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Surround-screen projection-based virtual reality: The design and implementation of the CAVE (1993)

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by Carolina Cruz-neira , Daniel J. Sandin , Thomas A. Defanti
Citations:725 - 27 self
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Citations

315 The cave: audio visual experience automatic virtual environment, - Cruz-Neira, Sandin, et al. - 1992 (Show Context)

Citation Context

...GGRAPH '91 and Deering [6] demonstrated the Virtual Portal, a closetsized three-wall projection-based system, in the Sun Microsystems' booth at SIGGRAPH '92. The CAVE, our projection-based VR display =-=[3]-=-, also premiered at SIGGRAPH '92. The Virtual Portal and CAVE have similar intent, but different implementation schemes. [Hardware Architecture]: Three-Dimensional Displays. To distinguish VR from pre...

232 The ultimate display - Sutherland - 1965 (Show Context)

Citation Context

...e VR by our definition. Correct projection of the imagery on large screens can also create a VR experience, this being the subject of this paper. Previous work in the VR area dates back to Sutherland =-=[12]-=-, who in 1965 wrote about the “Ultimate Display.” Later in the decade at the University of Utah, Jim Clark developed a system that allowed wireframe graphics VR to be seen through a headmounted, BOOM-...

178 Virtual Reality. - Rheingold - 1991 (Show Context)

Citation Context

...ensional Displays. To distinguish VR from previous developments in computer graphics, we list the depth cues one gets in the real world. 1. Introduction 1.1. Virtual Reality Overview Howard Rheingold =-=[11]-=- defines virtual reality (VR) as an experience in which a person is “surrounded by a threedimensional computer-generated representation, and is able to move around in the virtual world and see it from...

151 High Resolution Virtual Reality. - Deering - 1992 (Show Context)

Citation Context

...acking, not head tracking, and do not generally operate in binocular stereo. Omnimax theaters give a large angle of view [8], occasionally in stereo, but are not interactive. Head-tracked monitors [4]=-=[6]-=- provide all but a large angle of view. Head-mounted displays (HMD) [7][13] and BOOMs [9] use motion of the actual display screens to achieve VR by our definition. Correct projection of the imagery on...

109 Grasping Reality Through Illusion: Interactive Graphics Serving Science - Brooks - 1988
40 Interactive simulation in a multi-person virtual world - Codella, al - 1992 (Show Context)

Citation Context

... tracking, not head tracking, and do not generally operate in binocular stereo. Omnimax theaters give a large angle of view [8], occasionally in stereo, but are not interactive. Head-tracked monitors =-=[4]-=-[6] provide all but a large angle of view. Head-mounted displays (HMD) [7][13] and BOOMs [9] use motion of the actual display screens to achieve VR by our definition. Correct projection of the imagery...

17 Implementation and Integration of a Counterbalanced CRT-based Stereoscopic Display for Interactive Viewpoint Control in Virtual Environments Applications - McDowall, Bolas, et al. (Show Context)

Citation Context

...ters give a large angle of view [8], occasionally in stereo, but are not interactive. Head-tracked monitors [4][6] provide all but a large angle of view. Head-mounted displays (HMD) [7][13] and BOOMs =-=[9]-=- use motion of the actual display screens to achieve VR by our definition. Correct projection of the imagery on large screens can also create a VR experience, this being the subject of this paper. Pre...

12 H.Fuchs. Research directions in virtual environment. - Bishop - 1992 (Show Context)

Citation Context

...al-time viewer-centered headtracking perspective with a large angle of view, interactive control, and binocular display. A competing term, virtual environments (VE), chosen for “truth in advertising” =-=[1]-=-, has a somewhat grander definition which also correctly encompasses touch, smell, and sound. Although VE is part of the CAVE acronym, we will use the initials VR herein to conform to mainstream usage...

8 The Eyephone: A Head-Mounted Stereo Display - Teitel - 1990 (Show Context)

Citation Context

...o. Omnimax theaters give a large angle of view [8], occasionally in stereo, but are not interactive. Head-tracked monitors [4][6] provide all but a large angle of view. Head-mounted displays (HMD) [7]=-=[13]-=- and BOOMs [9] use motion of the actual display screens to achieve VR by our definition. Correct projection of the imagery on large screens can also create a VR experience, this being the subject of t...

7 The AMES Virtual Environment Workstation - Fisher - 1989 (Show Context)

Citation Context

...ereo. Omnimax theaters give a large angle of view [8], occasionally in stereo, but are not interactive. Head-tracked monitors [4][6] provide all but a large angle of view. Head-mounted displays (HMD) =-=[7]-=-[13] and BOOMs [9] use motion of the actual display screens to achieve VR by our definition. Correct projection of the imagery on large screens can also create a VR experience, this being the subject ...

4 et al. Exploring Virtual Worlds with Head-Mounted Displays - Chung, Harris
4 SIGGRAPH'84 Call for Omnimax Films - Max - 1982 (Show Context)

Citation Context

...: Virtual Reality; I.3.1 definition above. Flight simulators provide vehicle tracking, not head tracking, and do not generally operate in binocular stereo. Omnimax theaters give a large angle of view =-=[8]-=-, occasionally in stereo, but are not interactive. Head-tracked monitors [4][6] provide all but a large angle of view. Head-mounted displays (HMD) [7][13] and BOOMs [9] use motion of the actual displa...

4 The Republic. The Academy - Plato (Show Context)

Citation Context

...ould be blurry. The name of our virtual reality theater, “CAVE,” is both a recursive acronym (CAVE Automatic Virtual Environment) and a reference to “The Simile of the Cave” found in Plato's Republic =-=[10]-=-, in which the philosopher discusses inferring reality (ideal forms) from projections (shadows) on the cave wall. The current CAVE was designed in early 1991, and it was implemented and demonstrated t...

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