104 citations found. Retrieving documents...
C. Carlsson and O. Hagsand. DIVE - a multi-user virtual reality system. In Proceedings of the 1993.

 Home/Search   Document Not in Database   Summary   Related Articles   Check  

This paper is cited in the following contexts:

First 50 documents  Next 50

Object-Oriented VRML for Multi-user Environments - Park, Han (1997)   (3 citations)  (Correct)

....The one is class based and the other is delegation based. In class based languages, such as C , the implementation of an object is specified by its class and an object is created by instancing its class. In delegation based languages, objects are defined directly from other objects. DIVE [1, 6] system employs this approach. Since VRML is essentially a 3D scene description language, it does not need to choose only one way as a general programming language does. OOVRML is designed to take full advantage of both ways. 3 DEFINING A NEW NODE TYPE This section covers the method of defining ....

Christer Carlsson and Olof Hagsand. DIVE - a MultiUser Virtual Reality System. In Virtual Reality Annual International Symposium, pages 394--400. IEEE, 1993.


An Operating Environment For Large Scale Virtual Reality - Pettifer (1999)   (2 citations)  (Correct)

....functions, as well as aiding integration with CORBA [BN95] and Java [HC97] The Bamboo rendering classes are built on top of the scene graph based OpenGL [Gra97] from Silicon Graphics. DIVE 3 The Swedish Institute of Computer Science s DIVE (Distributed Interactive Virtual Environment) CH93] system is one of the most popular and mature VR systems in use today. Available freely on the Internet for a number of platforms including SGI IRIX machines and more recently PCs running WindowsNT, DIVE has almost become a de facto standard platform for research in distributed VR applications. ....

....facilities are not natively supported by hardware (for example, over wide area networks connected by modem or ISDN lines) the simulation of multicast using multiple unicast is no more costly than performing many unicasts in the first instance. Multicast techniques are used by both DIVE [CH93] and MASSIVE2 [Gre97] to reduce network traffic. In particular, it is envisioned that the hierarchical multicast groups developed for the MASSIVE2 system will map well onto the hierarchical environment structures of the Deva model . 6.6.5 Migration of the locus of control The reduction in ....

C. Carlsson and O. Hagsand. DIVE - a multi-user virtual reality system. In Proceedings of the 1993 IEEE Virtual Reality Annual Internaltion Symposium, pages 394--400, Los Alamitos, CA, 1993. IEEE Computer Society Press.


Scalable Data Management Using User-Based Caching and.. - Park, Lee, Lim, Yu (2001)   (Correct)

....schemes to improve the interactive performance by reducing the data transmission overhead in DVEs. Several efforts have been proposed for data distribution management in DVEs by reducing the amounts of world data distributed to the client sides. While most existing systems, such as DIVE [2] and SIMNET [13] use full replication of the whole world data to the clients, recent works try to replicate the partial data of whole database to the clients as they need, i.e. on demand transmission [1, 3, 8, 15] Though on demand transmission of world data merits in that it doesn t need the ....

C. Carlsson and O. Hagsand. "DIVE - a Multi-User Virtual Reality System," in Proceedings of IEEE Virtual Reality Annual International Symposium, pages 394-400, 1993.


MPEG-4: Audio/Video Synthetic - Graphics Audio For   (Correct)

....Virtual Environment with Virtual Humans (snapshot from Virtual Life Network [27] 6. 1 Principles of Networked Collaborative Virtual Environments Networked Collaborative Virtual Environments have been a hot topic of research for several years now, and a number of working systems exist [22] [23], 24] 25] 26] 27] They differ largely in networking solutions, number of users supported, interaction capabilities and application scope, but share the same basic principle illustrated in Figure 15. Each workstation has a copy of the virtual environment. The user can move within the 35 ....

Carlsson C., Hagsand O., "DIVE - a Multi-User Virtual Reality System", Proceedings of IEEE VRAIS '93, Seattle, Washington, 1993.


Hybrid Participant Embodiments in Networked Collaborative.. - Balcisoy, Thalmann (1998)   (Correct)

....generated models and sometimes populated with virtual humans or simple avatars. In this paper we will discuss a possible hybrid participant embodiment by integrating video into 3D objects. Today there are several major Networked Collaborative Virtual Environment (NCVE) systems: NPSNET[2] DIVE[4], TRADE[3] and VLNET[1] Some of them also provide live video transfer and texture mapping options. All these NCVE systems enable participants to be represented as articulated virtual humans or simple rigid objects. The adage that a picture speaks more than a thousand words can be paraphrased to ....

Carlsson C. and Hagsand O., "DIVE -- a Multi-User Virtual Reality System", Proceedings of IEEE VRAIS'93, Seattle, Washington 1993.


Specification Techniques for Multi-Modal Dialogues in the.. - Anton Nijholt Betsy (2000)   (Correct)

....channel. In this way speech, gestures, typed language and so on are different modalities. In systems using different modalities, a multi modal dialogue may be created by using these different channels simultaneously. Such an approach is used to create a multi modal environment in the DIVE system [2], developed at SICS. In this case, a multi modal dialogue is created by resolving anaphores in the natural language used by taking into account mouse clicks. In some systems different windows on the screen are also considered different modalities. VMC [7] and ALFRESCO [10] are examples of systems ....

C. Carlsson, & O. Hagsand. DIVE - a Multi-User Virtual Reality System, IEEE Virtual Reality Annual International Symposium (VRAIS), 1993, 394-400.


CyberMath: A Shared Virtual Environment for Mathematics.. - Taxén, Naeve   (Correct)

....[17] Only limitations in network bandwidth places an upper limit on the number of simultaneous users in CyberMath, which makes it suitable for performing additional studies of collaborative situations. SYSTEM DESCRIPTION CyberMath is a shared virtual environment that is built on top of DIVE [6]. DIVE has the ability to display shared interactive three dimensional graphics as well as to distribute live audio. DIVE can run on a standard desktop PC with an OpenGL compliant graphics accelerator under Windows NT 2000, equipment that is increasingly common in schools today. DIVE also supports ....

Carlsson, C., Hagsand, O. DIVE - A Multi User Virtual Reality System, In Proceedings of IEEE VRAIS '93, 394-400.


A System for Exploring Open Issues in VR-based Education - Taxén, Naeve (2001)   (Correct)

....subjects, ranging from elementary school content to post graduate content. Our system also supports a variety of teaching styles, including teacher lecturing and student initiated exploration. SYSTEM DESCRIPTION CyberMath is an avatar based shared virtual environment that is built on top of DIVE [3]. DIVE has the ability to display interactive three dimensional graphics as well as to distribute live audio between standard desktop PCs. It also supports a number of other hardware configurations, ranging from head mounted displays to CAVE environments. It is possible to allow different users to ....

Carlsson, C., Hagsand, O. DIVE - A Multi User Virtual Reality System, In Proceedings of IEEE VRAIS '93, 394-400.


VRML Data Sharing in the Spin-3D CVE - Picard, Degrande, Gransart.. (2002)   (1 citation)  (Correct)

....be done in realtime in order not to disturb users during synchronous collaborative activities. Another problem of such a system is scalability: the performance of the system decreases with a large number of participants. A distributed architecture (peer to peer communications) like in DIVE [4] or MASSIVE [7] Communications are made by using multicast networking. The central server process disappears and each computer is connected to each other. The management of a virtual session is then distributed. As we want real time interactions on local computer for local manipulations, the ....

....streams is distributed: the stream controller is within each SPIN 3D kernel and is implemented as a CORBA object which is connected to the ORB, and uses multicast remote object invocations. The Lock Manager is responsible for the access to shared data. It uses a token mechanism like in DIVE [4], and it ensures that only one SPIN 3D accesses to a SharedNode at a given time. There is one token per SharedNode. When a SPIN 3D wants to manipulate a shared data, it must ask for the token associated with this shared data. The token is requested when the user selects the object; the ....

O. Carlsson and O. Hagsand. DIVE - a Multi-User Virtual Reality System. In IEEE VRAIS'93 Virtual Reality Annual International Symposium Proceedings, pages 394--400, Seattle, Washington USA, September 1993.


The Interaction Between Individuals' Immersive.. - Johns..   (Correct)

....by including more of the factors thought to underlie presence (detailed in Section 2) in the high presence VE than in the low presence VE, and purposefully disrupting these factors in the low presence VE. The DIVE software developed by the Swedish Institute of Computer Science (SICS) 2][1] was used to create the two CVEs. Participants were divided into six groups of three members. These groups were arbitrarily assigned to either the high or low presence environments, and as far as possible the presence factors listed above were kept constant within each group. Group members were ....

C. Carlsson and O. Hagsand. DIVE - A Multi User Virtual Reality System. In IEEE Virtual Reality Annual International Symposium, pages 394-400, September 18-22 1993.


Mobile Telepresence Services for Virtual Enterprise - Pulli, Antoniac, Hickey   (Correct)

....product marketing and sales representatives, wholesale and retail representatives, and of course customers. Quite often these persons may be quite widely geographically distributed, so solutions based on utilizing communication networks are needed. Several networked virtual reality environments [3, 4, 5, 6] exist today, but none of them supports mobility of users. Most of the networked environments are based on Internet, which could be easily replaced by a mobile multimedia wireless network like SWAN [7] providing mobile connections. However, typical currently available applications and their ....

Carlsson, C. and Hagsand, O.: DIVE-a Multi-User Virtual Reality System. In Proceedings of the IEEE Virtual Reality Annual Symposium (VRAIS'93), September 18-22, 1993, Seattle, Washington, USA, pp. 394-400.


Virtual Society: Extending the WWW to support a.. - Honda, Matsuda.. (1995)   (18 citations)  (Correct)

....will be observed by all the users sharing the scene. There are a number of 3D shared virtual environments currently in the research domain. At a gross approximation they can be categorized into systems that support a high degree of application specific interaction, often as a basis for CSCW, DIVE 93] MR 93] and systems whose primary goal is large scale simulation [NPSNET 94] However, in the former case they support a limited number of users and are often LAN based. In the later case they support limited interaction. As far as we are aware, there is no work currently reported that ....

....6 Experimental Implementation Our experimental configuration consists of a VS client that is able to visualize a 3D world including VRML files, and a simple server whose role is initially confined to maintaining coherency amongst the clients. Our initial VS client is derived from the DIVE system [DIVE 93] We have replaced the underlying multicast communication facility with the VSCP protocol which is used to connect to the VS server. In the current implementation the VS server s main role is to maintain consistency of world views by propagating object changes between the various clients. We use ....

Carlsson.C., and Hagsand.O ., DIVE - a multi-user virtual reality system. VRAIS'93, IEEE Virtual Reality Annual International Symposium. 394-400.


Real-Time Facial Animation for Virtual Characters - Burford, Blake (2001)   (Correct)

....described above, we used 2 D animations of facial expressions. We hope to extend the system to animate 3 D facial models, such as those developed by Waters [13] 2. Integration with a Virtual Environment: The entire animation system could be integrated with a virtual environment, such as DIVE [4, 3], in order to enhance the collaborative aspects of the interaction. User experiments may then be performed to test the impact of facial animation on immersion and presence. In addition, commercial systems are now appearing that track facial features reliably without requiring markers. If we can ....

Carlsson and Hagsand. DIVE - A Multi User Virtual Reality System. In IEEE Virtual Reality Annual International Symposium, pages 394--400, September 18-22 1993.


Face-to-Face Implies no Interface - Burford, Blake (2001)   (Correct)

....Schiano et al. [28] conducted similar experiments on a simple robot face and showed good recognition rates. We hope to conduct similar tests. Our major goal is to combine the 3 D model with a full body avatar and integrate the system with a collaborative virtual environment, such as DIVE [5, 6]. We will then conduct a series of experiments to test the e#ects of real time facial animation on immersion and virtual presence . 9 CONCLUSION AND FUTURE WORK We have presented a system for real time facial expression tracking and animation. Our system uses relatively low cost equipment and a ....

Carlsson and Hagsand. DIVE - A Multi User Virtual Reality System. In IEEE Virtual Reality Annual International Symposium, pages 394--400, September 18-22 1993.


A Hybrid Motion Prediction Method for Caching and Prefetching.. - Chan, Lau, Ng   (Correct)

....from some fundamental problems. The major ones are bandwidth limitation and network latency, in particular when the Internet is used for communications. There are two main approaches to distribute virtual objects from the server to the clients in DVE applications. Most systems, such as DIVE [6], SIMNET [5] and VLNET [18] employ a complete replication approach to distribute all geometry data to the clients before the start of the application. Since the geometry database is usually large in size, this approach assumes offiine downloading or the use of a high speed network in order to ....

C. Carlsson and O. Hagsand. "DIVE-a Multi-User Virtual Reality System." In Proc. oflEEE VRA1S, pages 394-400, 1993.


D 8.4. Variable Quality Rendering Techniques - Project Number Acts   (Correct)

....and non reliable multicast, based on IP multicast. Conceptually, all peers share a common state that can be seen as a memory shared over a network. Processes interact by making concurrent accesses to the memory, which is in reality replicated at each site. The DIVE architecture is described in [Carls93a], CARLS93B] and [HAGSAND96] The DIVE architecture is centred around a hierarchical database of what is called entities. DIVE entities can be compared to objects in object oriented approaches, although DIVE is written in plain ANSI C. The database contains the representation of the scene. ....

C. Carlsson and O. Hagsand, "DIVE --- A Multi User Virtual Reality System", IEEE VRAIS, Sept, 1993.


Scalable Data Management Using User-Based Caching and.. - Park, Lee, Lim, Yu (2001)   (Correct)

....schemes to improve the interactive performance by reducing the data transmission overhead in DVEs. Several efforts have been proposed for data distribution management in DVEs by reducing the amounts of world data distributed to the client sides. While most existing systems, such as DIVE [2] and SIMNET [12] use full replication of the whole world data to the clients, recent works try to replicate the partial data of whole database to the clients as they need, i.e. on demand transmission [1, 3, 8, 14] Though on demand transmission of world data merits in that it doesn t need the ....

C. Carlsson and O. Hagsand. DIVE a Multi-User Virtual Reality System, in Proceedings of IEEE Virtual Reality Annual International Symposium, pages 394-400, 1993.


Collaborative Distributed Virtual Sculpting - Li, Lau, Ng (2001)   (1 citation)  (Correct)

....Section 7 presents some performance results of our prototype system and evaluates the new method. Finally, Section 8 briefly concludes the paper. 2 Related Works Several frameworks and application systems for supporting distributed virtual environments have been proposed. They include DIVE [9], SIMNET [10] NPSNET [11] MASSIVE [12] VLNET [13] and COVEN [14, 15] These systems mainly address issues on user interaction, data replication and optimization of data transmission to provide applications for visualization, simulation, training and entertainment. Systems developed to support ....

C. Carlsson and O. Hagsand, "DIVE - a Multi-User Virtual Reality System," Proceedings of IEEE Virtual Reality Annual International Symposium, pp. 394--400, 1993.


On Synchronized Simulation in a Distributed Virtual Environment - Meister, Wüthrich (2001)   (1 citation)  (Correct)

....in a distributed system to a minimum. It also measures the effect of end user interaction on the network load. Keywords: distributed virtual environments, distributed systems, interaction based simulation, active objects, object behavior 1 Introduction In recent times, many systems [Grims91, Carls93, Green95, Reitm99, Singh99] have been developed that allow many users to access a common virtual world. Such systems can be used for instance for entertainment, cooperative work at distance, or cooperative visualization. The first systems of this type were ad hoc solutions for the specific task [Shaw93, Singh94] In the ....

C. Carlsson and O. Hagsand. DIVE - a multi-user virtual reality system. In Proceedings of the IEEE Virtual Reality Annual International Symposium (VRAIS), pages 394--400, Seattle, WA., 1993.


Fuzzy-Timing Petri Net Modeling and Simulation of a.. - Zhou, Murata..   (Correct)

.... systems have been around for decades [1] Due to the recent rapid development of computing and networking techniques, there are diverse applications and increasing use of net VEs, such as battlefield simulation [3] education [4] entertainment (Doom, Atari, Nintendo) 1] virtual conference [5], collaborative design [6] etc. Accompanying the fast growing net VEs are many challenging research problems including those associated with multimedia synchronization, keeping fairness to every user while providing heterogeneous access ports, bandwidth allocation with the limited network ....

C. Carlsson, and O. Hagsand, "DIVE- A multi-user virtual reality system," Proceedings of the IEEE Virtual Reality Annual International Symposium, pp. 394-400, Seattle, September 1993.


The Newtonian Architecture for Virtual Landscapes: An.. - Wedlake (1999)   (Correct)

....increasing network traffic and CPU loads in the server. 2.4. 2 DIVE(2, 3) The DIVE DVR system, developed to experiment with distributed virtual worlds, is fully distributed (i.e. every node connects to every other node in the network) using reliable IP multicast to transmit messages to all nodes[5]. Virtual objects are replicated on each node such that every node in the system has equal access to every virtual object. Because there is no centralized server node, a change made to any replica of a virtual object will affect all other replicas. This is accomplished with the emulated shared ....

....transferal mechanisms can come into play. This scheme is only appropriate for applications where a natural ownership is exhibited, such as a game of squash (specified in [38] Locking the virtual world database enforces consistency by restricting access to the database itself. The DIVE DVR[5] system locks the database with mutual exclusions. Locking provides a good mechanism for ensuring that transactions are carried out sequentially, however using a locking mechanism for distributed applications involves a lot of network traffic and involves long time lags. Typical distributed ....

C. Carlsson and O. Hagsand. DIVE --- a multi user virtual reality system. In IEEE VRAIS, pages 394--400. IEEE, 1993.


Beyond the Metaphysics of Virtual Reality - Pettifer (1996)   (3 citations)  (Correct)

....have access to some input device through which the user can interact with an environment. For an immersive system, this could consist of a HMD and data glove. In the case of a non immersive system, a mouse, or even keyboard may satisfy this requirement (for example, worlds created using the DIVE [Carlsson and Hagsand] system may be navigated using only a standard mouse) 2. ARTIFACTS. The first requirement does not prescribe any structuring of the data that is being visualised. In a virtual world containing two coloured cubes, a system which satisfies only the first requirement may choose to represent the ....

....of some state that is represented by a geometric model, WorldToolKit and dVs view a VE as a world in which different types of objects interact. Since at this level, VR systems recognise artifacts as discrete entities, the system may choose to provide a means of communication between them. DIVE s [Carlsson and Hagsand] globalbroadcast of all events, though something of a blunderbuss approach, provides a means of passing information from one artifact to another. Manchester University s AVIARY [Snowdon] allows each artifact to define a set of messages to which it will respond and thus provides more efficient ....

C. Carlsson and O. Hagsand. DIVE - A Multi-User Virtual Reality System. VRAIS'93, IEEE Virtual Reality Annual International Symposium. 394-400.


Diamond Park and Spline: A Social Virtual Reality System.. - Waters, Anderson, al. (1996)   (23 citations)  (Correct)

....most related to Spline are ones that have experimented with one or more of the same basic techniques for achieving greater scalability namely, relaxing consistency, avoiding central servers, partitioning the virtual world, and communicating behaviors rather than state changes. Like Spline, DIVE (Carlsson Hagsand, 1993; Hagsand, 1996) http: www.sics.se dce dive dive.html) avoids central servers, and relies instead on peer to peer messaging. DIVE s simulations are partitioned into separate virtual worlds, each with its own world database and multicast communications. A process may only participate in one ....

Carlsson, C., & Hagsand, O. (1993). DIVE---A multi-user virtual reality system. In Proceedings of the IEEE Virtual Reality Annual International Symposium (pp 394--400). Los Alamitos CA: IEEE Computer Society Press.


VIPER (VIrtuality Programming EnviRonment): A virtual reality .. - Torguet, Caubet (1995)   (Correct)

....of IPA s VR workstation) and optimization algorithms (dead reckoning for NPSNET like systems) Those systems are very efficient for their specific domain but seem difficult to reuse for other applications. Application generic systems compose the second class. Good examples of this class are: DIVE [Carlsson93], VEOS [Bricken93] and AVIARY [West92] Those systems have to be the most generic possible in order to be easily used to design any application. This genericity, however, trades off with the general efficiency of the final application. For example in most of these systems, optimization algorithms ....

.... virtual universe is the three dimensional environment where entities interact and behave. Virtual universe Entities Stimuli Entity Figure 3. 1: Virtual environment structure A clone is a special type of entity which behaves as an interface between a user [Mouli93] an application [West92] [Carlsson93] or a robot and the virtual universe. An example of an application clone can be a modeller such as DeMons [Gaildrat93] a declarative multimodal modeller which is to be integrated with VIPER. The modeller entity will be able to provide some services to a user (in fact to a user s clone) in order to ....

[Article contains additional citation context not shown here]

C. Carlsson, O. Hagsand "DIVE - a Multi-User Virtual Reality System", Proceedings of VRAIS'93, Seattle, September 1993.


Presence in a Distributed Virtual Environment for Cooperative.. - Casanueva (1998)   (Correct)

....participants. It is therefore very important to provide several mechanisms to aid synchronization, navigation, and collaboration [7] 3 2.1. 3 DIVE: A platform for developing networked virtual environments There exist a number of multi user networked virtual environments, for example DIVE[8, 9, 10, 11], MASSIVE [12, 13] SIMNET[14] NPSNET[15, 16] mWorld[17] RhoVer [18] CScpray[7] and many more. We will now describe DIVE, a system developed at the Swedish Institute of Computer Science (SICS) DIVE (Distributed Interactive Virtual Environment) is an experimental platform for the ....

Carlsson and Hagsand. DIVE - A Multi User Virtual Reality System. In IEEE Virtual Reality Annual International Symposium, pages 394--400, September 18-22 1993.


Facilitating Designer-Customer Communication in the World Wide.. - Tuikka, Salmela   (Correct)

....Reality on the Internet and the World Wide Web. Virtual Reality (VR) has emerged as an important topic in research conferences and magazines. Most of this and earlier work on Virtual Reality has been on virtual spaces where representations of people are shown as avatars. Systems such as DIVE (Carlsson and Hagsand, 1993), and MASSIVE (Greenhalgh and Benford, 1995) are examples of this approach. Emerging technologies, such as VRML, in combination with Java allow construction of such worlds in ordinary PC equipment. Some companies have already addressed this issue and, it is one theme in the work of the VRML ....

Carlsson, C. and Hagsand, O. (1993),"DIVE--A Multiuser Virtual Reality System", in VRAIS 93, IEEE Press, Piscataway, N.J., pp. 394-400.


Presence and Co-Presence in Collaborative Virtual.. - Casanueva, Blake (2001)   (1 citation)  (Correct)

....basically supported by directly embodying the users in the virtual environment using different avatars, and providing them with different inter user communication facilities such as a spatial audio channel and a textual chat interface. The virtual environment is implemented using the DIVE system [11, 12], which is a toolkit for the development of multi user distributed virtual environments. 3.4 Measuring Presence In this experiment, we measure subjective reported levels of presence and co presence using a presence questionnaire based on the questionnaires developed by Slater et al. [8, 3] and ....

Carlsson and Hagsand. DIVE - A Multi User Virtual Reality System. In IEEE Virtual Reality Annual International Symposium, pages 394--400, September 18-22 1993.


Real-Time Facial Animation for Avatars in Collaborative.. - Burford, Blake (1999)   (1 citation)  (Correct)

....and animate 3D facial models. We must establish which models are most suitable for these purposes and which of the corresponding deformation techniques will provide the best results. 3. Integration with DIVE: The entire animation system must be integrated with a CVE authoring toolkit such as DIVE [5, 4] in order to test the collaborative aspects of this project. 4. Experiments: An important part of the project is to test the hypothesis that facial animation will increase personal and group presence and encourage a greater emotional investment in the virtual environment. Since facial expressions ....

Carlsson and Hagsand. DIVE - A Multi User Virtual Reality System. In IEEE Virtual Reality Annual International Symposium, pages 394--400, September 18-22 1993.


Presence and Co-Presence in Collaborative Virtual Environments - Casanueva, Blake (2000)   (1 citation)  (Correct)

....keys or the mouse. Cooperation is basically supported by directly embodying the users in the VE using different avatars, and providing them with different inter user communication facilities such as a spatial audio channel and a textual chat interface. The CVE is implemented using the DIVE system [5, 4], which is a toolkit for the development of multi user distributed virtual environments. Figure 2: The avatars used for the first experiment. 3 3.3 Avatars For the first experiment, we provide the participants with a range of avatars which include: unrealistic avatars (blockie, cube, sphere) ....

Carlsson and Hagsand. DIVE - A Multi User Virtual Reality System. In IEEE Virtual Reality Annual International Symposium, pages 394--400, September 18-22 1993.


Using Subjective Views to Enhance 3D Applications - Smith, Mariani (1997)   (3 citations)  (Correct)

....is utilised to enhance an existing 3D application. Keywords CVE, VR, Subjective Views, Database, View coupling, Visualisation, Q PIT 1 Background And Motivation Cooperative Virtual Environments (CVEs) support the population of generic 3D spaces by a number of users. Such systems include DIVE[3], dVS [5] and MASSIVE [7] and allow users to navigate through the shared space and interact with objects and other users. Each of the CVEs provide a range of functionality and services which may be utilized by application developers in creating shared 3D applications. Many of the services ....

Carlsson C, Hagsand. (1993) "DIVE - Multi-User Virtual Reality System", VRAIS `93, IEEE Virtual Reality Annual International Symposium. 394-400


Presence in a Distributed Virtual Environment - Casanueva, Blake (2000)   (Correct)

....successful in creating a sense of shared presence, and that it shows that it does not take a very complex system to enable some people to have a sense of shared presence in a multi user virtual environment. The prospects of this system encourage further work, and we are currently looking at DIVE [15], an existing distributed virtual environment which we can use to perform a full investigation into the issue of shared presence in a virtual environment. 6 7 Conclusion and Future Work We have developed a prototype of a non immersive distributed virtual environment to provide a preliminary ....

Carlsson and Hagsand. DIVE - A Multi User Virtual Reality System. In IEEE Virtual Reality Annual International Symposium, pages 394--400, September 18-22 1993.


eTV: A Mixed Reality Interface onto Inhabited TV - Morphett, Jessop   (Correct)

....reality with the CSCW community developing new ways of supporting of co operative work, e.g. Benford94] and has greatly influenced the evolution of Inhabited TV applications research. Fierce competition for effective digital valueadded services will potentially lead to service 1 e.g. DIVE [Carlsson93], MASSIVE 1 2 [Greenhalgh94] Greenhalgh97] Broll s work [Broll97] NPSNET [Macedonia94] SPLINE [Barrus96] and BT s DEE [Powers97] and [Powers98] 2 COMIC was an ESPRIT funded basic research project (EU basic research project #6225) that sought to combine axioms of computer science ....

....is insufficient to merely expect IP multicast to provide the solution without uncovering some interesting architectural anomalies. CVE technology place loads on the network unlike streaming or service based protocols like video, audio or ftp. For example, CVE s like MASSIVE 2 [Greenhalgh97] DIVE [Carlsson93], NPSNET [Macedonia94] SmallView [Broll97] and our own eTV all use IP multicast for the obvious advantages optimal usage of network resources to deliver multiparty data. However, each of the former designs use multicast in moderately different ways though. For example, NPSNet al..locates ....

Carlsson, C., Hagsand, O, 'DIVE: A Multi-User Virtual Reality System', in Proc. VRAIS'93, IEEE Virtual Reality Annual International Symposium, 1993, pp. 394-400


Small Group Behaviour in a Virtual and Real.. - Slater, Sadagic.. (2000)   (10 citations)  (Correct)

....the issued involved in comparing real and virtual meetings. 1. Introduction There is substantial interest in the use of Virtual Environments (VEs) as a medium for collaboration between remote participants, and several systems and applications have been established to enable this, for example (Carlsson and Hagsand, 1993; Greenhalgh and Benford, 1995; Leigh and Johnson, 1996; Macedonia and Noll, 1997; Major, Stytz, Wells, 1997) There is also an explosion of multi user virtual online worlds and communities, and the start of research into the social relations that emerge in such communities, surveyed recently by ....

....The scene was shown on a full 17 inch screen display. Navigation was the same as for the SGI Impact. The sound system used was the Robust Audio Tool (RAT) v.3.023. This allows multiple users to talk over the Mbone (Hardman, et al. 1995) The virtual reality software used throughout was DIVE 3. 2 (Carlsson and Hagsand, 1993). A DIVE avatar was used for each of the participants, and was the same for each except for the colour. An image of such an avatar is shown in Figure 1. Figure 1 about here. 3. Questionnaire Results 3.1 Leadership There were two questions that related to leadership, one directly and the other ....

Carlsson, C.; Hagsand, O. (1993) DIVE A multi-user virtual reality system, IEEE Virtual Reality Annual International Symposium, 394-400.


Exploratory Programming Of Distributed 3D Graphics Applications - MacIntyre (2000)   (Correct)

....libraries are available for building standalone 3D applications (e.g. Inventor [28] Performer [22] Java 3D [26] there are no similarly powerful and general libraries for building distributed 3D graphics applications. All CSCW and DVE systems with which we are familiar (e.g. 1] 6] [8], 21] 23] 24] 25] 27] 29] 31] use the following approach: A mechanism is provided for distributing application state (either a custom solution or one based on a general purpose distributed programming environment, such as ISIS [3] or Obliq [7] and the state of the graphical display ....

....is to occur (as opposed to at object creation time) and replicated objects are independent new copies that can be modified and used to replace the original simultaneous editing of objects, or real time distribution of changes as they are made, is not supported. Most DVEs (e.g. 1] 6] [8], 24] 25] 31] provide support for creating shared virtual environments, not general purpose interactive 3D graphics applications. They implement a higher level of abstraction, providing support for rooms, objects, avatars, collision detection, and other things needed in single, shared, ....

C. CARLSSON AND O. HAGSAND, DIVE---a multi-user virtual reality system, in Proc. IEEE VRAIS '93, Sept 1993, pp. 394--400.


DEVA3: Architecture for a large-scale distributed virtual - Reality System Steve   (Correct)

No context found.

C. Carlsson and O. Hagsand. DIVE - a multi-user virtual reality system. In Proceedings of the 1993.


Merl A Mitsubishi Electric Research Laboratory - Http Www Merl   (Correct)

No context found.

Carlsson, C., & Hagsand, O. #1993#. DIVE---A multi-user virtual reality system. In Proceedings of the IEEE Virtual Reality Annual International Symposium #pp 394#400#. Los Alamitos CA: IEEE Computer Society Press.


Lightweight Causal Cluster Consistency - Gidenstam, Koldehofe.. (2005)   (Correct)

No context found.

C. Carlsson and O. Hagsand. DIVE - a multi-user virtual reality system. In Proceedings of the IEEE Annual International Symposium, pages 394--400, Seattle, Sept. 1993.


Dynamic and Fault-Tolerant Cluster Management - Gidenstam, Koldehofe.. (2005)   (Correct)

No context found.

C. Carlsson and O. Hagsand. DIVE - a multi-user virtual reality system. In Proceedings of the IEEE Annual International Symposium, pages 394--400, Seattle, Sept. 1993.


An Integrated Platform for Educational Virtual Environments - Bouras, al. (2006)   (Correct)

No context found.

Carlsson, C.&Hagsand,O. (1993). DIVE: a multi-user virtual reality system. In Proceedings of IEEE1993 Virtual Reality Annual International Symposium (pp. 394-400). Piscataway, NJ:IEEE Service Center.


Distributed Algorithms and Educational Simulation/Visualisation.. - Koldehofe (2005)   (Correct)

No context found.

Carlsson, C. and Hagsand, O. 1993. DIVE - a multi-user virtual reality system. In Proceedings of the IEEE Annual International Symposium. Seattle, 394--400.


V-EYE - A very large scale virtual environment for .. - Parmentelat.. (2004)   (Correct)

No context found.

C. Carlsson and O. Hagsand. Dive - a multi user virtual reality system. In Proceedings IEEE VRAIS, Seattle, Washington, September 1993.


A Heterogeneous Scalable Architecture for Collaborative.. - Francis Bogsanyi Liya   (Correct)

No context found.

C.Carlsson, O.Hagsand, "DIVE - a Multi User Virtual Reality System," Proc. IEEE Virtual Reality Annual International Symposium, Seattle, March 1993, pp. 394400,


To be presented at ECMAST*97, Milan, 21-23 May 1997. - Amulticast Network..   (Correct)

No context found.

Carlsson, C., Hagsand, O., "DIVE - A Multi-User Virtual Reality System", in Proc. VRAIS'93, IEEE Virtual Reality Annual International Symposium.


Collaborative Environments: Aspects in Communication and.. - Koldehofe (2003)   (Correct)

No context found.

Christer Carlsson and Olof Hagsand. DIVE - a multi-user virtual reality system. In Proceedings of the IEEE Annual International Symposium, pages 394--400, Seattle, September 1993.


Client-Server Infrastructure for Interactive 3D.. - Soetebier, Birthelmer, .. (2004)   (Correct)

No context found.

C. Carlsson, O. Hagsand, "DIVE - a Multi- User Virtual Reality System", IEEE Virtual Reality Annual Symposium, 1993.


Venus: A Virtual Environment Network Using - Satellites Sanjay Udani   (Correct)

No context found.

Carlsson, C., Hafsand, O. DIVE: A Multi-User Virtual Reality System. In Proceedings of the IEEE Virtual Reality Annual International Symposium, pages 450--455, September 1993.


A Scalable Network Architecture for Distributed Virtual.. - Mejdi Eraslan Nicolas (2003)   (Correct)

No context found.

Carlsson, C. and Hagsand, O., "DIVE - A Multi User Virtual Reality System", IEEE VRAIS, Seattle, Washington, September 18-22 1993


Facial Communication in Networked Collaborative Virtual.. - Pandzic   (Correct)

No context found.

Carlsson C., Hagsand O., "DIVE - a Multi-User Virtual Reality System", Proceedings of IEEE VRAIS '93, Seattle, Washington, 1993.


Data Exchange in Networked Collaborative Virtual.. - Pandzic, Capin.. (1997)   (Correct)

No context found.

Carlsson C., Hagsand O., "DIVE - a Multi-User Virtual Reality System", Proceedings of IEEE VRAIS '93, Seattle, Washington, 1993.


Distributed Virtual Reality Systems - Joslin, Molet, Magnenat-Thalmann   (Correct)

No context found.

C. Carlsson, O. Hagsand, "DIVE - A Multi-User Virtual Reality System", Proceedings of IEEE VRAIS'93, (1993)

First 50 documents  Next 50

Online articles have much greater impact   More about CiteSeer.IST   Add search form to your site   Submit documents   Feedback  

CiteSeer.IST - Copyright Penn State and NEC