Focusing in the comprehension of definite anaphora
Readings in natural language processing
A global human walking model with real-time kinematic personification
The Visual Computer: International Journal of Computer Graphics - Special issue on computer animation 1989/90
Tcl and the Tk toolkit
Usability inspection methods
SOL: a shared object toolkit for cooperative interfaces
International Journal of Human-Computer Studies
Taking steps: the influence of a walking technique on presence in virtual reality
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
Presence and performance within virtual environments
Virtual environments and advanced interface design
A reliable multicast framework for light-weight sessions and application level framing
SIGCOMM '95 Proceedings of the conference on Applications, technologies, architectures, and protocols for computer communication
Virtual reality on a WIM: interactive worlds in miniature
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interaction models, reference, and interactivity in speech interfaces to virtual environments
VE '95 Selected papers of the Eurographics workshops on Virtual environments '95
Populating the application: a model of awareness for cooperative applications
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Cooperative virtual environments: lessons from 2D multi user interfaces
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
View volume culling using a probabilistic caching scheme
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Using subjective views to enhance 3D applications
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Virtual Society: Collaboration in 3D Spaces on the Internet
Computer Supported Cooperative Work - Special issue on groupware and the World Wide Web
MBONE: Interactive Multimedia on the Internet
MBONE: Interactive Multimedia on the Internet
Interactive Multiuser VEs in the DIVE System
IEEE MultiMedia
Shipboard VR: From Damage Control to Design
IEEE Computer Graphics and Applications
Fast Realistic Human Body Deformations for Animation and VR Applications
CGI '96 Proceedings of the 1996 Conference on Computer Graphics International
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Adding intelligence to the interface
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Network Topologies for Scalable Multi-User Virtual Environments
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Distributed Virtual Reality for Everyone -a Framework for Networked VR on the Internet
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Space-Scale Structure for Information Rejection in Large-Scale Distributed Virtual Environments
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
Embodiments, avatars, clones and agents for multi-user, multi-sensory virtual worlds
Multimedia Systems - Special issue on multimedia and multisensory virtual worlds
Analysing movement and world transitions in virtual reality tele-conferencing
ECSCW'97 Proceedings of the fifth conference on European Conference on Computer-Supported Cooperative Work
Supporting Rich And Dynamic Communication In Large-Scale Collaborative Virtual Environments
Presence: Teleoperators and Virtual Environments
The London Travel Demonstrator
Proceedings of the ACM symposium on Virtual reality software and technology
The DiveBone—an application-level network architecture for Internet-based CVEs
Proceedings of the ACM symposium on Virtual reality software and technology
An experimental study on the role of touch in shared virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
A hybrid motion prediction method for caching and prefetching in distributed virtual environments
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Proceedings of the 4th international conference on Collaborative virtual environments
A study of collaboration using jigsaw puzzles
Proceedings of the 4th international conference on Collaborative virtual environments
The interactive collaborative environments laboratory
CHI '00 Extended Abstracts on Human Factors in Computing Systems
Embedding context of use in CVE design
Presence: Teleoperators and Virtual Environments
Communications through Virtual Technologies
Advanced Lectures on Networking, NETWORKING 2002 [This book presents the revised version of seven tutorials given at the NETWORKING 2002 Conference in Pisa, Italy in May 2002]
Caught between real and virtual worlds
The usability business
Communications through virtual technologies
Advanced lectures on networking
Systematic usability evaluation and design issues for collaborative virtual environments
Presence: Teleoperators and Virtual Environments
Multimodal transformed social interaction
Proceedings of the 6th international conference on Multimodal interfaces
Motion prediction for caching and prefetching in mouse-driven DVE navigation
ACM Transactions on Internet Technology (TOIT)
Collaborative Visualization: A Review and Taxonomy
DS-RT '05 Proceedings of the 9th IEEE International Symposium on Distributed Simulation and Real-Time Applications
CLIHC '05 Proceedings of the 2005 Latin American conference on Human-computer interaction
Presence and the utility of audio spatialization
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
sTeam3D: bringing together virtual communities and CSCW
Proceedings of the twelfth international conference on 3D web technology
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
An Overview of the COVEN Platform
Presence: Teleoperators and Virtual Environments
Making Networked Virtual Environments Work
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Perception of Shared Visual Space: Establishing Common Ground in Real and Virtual Environments
Presence: Teleoperators and Virtual Environments
Design and development of Distributed Virtual Geographic Environment system based on web services
Information Sciences: an International Journal
C-VISions: socialized learning through collaborative, virtual, interactive simulations
CSCL '02 Proceedings of the Conference on Computer Support for Collaborative Learning: Foundations for a CSCL Community
Immersing tele-operators in collaborative augmented reality
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
Unpacking self and socio dialectics within learners' interactive play
Computers & Education
Full body acting rehearsal in a networked virtual environment-a case study
Presence: Teleoperators and Virtual Environments
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COVEN (Collaborative Virtual Environments) is a European project that seeks to develop a comprehensive approach to the issues in the development of collaborative virtual environment (CVE) technology. COVEN brings together twelve academic and industrial partners with a wide range of expertise in CSCW, networked VR, computer graphics, human factors, HCI, and telecommunications infrastructures. After two years of work, we are presenting the main features of our approach and results, our driving applications, the main components of our technical investigations, and our experimental activities. With different citizen and professional application scenarios as driving forces, COVEN is exploring the requirements and supporting techniques for collaborative interaction in scalable CVEs. Technical results are being integrated in an enriched networked VR platform based on the dVS and DIVE systems. Taking advantage of a dedicated Europe-wide ISDN and ATM network infrastructure, a large component of the project is a trial and experimentation activity that should allow a comprehensive understanding of the network requirements of these systems as well as their usability issues and human factors aspects.