Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!uakari.primate.wisc.edu!dali.cs.montana.edu!milton!jcs@crash.cts.com From: jcs@crash.cts.com (John Schultz) Newsgroups: sci.virtual-worlds Subject: Re: VR major/career questions Message-ID: <5072@crash.cts.com> Date: 16 Oct 90 18:16:45 GMT References: <2814@unccvax.uncc.edu> <9316@milton.u.washington.edu> Sender: hlab@milton.u.washington.edu Organization: Crash TimeSharing, El Cajon, CA Lines: 18 Approved: hitl@hardy.u.washington.edu In article <9316@milton.u.washington.edu> dartvax!batcomputer!andyrose@uunet.UU. NET (Andy Rose) writes: > >Definitely go to Cornell and major in math. > While math is extremely useful for the actual implementation of VR (physics, electronics, and comp.sci algorithms), you'll still need some knowledge in human interface design. This field is called human factors by some schools and cognitive science by others (Human factors is a small subset of cog sci). Some schools offer cogsci/human factors under psychology or engineering design. USCD (where I graduated) now has a separate Cognitive Science department. You should try to get a well rounded education in math, neural nets, AI, physics, psychology, and of course, computer graphics. John