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UIST '96: Proceedings of the 9th annual ACM symposium on User interface software and technology
ACM1996 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
9UIST96: Ninth Annual Symposium on User Interface Software and Technology Seattle Washington USA November 6 - 8, 1996
ISBN:
978-0-89791-798-8
Published:
01 November 1996
Next Conference
September 28 - October 1, 2025
Busan , Republic of Korea
Reflects downloads up to 20 Jan 2025Bibliometrics
Abstract

No abstract available.

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Inductive groups

Cited By

  1. Preface, Overview The VR Book: Human-Centered Design for Virtual Reality
  2. Introduction and Background The VR Book: Human-Centered Design for Virtual Reality
  3. What is Virtual Reality The VR Book: Human-Centered Design for Virtual Reality
  4. A History of VR The VR Book: Human-Centered Design for Virtual Reality
  5. An Overview of Various Realities The VR Book: Human-Centered Design for Virtual Reality
  6. Immerson, Presence, and Reality Trade-Offs The VR Book: Human-Centered Design for Virtual Reality
  7. The Basics: Design Guidelines The VR Book: Human-Centered Design for Virtual Reality
  8. Perception The VR Book: Human-Centered Design for Virtual Reality
  9. Objective and Subjective Reality The VR Book: Human-Centered Design for Virtual Reality
  10. Perceptual Models and Processes The VR Book: Human-Centered Design for Virtual Reality
  11. Perceptual Modalities The VR Book: Human-Centered Design for Virtual Reality
  12. Perception of Space and Time The VR Book: Human-Centered Design for Virtual Reality
  13. Perceptual Stability, Attention, and Action The VR Book: Human-Centered Design for Virtual Reality
  14. Perception: Design Guidelines The VR Book: Human-Centered Design for Virtual Reality
  15. Adverse Health Effects The VR Book: Human-Centered Design for Virtual Reality
  16. Motion Sickness The VR Book: Human-Centered Design for Virtual Reality
  17. Eye Strain, Seizures, and Aftereffects The VR Book: Human-Centered Design for Virtual Reality
  18. Hardware Challenges The VR Book: Human-Centered Design for Virtual Reality
  19. Latency The VR Book: Human-Centered Design for Virtual Reality
  20. Measuring Sickness The VR Book: Human-Centered Design for Virtual Reality
  21. Summary of Factors That Contribute to Adverse Effects The VR Book: Human-Centered Design for Virtual Reality
  22. Examples of Reducing Adverse Effects The VR Book: Human-Centered Design for Virtual Reality
  23. Adverse Health Effects: Design Guidelines The VR Book: Human-Centered Design for Virtual Reality
  24. Content Creation The VR Book: Human-Centered Design for Virtual Reality
  25. High-Level Concepts of Content Creation The VR Book: Human-Centered Design for Virtual Reality
  26. Environmental Design The VR Book: Human-Centered Design for Virtual Reality
  27. Affecting Behavior The VR Book: Human-Centered Design for Virtual Reality
  28. Transitioning to VR Content Creation The VR Book: Human-Centered Design for Virtual Reality
  29. Content Creation: Design Guidelines The VR Book: Human-Centered Design for Virtual Reality
  30. Interaction The VR Book: Human-Centered Design for Virtual Reality
  31. Human-Centered Interaction The VR Book: Human-Centered Design for Virtual Reality
  32. VR Interaction Concepts The VR Book: Human-Centered Design for Virtual Reality
  33. Input Devices The VR Book: Human-Centered Design for Virtual Reality
  34. Interaction Patterns and Techniques The VR Book: Human-Centered Design for Virtual Reality
  35. Interaction: Design Guidelines The VR Book: Human-Centered Design for Virtual Reality
  36. Iterative Design The VR Book: Human-Centered Design for Virtual Reality
  37. Philosophy of Iterative Design The VR Book: Human-Centered Design for Virtual Reality
  38. The Define Stage The VR Book: Human-Centered Design for Virtual Reality
  39. The Make Stage The VR Book: Human-Centered Design for Virtual Reality
  40. The Learn Stage The VR Book: Human-Centered Design for Virtual Reality
  41. Iterative Design: Design Guidelines The VR Book: Human-Centered Design for Virtual Reality
  42. The Future Starts Now The VR Book: Human-Centered Design for Virtual Reality
  43. The Present and Future State of VR The VR Book: Human-Centered Design for Virtual Reality
  44. Getting Started The VR Book: Human-Centered Design for Virtual Reality
  45. Example Questionnaire The VR Book: Human-Centered Design for Virtual Reality
  46. Example Interview Guidelines The VR Book: Human-Centered Design for Virtual Reality
  47. Glossary The VR Book: Human-Centered Design for Virtual Reality
Contributors
  • Microsoft Research
  • Hewlett-Packard Inc.
  • Palo Alto Research Center Incorporated

Index Terms

  1. Proceedings of the 9th annual ACM symposium on User interface software and technology

      Recommendations

      Acceptance Rates

      Overall Acceptance Rate 561 of 2,567 submissions, 22%
      YearSubmittedAcceptedRate
      UIST '183758021%
      UIST '173247323%
      UIST '163847921%
      UIST '152977024%
      UIST '143337422%
      UIST '133176220%
      UIST '112626726%
      UIST '051593119%
      UIST '031162522%
      Overall2,56756122%