. In International Journal of Man-Machine Studies, 17 (4) pp. 459-472.
The purpose, procedures and issues involved in the development of a task taxonomy were reviewed. A consequence of that review was the development of a set of criteria by which specific task taxonomies can be evaluated and contrasted. Additionally, four general and five specific task taxonomies were reviewed. The specific task taxonomies were evaluated and contrasted using the proposed criteria. From that analysis, it was concluded that future taxonomic efforts must re-evaluate the relative importance of taxonomic development versus the integration of empirical data into a useful, predictive tool.
© All rights reserved Companion and Corso and/or Academic Press
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