The CAVE: audio visual experience automatic virtual environment
Communications of the ACM
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
The future of virtual reality: head mounted displays versus spatially immersive displays (panel)
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Distributed Virtual Reality: Supporting Remote Collaboration in Vehicle Design
IEEE Computer Graphics and Applications
Modified Shutter Glasses for Projection and Picture Acquisition in Virtual Environments
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Virtualized reality: concepts and early results
VSR '95 Proceedings of the IEEE Workshop on Representation of Visual Scenes
Virtual Space Teleconferencing Using a Sea of Cameras
Virtual Space Teleconferencing Using a Sea of Cameras
Construction of a three-sided immersive telecollaboration system
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2003
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Virtual reality offers completely new possibilities for collaborative work over distributed environments. To enable collaborative work, it is necessary that both, virtual objects as well as the other users, can be seen simultaneously in real-time. A novel technique is necessary to overcome the contradiction of darkness and light for image projection and video acquisition, respectively. A stroboscopic light and a camera system are added to the existing VR-system and a few modification are made to existing shutter glasses. In such a solution, the method of projection in the VR-system remains unmodified. This paper describes how to resolve this contradiction with the constraint to make as few changes as possible to existing VR-systems. Furthermore the timing of the different devices is discussed.