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Surround-screen projection-based virtual reality: The design and implementation of the CAVE
, 1993
"... Abstract Several common systems satisfy some but not all of the VR This paper describes the CAVE (CAVE Automatic Virtual Environment) virtual reality/scientific visualization system in detail and demonstrates that projection technology applied to virtual-reality goals achieves a system that matches ..."
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Cited by 725 (27 self)
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Abstract Several common systems satisfy some but not all of the VR This paper describes the CAVE (CAVE Automatic Virtual Environment) virtual reality/scientific visualization system in detail and demonstrates that projection technology applied to virtual-reality goals achieves a system that matches the quality of workstation screens in terms of resolution, color, and flicker-free stereo. In addition, this format helps reduce the effect of common tracking and system latency errors. The off-axis perspective projection techniques we use are shown to be simple and straightforward. Our techniques for doing multi-screen stereo vision are enumerated, and design barriers, past and current, are described. Advantages and disadvantages of the projection paradigm are discussed, with an analysis of the effect of tracking noise and delay on the user. Successive refinement, a necessary tool for scientific visualization, is developed in the virtual reality context. The use of the CAVE as a one-to-many presentation
Worlds within Worlds : Metaphors for Exploring n-Dimensional Virtual Worlds
, 1990
"... 1 Introduction One common problem in graphical user interface design has been n-Vision is a testbed for exploring n-dimensional worlds the need to manipulate and view 3D environments using containing functions of an arbitrary number of variables. inherently 2D interaction devices and displays. Alth ..."
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Cited by 135 (3 self)
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1 Introduction One common problem in graphical user interface design has been n-Vision is a testbed for exploring n-dimensional worlds the need to manipulate and view 3D environments using containing functions of an arbitrary number of variables. inherently 2D interaction devices and displays. Although Although our interaction devices and display hardware are graphics researchers have long been developing true 3D inherently 3D, we demonstrate how they can be used to support interaction and display devices [SUTH65; VICK70; KILP76], it is interaction with these higher-dimensional objects. We introduce a only over the past decade that high-performance 3D graphics new interaction metaphor developed for the system, which we call workstations have been coupled with commercially available 3D "worlds within worlds": nested heterogeneous coordinate devices such as polarized liquid crystal shutters for stereo viewing systems that allow the user to view and manipulate functions. [TEKT87; STER89]...
Effects of Field of View on Performance with Head-Mounted Displays
, 2000
"... The field of view (FOV) in most head-mounted displays (HMDs) is no more than 60 degrees wide -- far narrower than our normal FOV of about 200 wide. This mismatch arises mostly from the difficulty and expense of building wide-FOV HMDs. Restricting a person's FOV, however, has been shown in rea ..."
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Cited by 60 (0 self)
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The field of view (FOV) in most head-mounted displays (HMDs) is no more than 60 degrees wide -- far narrower than our normal FOV of about 200 wide. This mismatch arises mostly from the difficulty and expense of building wide-FOV HMDs. Restricting a person's FOV, however, has been shown in real environments to affect people's behavior and degrade task performance. Previous work in virtual reality too has shown that restricting FOV to 50 or less in an HMD can degrade performance. I conducted experiments with a custom, wide-FOV HMD and found that performance is degraded even at the relatively high FOV of 112, and further at 48. The experiments used a prototype tiled wide-FOV HMD to measure performance in VR at up to 176 total horizontal FOV, and a custom large-area tracking system to establish new findings on performance while walking about a large virtua...
Depth of Presence in Virtual Environments
, 1994
"... this paper is funded by the U.K. Science and Engineering Research Council (SERC), and Department of Trade and Industry, through grant CTA/2 of the London Parallel Applications Centre. Thanks to Anthony Steed for his continued help with the experiments described in this paper. The Virtual Treadmill i ..."
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Cited by 55 (1 self)
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this paper is funded by the U.K. Science and Engineering Research Council (SERC), and Department of Trade and Industry, through grant CTA/2 of the London Parallel Applications Centre. Thanks to Anthony Steed for his continued help with the experiments described in this paper. The Virtual Treadmill is the subject of a patent application in the UK and other countries. References
Body Centred Interaction in Immersive Virtual Environments
- Artificial Life and Virtual Reality
, 1994
"... "Well then, what about the actual getting of wisdom? Is the body in the way or not...? I mean, for example, is there any truth for men in their sight and hearing? Or as poets are forever dinning into our ..."
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Cited by 50 (8 self)
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"Well then, what about the actual getting of wisdom? Is the body in the way or not...? I mean, for example, is there any truth for men in their sight and hearing? Or as poets are forever dinning into our
Foveated video compression with optimal rate control
- IEEE TIP
"... Abstract-Recently, foveated video compression algorithms have been proposed which, in certain applications, deliver high-quality video at reduced bit rates by seeking to match the nonuniform sampling of the human retina. We describe such a framework here where foveated video is created by a nonunif ..."
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Cited by 42 (11 self)
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Abstract-Recently, foveated video compression algorithms have been proposed which, in certain applications, deliver high-quality video at reduced bit rates by seeking to match the nonuniform sampling of the human retina. We describe such a framework here where foveated video is created by a nonuniform filtering scheme that increases the compressibility of the video stream. We maximize a new foveal visual quality metric, the foveal signal-to-noise ratio (FSNR) to determine the best compression and rate control parameters for a given target bit rate. Specifically, we establish a new optimal rate control algorithm for maximizing the FSNR using a Lagrange multiplier method defined on a curvilinear coordinate system. For optimal rate control, we also develop a piecewise -(rate-distortion)/ -(rate-quantization) model. A fast algorithm for searching for an optimal Lagrange multiplier is subsequently presented. For the new models, we show how the reconstructed video quality is affected, where the FPSNR is maximized, and demonstrate the coding performance for H.263,+,++/MPEG-4 video coding. For H.263/MPEG video coding, a suboptimal rate control algorithm is developed for fast, high-performance applications. In the simulations, we compare the reconstructed pictures obtained using optimal rate control methods for foveated and normal video. We show that foveated video coding using the suboptimal rate control algorithm delivers excellent performance under 64 kb/s.
Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments.
- Philosophical Transactions of the Royal Society B: Biological Sciences,
, 2009
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