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Table 2: Major VE projects utilizing 3D Game Engines
2002
"... In PAGE 14: ... The projects utilized 3D Game Engines to create highly realistic, believable and fascinating virtual worlds. Table2 lists some of the major VE projects that utilized a mixture of 3D CAD models and 3D Game Engines. ... ..."
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Table 1. Feature comparison of immersive game systems.
"... In PAGE 3: ... Our solution of separating the views offers a new approach for FPS games. Table1 summarizes the comparison between our system and the others. Our system provides an intuitive and tangible controller in the virtual world and at the same time maintains collaborative/competitive physical interaction between the players.... ..."
Table 2: Values for an example Virtual World
Table 3 : World Confidence Game Arenas in 2000
2004
"... In PAGE 43: ... After all, where else do you get Ministers of Finance and Central Bank Governors from over 180 countries gathered under one roof, participating in roundtables, and willing/able to hold frank one-on-one meetings with investors? Our specific aim in going to Prague (the 2000 annual meeting took place in this city) is to obtain further input for the day-to-day management of structural and tactical strategies impacting our emerging market portfolio 60. (See Table3 : World Confidence Game Arenas in 2000). The IADB and the World Bank/IMF Annual Meetings bring the opportunity for securities houses to organize their own encounters, such as the ones organized by Deutsche Bank.... ..."
Table 1. Mapping objects in digital libraries into virtual worlds. Digital Libraries Virtual Worlds
1999
"... In PAGE 5: ... This similarity matrix is submitted to Pathfinder network scaling and is subsequently rendered as a virtual- reality model in a 3-dimensional space. Table1 summarises how various objects in a digital library are rendered. For example, a document is visualised as a sphere in the virtual world; the year of publication or the source of literature is indicated by the colour of the sphere.... ..."
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Table 1: Successful Virtual-World Application Domains
in Moving Cows In Space: Exploiting Proprioception As A Framework For Virtual Environment Interaction
Table 1. Results in virtual Worlds (SMALL) Table 2. Results in virtual Worlds (LARGE) (a) Avatars in a Uniform Distribution
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Table 1: Features of the virtual environment chosen. Virtual
2002
"... In PAGE 4: ... From open uncluttered to close clutters spaces, with different realism in the avatars populating the world, from no-texture to detailed textures, with different setting in the collision detection. Below in Table1 there is a description of the features of each of the virtual environments chosen, while in Figures 1 to 6 there are snapshots of the environments themselves. Table 1: Features of the virtual environment chosen.... ..."
Table 2: Projected growth in number of users with high-speed Internet access (PC Computing, April 2000)
"... In PAGE 1: ... In contrast to the slow 56 Kbps analog modem speeds, these technologies provide either a 10 Mbps shared connection (in case of cable modems) or a 384 Kbps dedicated connection (in case of DSL modems). Table2 depicts the projected growth of users with high-speed Internet access. The broad availability of higher bandwidth connections is resulting in increasing use of bandwidth-starved applications such as 3D multi- player games, online virtual worlds, and high-quality continuous media.... ..."
Table 2: A comparison of spatial and building frameworks in five current virtual world environments
2002
"... In PAGE 3: ...n six current virtual world environments ................................................................................23 Table2 : A comparison of spatial and building frameworks in five current virtual world environments .... ..."
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