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Quicktime VR - an image-based approach to virtual environment navigation.

by Shenchang Eric Chen - In SIGGRAPH 95 Conference Proceedings, , 1995
"... ABSTRACT Traditionally, virtual reality systems use 3D computer graphics to model and render virtual environments in real-time. This approach usually requires laborious modeling and expensive special purpose rendering hardware. The rendering quality and scene complexity are often limited because of ..."
Abstract - Cited by 527 (0 self) - Add to MetaCart
ABSTRACT Traditionally, virtual reality systems use 3D computer graphics to model and render virtual environments in real-time. This approach usually requires laborious modeling and expensive special purpose rendering hardware. The rendering quality and scene complexity are often limited because

Adaptive Display Algorithm for Interactive Frame Rates During Visualization of Complex Virtual Environments

by Thomas Funkhouser, Carlo Sequin , 1993
"... We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model representation in which objects are described at multiple levels of detail and can be drawn with various rendering algorithm ..."
Abstract - Cited by 450 (10 self) - Add to MetaCart
We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model representation in which objects are described at multiple levels of detail and can be drawn with various rendering

User Embodiment in Collaborative Virtual Environments

by Steve Benford, John Bowers, Lennart E. Fahl��n, Chris Greenhalgh, Dave Snowdon , 1995
"... This paper explores the issue of user embodiment within collaborative virtual environments. By user embodiment we mean the provision of users with appropriate body images so as to represent them to others and also to themselves. By collaborative virtual environments we mean multi-user virtual realit ..."
Abstract - Cited by 213 (11 self) - Add to MetaCart
This paper explores the issue of user embodiment within collaborative virtual environments. By user embodiment we mean the provision of users with appropriate body images so as to represent them to others and also to themselves. By collaborative virtual environments we mean multi-user virtual

Crowded Collaborative Virtual Environments

by Steve Benford, Chris Greenhalgh, David Lloyd - Communications of the ACM , 1997
"... We introduce a framework for supporting crowds of participants in collaborative virtual environments (CVEs). The framework is realised as an extension to our previous spatial model of interaction and aims to provide greater scaleability and flexibility for communication between the inhabitants of vi ..."
Abstract - Cited by 152 (19 self) - Add to MetaCart
We introduce a framework for supporting crowds of participants in collaborative virtual environments (CVEs). The framework is realised as an extension to our previous spatial model of interaction and aims to provide greater scaleability and flexibility for communication between the inhabitants

Virtual Environment Interaction Techniques

by Mark R. Mine , 1995
"... Virtual environments have shown considerable promise as a natural (and thus it is hoped more effective) form of human-computer interaction. In a virtual world you can use your eyes, ears, and hands much as you do in the real world: move your head to set your viewpoint, listen to sounds that have dir ..."
Abstract - Cited by 142 (3 self) - Add to MetaCart
Virtual environments have shown considerable promise as a natural (and thus it is hoped more effective) form of human-computer interaction. In a virtual world you can use your eyes, ears, and hands much as you do in the real world: move your head to set your viewpoint, listen to sounds that have

and Virtual Environments

by Dennis G. Brown, Simon J. Julier, Yohan Baillot, Mark A. Livingston, Lawrence J. Rosenblum
"... The full power of mobile augmented and virtual reality systems is realized when these systems are connected to one another, to immersive virtual environments, and to remote information servers. Connections are usually made through wireless networks. However, wireless networks cannot guarantee connec ..."
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The full power of mobile augmented and virtual reality systems is realized when these systems are connected to one another, to immersive virtual environments, and to remote information servers. Connections are usually made through wireless networks. However, wireless networks cannot guarantee

in Virtual Environments

by Peter Willemsen, William B. Thompson, Amy A. Goocha, Sarah H. Creem-regehr, Pete Willemsen, Amy A. Gooch, William B. Thompson, Sarah H. Creem-regehr , 2005
"... Several studies from different research groups investigating perception of absolute, egocentric distances in virtual environments have reported a compression of the intended size of the virtual space. One potential explanation for the compression is that inaccuracies and cue conflicts involving ster ..."
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Several studies from different research groups investigating perception of absolute, egocentric distances in virtual environments have reported a compression of the intended size of the virtual space. One potential explanation for the compression is that inaccuracies and cue conflicts involving

Virtual Environment and

by Sensori-Motor Activities Visualization, M. Mokhtari, F. Lemieux, F. Bernier, D. Ouellet, R. Drouin, D. Laurendeau, A. Branzan-albu , 2004
"... The levels of immersion and presence felt by users in a Virtual Environment (VE) are very important factors that dictate the quality of the Virtual Reality (VR) experience. Sensori-motor systems, both hardware and software, are the components of a VR system that contribute to generate the VEs and to ..."
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The levels of immersion and presence felt by users in a Virtual Environment (VE) are very important factors that dictate the quality of the Virtual Reality (VR) experience. Sensori-motor systems, both hardware and software, are the components of a VR system that contribute to generate the VEs

Stable Haptic Interaction with Virtual Environments

by Richard J. Adams, Blake Hannaford - IEEE Transactions on Robotics and Automation , 1999
"... A haptic interface is a kinesthetic link between a human operator and a virtual environment. This paper addresses fundamental stability and performance issues associated with haptic interaction. It generalizes and extends the concept of a virtual coupling network, an artificial link between the hapt ..."
Abstract - Cited by 161 (10 self) - Add to MetaCart
A haptic interface is a kinesthetic link between a human operator and a virtual environment. This paper addresses fundamental stability and performance issues associated with haptic interaction. It generalizes and extends the concept of a virtual coupling network, an artificial link between

Report on Use of Virtual Environment

by Mary Lou Maher, Drogemuller Zafer Bilda, Kirsty Beilharz, Linda Candy, Andy Dong, Mijeong Kim, John Gero, Tony Shi, Mike Rosenman, Ji Soo Yoon, Thomas Bellamy, Figen Gul, Rod Gameson, Yinghsiu Huang, Willy Sher, Sue Sherratt, Tony Williams, Adel Ahmed, Stephen Egan, Owen Macindoe, Kathryn Merrick, Robert Shen, David Marchant, Carolyn Mitchell, Kanyarat Nemprempree, John Crawford, Lan Ding, Melissa James, Richard Hough, Steve Pennell
"... on use of virtual environment. CRC for Construction Innovation, Brisbane. ..."
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on use of virtual environment. CRC for Construction Innovation, Brisbane.
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