Randy Pausch’s research while affiliated with Carnegie Mellon University and other places

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Publications (106)


A Literature Survey for Virtual Environments: Military Flight Simulator Visual Systems and Simulator Sickness
  • Chapter

May 2017

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37 Reads

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3 Citations

Randy Pausch

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Thomas Crea

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Matthew Conway

Carnegie Mellon's entertainment technology center

July 2007

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83 Reads

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22 Citations

Communications of the ACM

This professional master's degree program puts artists and technologists together on interdisciplinary teams to create interactive experiences.



Figure 2: Harold T. Wireton's " crazy go nuts " animation inspired a broad range of stories.  
Figure 3: The Alice interface with a Stencils-based tutorial: 1) a sticky note that provides instructions for the current step and 2) a hole in the Stencil that allows the user to interact with the interface component beneath it.  
Figure 4: Procedure for experimental and control groups.  
Figure 5: Examples of programs participants created in Generic Alice: 1) an arbitrary motion program; objects and their parts move around in space, 2) a program containing a character motion; a girl waves hello, 3) a choreographed dance routine for a group of penguins, and 4) a story-like program in which a knight kills a dragon. Character Motions (16%): 7 of the 45 users created programs which contained one or two simple character motions (such as a cat swishing its tail or a penguin opening its beak) but were otherwise largely arbitrary motion. These worlds seem to the result of users transitioning from experimenting with the Generic Alice animations to combining animations to animate their 3D characters. See Figure 5-2. Choreographed Dance Routines (7%): 3 of the 45 users created choreographed dance routines for a group of characters. The dance routines made heavy use of move and turn with characters performing the same motions together and in sequence. See Figure 5-3. Story-Like Sequences (16%): 7 of the 45 users created short story-like sequences. Users frequently incorporated simple gestures that help to communicate the action in the story such as having  
Figure 6: Examples of programs users created in Storytelling Alice: 1) a romantic relationship story about a boy who is involved with three girls and gets caught, 2) a familial relationship story about a father taking his children on vacation and getting lost, 3) a good vs. evil story about the big bad wolf trying to befriend the three pigs so he can eat them later, and 4) a choreographed cheerleading routine.  

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Storytelling Alice motivates middle school girls to learn computer programming
  • Conference Paper
  • Full-text available

April 2007

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2,314 Reads

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497 Citations

We describe Storytelling Alice, a programming environment that introduces middle school girls to computer programming as a means to the end of creating 3D animated stories. Storytelling Alice supports story creation by providing 1) a set of high-level animations, that support the use of social characters who can interact with one another, 2) a collection of 3D characters and scenery designed to spark story ideas, and 3) a tutorial that introduces users to writing Alice programs using story- based examples. In a study comparing girls' experiences learning to program using Storytelling Alice and a version of Alice without storytelling support (Generic Alice), we found that users of Storytelling Alice and Generic Alice were equally successful at learning basic programming constructs. Participants found Storytelling Alice and Generic Alice equally easy to use and entertaining. Users of Storytelling Alice were more motivated to program; they spent 42% more time programming, were more than 3 times as likely to sneak extra time to work on their programs, and expressed stronger interest in future use of Alice than users of Generic Alice. Author Keywords Alice, gender, children, motivation, programming, computer science education, programming environments

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Fig. 1 Views of a farm before (top) and after (bottom) the addition of visible landmarks  
Table 2 Technique ideas for navigation over intermediate distances
Generating 3D interaction techniques by identifying and breaking assumptions

March 2007

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84 Reads

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10 Citations

Researchers have created D interaction techniques for immersive virtual worlds, but existing techniques represent just part of the design space. While exploring other parts of the design space might yield more effective techniques, conducting that exploration is difficult and time-consuming. Analyzing the particular task, user, and hardware characteristics for any given problem is straightforward, but only suggests the shape of a potential technique; generating the technique itself still requires a creative breakthrough. We propose extending existing approaches to generating D interaction techniques by focusing more explicitly on identifying and breaking assumptions about the real world to inspire potential technique ideas. We describe our approach, suggest an initial list of assumptions to consider, and present a case study of applying the process to create a technique for navigation with visible landmarks and place representations.


Creativity Support Tools: Report From a U.S. National Science Foundation Sponsored Workshop

May 2006

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813 Reads

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290 Citations

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[...]

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Michael A. Terry

Creativity support tools is a research topic with high risk but potentially very high payoff. The goal is to develop improved software and user interfaces that empower users to be not only more productive but also more innovative. Potential users include software and other engineers, diverse scientists, product and graphic designers, architects, educators, students, and many others. Enhanced interfaces could enable more effective searching of intellectual resources, improved collaboration among teams, and more rapid discovery processes. These advanced interfaces should also provide potent support in hypothesis formation, speedier evaluation of alternatives, improved understanding through visualization, and better dissemination of results. For creative endeavors that require composition of novel artifacts (e.g., computer programs, scientific papers, engineering diagrams, symphonies, artwork), enhanced interfaces could facilitate exploration of alternatives, prevent unproductive choices, and enable easy backtracking. This U.S. National Science Foundation sponsored workshop brought together 25 research leaders and graduate students to share experiences, identify opportunities, and formulate research challenges. Two key outcomes emerged: (a) encouragement to evaluate creativity support tools through multidimensional in-depth longitudinal case studies and (b) formulation of 12 principles for design of creativity support tools. As Galileo struggled to view Jupiter through his newly built telescope, he adjusted the lenses and saw four twinkling points of light nearby. After recording their positions carefully, Galileo compared them to his drawings from previous nights. His conclusion that Jupiter had four moons circling it was a profound insight with far reaching implications.


Physically large displays improve performance on spatial tasks

March 2006

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200 Reads

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203 Citations

ACM Transactions on Computer-Human Interaction

Large wall-sized displays are becoming prevalent. Although researchers have articulated qualitative benefits of group work on large displays, little work has been done to quantify the benefits for individual users. In this article we present four experiments comparing the performance of users working on a large projected wall display to that of users working on a standard desktop monitor. In these experiments, we held the visual angle constant by adjusting the viewing distance to each of the displays. Results from the first two experiments suggest that physically large displays, even when viewed at identical visual angles as smaller ones, help users perform better on mental rotation tasks. We show through the experiments how these results may be attributed, at least in part, to large displays immersing users within the problem space and biasing them into using more efficient cognitive strategies. In the latter two experiments, we extend these results, showing the presence of these effects with more complex tasks, such as 3D navigation and mental map formation and memory. Results further show that the effects of physical display size are independent of other factors that may induce immersion, such as interactivity and mental aids within the virtual environments. We conclude with a general discussion of the findings and possibilities for future work.


Lessons Learned from Designing a Programming System to Support Middle School Girls Creating Animated Stories

January 2006

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69 Reads

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64 Citations

Traditional approaches to teaching computer sci- ence are often unsuccessful in attracting girls into the discipline. Our hypothesis is that presenting computer programming as a means to the end of storytelling will help motivate girls to learn to program, a traditional gateway to computer science. In this paper, we present a case study in designing a version of the Alice pro- gramming system to support storytelling. We present lessons we learned about what supports are necessary to enable girls to program animated movies and de- scribe the kinds of programming tasks that arise in girls' stories.


Lowering the barriers to programming

June 2005

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114 Reads

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602 Citations

ACM Computing Surveys

Since the early 1960's, researchers have built a number of programming languages and environments with the intention of making programming accessible to a larger number of people. This article presents a taxonomy of languages and environments designed to make programming more accessible to novice programmers of all ages. The systems are organized by their primary goal, either to teach programming or to use programming to empower their users, and then, by each system's authors' approach, to making learning to program easier for novice programmers. The article explains all categories in the taxonomy, provides a brief description of the systems in each category, and suggests some avenues for future work in novice programming environments and languages.


Stencils-based tutorials: Design and evaluation

April 2005

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166 Reads

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148 Citations

Users of traditional tutorials and help systems often have difficulty finding the components described or pictured in the procedural instructions. Users also unintentionally miss steps, and perform actions that the documentation's authors did not intend, moving the application into an unknown state. We introduce Stencils, an interaction technique for presenting tutorials that uses translucent colored stencils containing holes that direct the user's attention to the correct interface component and prevent the user from interacting with other components. Sticky notes on the stencil's surface provide necessary tutorial material in the context of the application. In a user study comparing a Stencils-based and paper-based version of the same tutorial in Alice, a complex software application designed to teach introductory computer programming, we found that users of a Stencils-based tutorial were able complete the tutorial 26% faster, with fewer errors, and less reliance on human assistance. Users of the Stencils-based and paper-based tutorials attained statistically similar levels of learning.


Citations (85)


... The display field of view (DFOV) significantly impacts VR. Wider DFOV enhances presence but may induce more simulator sickness, magnifying visual and motion cue distortions outside the central projection area (Pausch et al., 1992). Desktops have smaller DFOV, maintained body stability and reduced simulator sickness. ...

Reference:

VR headset vs. PC screen as virtual learning tour interface for Chinese architecture heritage investigation
A Literature Survey for Virtual Environments: Military Flight Simulator Visual Systems and Simulator Sickness
  • Citing Chapter
  • May 2017

... We successfully applied this approach to create three interaction techniques: Voodoo Dolls (Pierce and Pausch 2002), painting Interaction Surfaces (Pierce and Pausch 2003), and navigating with visible landmarks and place representations (Pierce et al. 2004). In the next section we present a case study describing how we applied this approach to create the latter technique. ...

Specifying interaction surfaces using interaction maps
  • Citing Conference Paper
  • January 2003

... The human body offers a large and always-available surface that can be accessed quickly and accurately without relying on visual feedback, due to proprioception [7]. It serves as a mnemonic frame of reference for associating meanings to different body parts [1] or kinesthetic cues [25]. While previous work, e.g., [8,16,32], propose on-body tapping as a promising technique for interacting with smart mobile devices, it remains unknown how users' motion, e.g., running, impacts this technique. ...

Kinesthetic cues aid spatial memory
  • Citing Conference Paper
  • January 2002

... Research has highlighted that display size and resolution influences a wide range of variables including viewing distance [105,157,158], text legibility [159,160], accommodation [161], asthenopia [162], pupil size [163], musculoskeletal strain [164,165] and visual performance [166], although many of these effects are likely to be device specific. These larger high-resolution displays have been shown to aid productivity [167][168][169][170][171] and improve the ability to share content [172], but such displays typically have increased power demands, device weight/bulk and a requirement for more graphical processing power. ...

With similar visual angles, larger displays improve spatial performance
  • Citing Conference Paper
  • January 2003

... Alice 2 has been used successfully as an intervention to draw atrisk students (who are disproportionately female or underrepresented minorities) into computing [4,5,6]. At-risk students were defined as those students who had demonstrated less success in math and/or those who had little previous programming experience. ...

Objects: visualization of behavior and state
  • Citing Conference Paper
  • January 2003

ACM SIGCSE Bulletin

... Puede abarcar una amplia gama de temas con distintos niveles de exhaustividad y amplitud. Ejemplos: [12][13][14][15] • Mapping review/ systematic map. Traza y categoriza la literatura existente a partir de la cual encargar nuevas revisiones y/o investigaciones primarias, identificando las lagunas en la literatura de investigación. ...

Lowering the barriers to programming
  • Citing Article
  • June 2005

ACM Computing Surveys

... Regarding formulating problems, the tools found in our study go towards to found by other studies, as Repenning et al. (2016), which describes formulation problem can be supported by a great variety of tools. Furthermore, Nardi and Miller (1990) list spreadsheets as a potential tool and many works such as Repenning and Ambach (1996), Resnick et al. (2009), andConway et al. (2018) list visual programming as a good tool to support formulation problem and Keith et al. (2019) argues robotics is a very robust activity for stimulating the development of CT. ...

Alice: Lessons Learned from Building a 3D System For Novices

... Outra dificuldade apontada pela literatura está relacionada com a falta de competências dos estudantes ao nível da resolução de problemas e do raciocínio lógico e abstrato, exigidos pela aprendizagem da programação ( Almeida et al., 2002, Byrne & Lyons, 2001, Disjkstra, 1980, citados por Gomes et al., 2008Dann, Cooper & Pausch, 2000;Chella, 2002, citado por Santos et al., 2005Gal-Ezer & Harel, 1998;Silva et al., 2018). ...

Making the connection
  • Citing Conference Paper
  • September 2000

ACM SIGCSE Bulletin