Osmose: towards broadening the aesthetics of virtual reality
ACM SIGGRAPH Computer Graphics - Special issue: focus: “real” virtual reality
The peloton bicycling simulator
Proceedings of the third symposium on Virtual reality modeling language
Approximate and probabilistic algorithms for shading and rendering structured particle systems
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Intimacy and embodiment: implications for art and technology
MULTIMEDIA '00 Proceedings of the 2000 ACM workshops on Multimedia
Towards Real-Time Visual Simulation of Water Surfaces
VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
First Steps with a Rideable Computer
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Inertial-Force Feedback for the Treadport Locomotion Interface
Presence: Teleoperators and Virtual Environments
ICAI'06 Proceedings of the 7th WSEAS International Conference on Automation & Information
Software engineering for and with artists: a case study
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
User experiences with a virtual swimming interface exhibit
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
Technical Section: A review of virtual environments for training in ball sports
Computers and Graphics
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A locomotion interface for swimming and floating in a virtual ocean in a VR environment is part of the Swimming Across the Pacific artwork. As an initial step in realizing this artwork, the authors created an interactive installation using the swimming apparatus and the theme of swimming across the Pacific Ocean. The exhibit suspends a swimmer using a hand gliding and ankle harnesses with pulleys and ropes in an 8-cubic-foot wooden frame. The VR ocean world has a sky, sea waves, splashes, ocean floor, and avatar representing the swimmer. The virtual swimmer mimics swimming movements that are sensed by eight position trackers.