Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
INTERCHI '93 Proceedings of the INTERCHI '93 conference on Human factors in computing systems
Networked virtual environments: design and implementation
Networked virtual environments: design and implementation
The collaborative cube puzzle: a comparison of virtual and real environments
Proceedings of the third international conference on Collaborative virtual environments
Social interactions in multiscale CVEs
Proceedings of the 4th international conference on Collaborative virtual environments
Cooperative object manipulation in immersive virtual environments: framework and techniques
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Collaborative 3D Visualization with CSpray
IEEE Computer Graphics and Applications
A Modular System for Collaborative Desktop VR/AR with a Shared Workspace
VR '04 Proceedings of the IEEE Virtual Reality 2004
mCVEs: using cross-scale collaboration to support user interaction with multiscale structures
Presence: Teleoperators and Virtual Environments - Special issue: Collaborative information visualization environments
AR-Room: a rapid prototyping framework for augmented reality applications
Multimedia Tools and Applications
AR table tennis: a video-based augmented reality sports game
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Towards an efficient implementation of a video-based gesture interface
AI'06 Proceedings of the 19th Australian joint conference on Artificial Intelligence: advances in Artificial Intelligence
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In this paper, we present our networked virtual tennis game that has been developed as a hybrid framework with head-mounted display and fishtank virtual reality systems. The paper reports the findings of a hybrid collaboration task which compared the two systems based on their egocentric and exocentric features. The focus of the study was on the strengths and weaknesses in each system for the given particular task: How do users perform in each system? And how might each system complement the others for teamwork? We report on localization error and correct hit percentage results that were obtained during trials with the two types of systems. These results suggest that head-mounted displays with egocentric features allow more accurate spatial localization and the fishtank displays with exocentric features provide better cues for time synchronization events.