Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
An introductory VR course for undergraduates incorporating foundation, experience and capstone
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Virtual reality for small colleges
Journal of Computing Sciences in Colleges
Author's comments on Gröhn, Lokki, and Takala, ICAD 2003
ACM Transactions on Applied Perception (TAP)
The concept of strong and weak virtual reality
Minds and Machines
Design of a body-driven multiplayer game system
Computers in Entertainment (CIE) - 3rd anniversary issue
Developing a 3D simulated bio-terror crises communication training module
Proceedings of the ACM symposium on Virtual reality software and technology
Poor performance: is it the application or the network?
Proceedings of the 44th annual Southeast regional conference
Presence: Teleoperators and Virtual Environments
Virtual reality learning objects of molecular structures
DCMI '06 Proceedings of the 2006 international conference on Dublin Core and Metadata Applications: metadata for knowledge and learning
Stereo effect of image converted from planar
Information Sciences: an International Journal
A geoscience perspective on immersive 3D gridded data visualization
Computers & Geosciences
Quantifying the benefits of immersion for procedural training
IPT/EDT '08 Proceedings of the 2008 workshop on Immersive projection technologies/Emerging display technologiges
Class notes: don't be a WIMP: (http://www.not-for-wimps.org)
ACM SIGGRAPH 2008 classes
Virtual social interactions: Evolutionary, social psychological and technological perspectives
Computers in Human Behavior
Automatic Generation of Virtual Computer Rooms on the Internet Using X3D
ICCS '07 Proceedings of the 7th international conference on Computational Science, Part II
Collaborating and learning a second language in a Wireless Virtual Reality Environment
International Journal of Mobile Learning and Organisation
Four-dimensional multi-inkdot finite automata
WSEAS Transactions on Computers
The development of VAG--a 3D virtual agribusiness environment and strategy game
Electronic Commerce Research
An Evaluation on Using Virtual Reality and 3D Visualisation in Science Education
Proceedings of the 2005 conference on Towards Sustainable and Scalable Educational Innovations Informed by the Learning Sciences: Sharing Good Practices of Research, Experimentation and Innovation
Evaluation of a Haptic-Based Interaction System for Virtual Manual Assembly
VMR '09 Proceedings of the 3rd International Conference on Virtual and Mixed Reality: Held as Part of HCI International 2009
Evaluating presence in low-cost Virtual Reality display systems for undergraduate education
Journal of Computing Sciences in Colleges
Presence-dependent performance differences between virtual simulations and miniature worlds
SpringSim '09 Proceedings of the 2009 Spring Simulation Multiconference
Federate resource management in a Distributed Virtual Environment
Future Generation Computer Systems
Learning Science Using AR Book: A Preliminary Study on Visual Needs of Deaf Learners
IVIC '09 Proceedings of the 1st International Visual Informatics Conference on Visual Informatics: Bridging Research and Practice
Immersive viewer system for 3D user interface
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction platforms and techniques
Evaluating the need for display-specific and device-specific 3D interaction techniques
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
Ergonomic interactive testing in a mixed-reality environment
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
Lessons about virtual environment software systems from 20 years of ve building
Presence: Teleoperators and Virtual Environments
WiELD-CAVE: Wireless ergonomic lightweight device for use in the CAVE
Journal of Computational Methods in Sciences and Engineering - Special Supplement Issue in Section A and B: Selected Papers from the ISCA International Conference on Software Engineering and Data Engineering, 2009
IQ-Station: a low cost portable immersive environment
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part II
An introduction to openSimulator and virtual environment agent-based M&S Applications
Winter Simulation Conference
Multimodal advanced driver assistance systems: an overview
Proceedings of the 2nd international workshop on Multimodal interfaces for automotive applications
Tetra-trees properties in graphic interaction
Graphical Models
Development and usability evaluation of virtual environment for early diagnosis of dementia
IVIC'11 Proceedings of the Second international conference on Visual informatics: sustaining research and innovations - Volume Part II
Interaction and participation in radio plays: a novel approach to an old medium
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Ilha Musical: a CAVE for nurturing cultural appreciation
Proceedings of the 11th International Conference on Interaction Design and Children
Usability attributes in virtual learning environments
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Application of virtual reality technologies in consumer product usability
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: web, mobile, and product design - Volume Part IV
Immersive virtual aquarium with real-walking navigation
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Methodology for immersive emotional assessment of virtual product design by customers
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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From the Publisher:Understanding Virtual Reality arrives at a time when the technologies behind virtual reality have advanced to the point that it is possible to develop and deploy meaningful, productive virtual reality applications. The aim of this thorough, accessible exploration is to help you take advantage of this moment, equipping you with the understanding needed to identify and prepare for ways VR can be used in your field, whatever your field may be.By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in the application design and implementation, including hardware requirements, system integration, interaction techniques, and usability. This book also counters both exaggerated claims for VR and the view that would reduce it to entertainment, citing dozens of real-world examples from many different fields and presenting (in a series of appendices) four in-depth application case studies.FeaturesSubstantive, illuminating coverage designed for technical and business readers and well-suited to the classroom.Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction, and other fields, and explains how they are being united in cohesive VR systems.Via a companion Web site, provides additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system.About theAuthor:William Sherman leads the virtual reality effort at the National Center for Super- computing Applications (NCSA) at the University of Illinois at Urbana-Champaign. Alan Craig currently does research and development in the Visualization and Virtual Environments group at the NCSA at the University of Illinois at Urbana-Champaign.