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Representation in virtual space: visual convention in the graphical user interface
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Source Conference on Human Factors in Computing Systems archive
Proceedings of the INTERACT '93 and CHI '93 conference on Human factors in computing systems table of contents
Amsterdam, The Netherlands
Pages: 348 - 354  
Year of Publication: 1993
ISBN:0-89791-575-5
Author
Loretta Staples  Loretta Staples Design, 37 San Gabriel Ave., San Francisco, CA
Sponsors
NGI : Dutch Computer Soc - Nederlands Genoostschapvoor Informatica
Human Factors Soc : Human Factors Society
IEEE-CS : Computer Society
IFIP : International Federation for Information Processing
SIGCAPH: ACM SIGCAPH Computers and the Physically Handicapped
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
SIGGROUP: ACM Special Interest Group on Supporting Group Work
Austrian Comp Soc : Austrian Computer Society
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 7,   Downloads (12 Months): 30,   Citation Count: 8
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ABSTRACT

The graphical user interface (GUI) typically provides a multi-windowed environment within a flat workspace or “desktop.” Simultaneously, however, controls for executing commands within this interface are increasingly being rendered three-dimensionally. This paper explores ways in which the space of the GUI desktop might be literally and figuratively deepened through the incorporation of visual devices that have emerged during the history of art—specifically, perspective and light effects. By enriching the visual vocabulary of the GUI, greater semantic complexity becomes sustainable.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Richard Gregory describes a correspondence between photographic and retinal images that is distinct from that which the artist actually sees. Those images correspond to the +geometric perspective" typically presented in "realistic" art. Apparently, geometric perspective was to become a conventionalized ideal. Richard L. Gregory, "Art and Reality" in Eye and Brain: The Psychology of Seeing, Princeton University Press, 1990, pgs. 171-195.
 
2
Joe Ballay presented historic examples of visual organization within painting at CHI 92's Visual Design SIG meeting, illustrating conventions between layout and meaning transferrable to the GUI.
 
3
While this paper will focus on perspective as developed during the European Rennaissance, the term is also used to describe other types of drawing systems which serve to represent spatial depth. See "Perspective in Art," Encyclopaedia Brittanica, 15th Edition, 1990, Vol. 9, pg. 313.
 
4
Leonardo da Vinci described perspective as "nothing else than the seeing of a plane behind a sheet of glass, smooth and quite transparent, on the surface of which all the things approach the point of the eye in pyramids, and these pyramids are intersected on the glass plane." From Leonardo da Vinci, Notebooks, Dover Publications, 1970.
 
5
Axonometric and isometric projection are used in drawing to depict objects dimensionally, but without regard to true perspective. Isometric projection places the face of an object parallel to the picture plane, utilizes no vanishing points, and typically ignores foreshortening. Axonometric projection places the face of an object atan angle to the picture plane and displays the top of the object as if in plan (bird's eye) view. New Wave utilizes axonometric projection in its icon drawing style.

CITED BY  8