Communications of the ACM
MASSIVE: a collaborative virtual environment for teleconferencing
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
Virtual Society: extending the WWW to support a multi-user interactive shared 3D environment
VRML '95 Proceedings of the first symposium on Virtual reality modeling language
Interactive Multiuser VEs in the DIVE System
IEEE MultiMedia
SharedWeb -- A Shared Virtual Environment Over World Wide Web
PG '97 Proceedings of the 5th Pacific Conference on Computer Graphics and Applications
Use of the frame synchronization technique to improve the visualization realism on the Web
Distributed multimedia databases
A multi-user virtual environment system with extensible animations
Web3D '03 Proceedings of the eighth international conference on 3D Web technology
Modeling of the HLA-Based Simulation System
PCM '01 Proceedings of the Second IEEE Pacific Rim Conference on Multimedia: Advances in Multimedia Information Processing
Prototyping Tool for Web-Based Multiuser Online Role-Playing Game
IEICE - Transactions on Information and Systems
IMNET: an experimental testbed for extensible multi-user virtual environment systems
ICCSA'05 Proceedings of the 2005 international conference on Computational Science and its Applications - Volume Part I
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The Virtual Realty Modeling Language sets an open-standard file format for designing 3D multimedia and shared virtual worlds on the Internet. VRML was originally designed to support the interaction of multiple participants in the World Wide Web environment, that is, to network virtual worlds via hyperlinks. The development of VRML has spurred broad research on distributed multiuser VR systems. We describe SharedWeb, a 3D Web browsing system that was designed and implemented to support interaction among clients in the existing Web environment. We begin by describing the methodologies and mechanisms used to achieve seamless integration with the Web environment, then we summarize the SharedWeb system implementation. We present some experimental results that show the effects of different frame rates and threshold values on system performance, and conclude with discussions of two virtual worlds currently supported by the system