The CAVE: audio visual experience automatic virtual environment
Communications of the ACM
Virtual reality
VIS '97 Proceedings of the 8th conference on Visualization '97
Understanding Virtual Reality: Interface, Application, and Design
Understanding Virtual Reality: Interface, Application, and Design
Augmenting Elementary School Education with VR
IEEE Computer Graphics and Applications
GLUMM: an application programming interface for multi-screen programming in a windows environment
Journal of Computing Sciences in Colleges
Immersive visual modeling: potential use of virtual reality in teaching software design
Journal of Computing Sciences in Colleges
Journal of Computing Sciences in Colleges
Computational Humanities: The New Challenge for VR
IEEE Computer Graphics and Applications
IEEE Spectrum
The HIVE: Hanover immersive virtual environment
Journal of Computing Sciences in Colleges
Viability of virtual reality exposure therapy as a treatment alternative
Computers in Human Behavior
A virtual reality laboratory for undergraduates
Journal of Computing Sciences in Colleges
A Low-Cost, Linux-Based Virtual Environment for Visualizing Vascular Structures
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
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The popularity of Virtual Reality (VR) display systems has increased dramatically in recent years. VR applications are characterized by a virtual world into which users are immersed, providing interactivity and sensory feedback [1]. These superior sensory environments make virtual reality a popular medium for many types of applications, ranging from exploration of severe thunderstorm and tornado data [2], to architecture from ancient times [5]. Proponents of virtual reality feel that the VR experience enhances learning, since participants utilize more of their senses than with typical computer applications. VR systems generally provide displays to users in stereo projection that give a sense of 3D viewing. Traditionally, the cost of implementing virtual reality environment has been very high, limiting VR to only those institutions with large research budgets. However, with recent advances in commodity hardware capabilities and the reduction in cost of typical LCD projectors, a low cost VR system can now be constructed at any institution, even those with significant budget restrictions. This paper discusses our experiences with the construction of a stereo projection display environment at Hanover College, and some projects my students and I have done with this system. Several potential research projects in virtual reality, which could be done with little funding, are also proposed.