The VideoWindow system in informal communication
CSCW '90 Proceedings of the 1990 ACM conference on Computer-supported cooperative work
Reaching for objects in VR displays: lag and frame rate
ACM Transactions on Computer-Human Interaction (TOCHI)
PTool: a light weight persistent object manager
SIGMOD '95 Proceedings of the 1995 ACM SIGMOD international conference on Management of data
What mix of video and audio is useful for small groups doing remote real-time design work?
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Nexus approach to integrating multithreading and communication
Journal of Parallel and Distributed Computing - Special issue on multithreading for multiprocessors
Supporting Transcontinental Collaborative Work in Persistent Virtual Environments
IEEE Computer Graphics and Applications
Distributed Virtual Reality: Supporting Remote Collaboration in Vehicle Design
IEEE Computer Graphics and Applications
EM-an environment manager for building networked virtual environments
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Multi-perspective collaborative design in persistent networked virtual environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Network Topologies for Scalable Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Locales and Beacons: Efficient and Precise Support for Large Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
CALVIN: an immersimedia design environment utilizing heterogeneous perspectives
ICMCS '96 Proceedings of the 1996 International Conference on Multimedia Computing and Systems
Distributed data and immersive collaboration
Communications of the ACM
IEEE Computer Graphics and Applications
Quanta: a toolkit for high performance data delivery over photonic networks
Future Generation Computer Systems - iGrid 2002
Persistent realtime building interior generation
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Learning and Building Together in an Immersive Virtual World
Presence: Teleoperators and Virtual Environments
Synchronous collaborative systems for distributed virtual environments in Java
International Journal of Computer Applications in Technology
Augmenting 3D interactions with haptic guide in a large scale virtual environment
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Enhancing collaboration in virtual reality applications
Computers and Graphics
inVRs: a framework for building interactive networked virtual reality systems
HPCC'06 Proceedings of the Second international conference on High Performance Computing and Communications
A review of interoperability and possibilities for data analysis from virtual world environments
International Journal of Metadata, Semantics and Ontologies
VIRPI: a high-level toolkit for interactive scientific visualization in virtual reality
EGVE'01 Proceedings of the 7th Eurographics conference on Virtual Environments & 5th Immersive Projection Technology
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CAVERN, the CAVE Research Network, is an alliance of industrial and research institutions equipped with CAVE-based virtual reality hardware and high-performance computing resources, interconnected by high-speed networks, to support collaboration in design, education, engineering, and scientific visualization.CAVERNsoft is the collaborative software backbone for CAVERN. CAVERNsoft uses distributed data stores to manage the wide range of data volumes (from a few bytes to several terabytes) that are typically needed for sustaining collaborative virtual environments. Multiple networking interfaces support customizable, latency, data consistency, and scalability that are needed to support a broad spectrum of networking requirements. These diverse database and networking requirements are characteristics typically unexhibited by previous desktop multimedia systems but are common in real-time immersive virtual reality applications.