A computational model for the stereoscopic optics of a head-mounted display
Presence: Teleoperators and Virtual Environments - Premier issue
Presence: Teleoperators and Virtual Environments - Premier issue
Telerobotics, automation, and human supervisory control
Telerobotics, automation, and human supervisory control
Visual and perceptual issues in stereoscopic color displays
Stereo computer graphics
Stereo computer graphics
Liquid-crystal shutter systems for time-multiplexed stereoscopic displays
Stereo computer graphics
Three dimensional visual display systems for virtual environments
Presence: Teleoperators and Virtual Environments
The virtual workbench: dextrous VR
VRST '94 Proceedings of the conference on Virtual reality software and technology
Origins and elements of virtual environments
Virtual environments and advanced interface design
Human stereopsis, fusion, and stereoscopic virtual environments
Virtual environments and advanced interface design
The design of multidimensional sound interfaces
Virtual environments and advanced interface design
Computation and psychophysics of sensorimotor integration
Computation and psychophysics of sensorimotor integration
Spatial input/display correspondence in a stereoscopic computer graphic work station
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Issues in the design of studies to test the effectiveness of stereo imaging
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Augmenting virtual prototyping with physical objects
AVI '00 Proceedings of the working conference on Advanced visual interfaces
Visual cues for imminent object contact in realistic virtual environment
Proceedings of the conference on Visualization '00
IEEE Computer Graphics and Applications
An affordable optical head tracking system for desktop VR/AR systems
EGVE '03 Proceedings of the workshop on Virtual environments 2003
A comprehensive calibration and registration procedure for the Visual Haptic Workbench
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Occlusion in mirror-based co-located augmented reality systems
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
ACM SIGGRAPH 2006 Courses
Modern approaches to augmented reality
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
The Extended Virtual Table: An Optical Extension for Table-Like Projection Systems
Presence: Teleoperators and Virtual Environments
Vermeer: direct interaction with a 360° viewable 3D display
Proceedings of the 24th annual ACM symposium on User interface software and technology
Lateral head tracking in desktop virtual reality
EGVE'04 Proceedings of the Tenth Eurographics conference on Virtual Environments
Interacting with molecular structures: user performance versus system complexity
EGVE'05 Proceedings of the 11th Eurographics conference on Virtual Environments
PDRIVE: the projector-based, desktop, reach-in virtual environment
EGVE'07 Proceedings of the 13th Eurographics conference on Virtual Environments
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A prototype near-field virtual environment system is described that incorporates a CrystalEyes stereoscopic display (viewed in a mirror), a PHANToM manipulandum, and a stereo auditory display. The apparatus, which was designed to achieve registration of three sensory modalities (visual, haptic, and auditory), has a wide range of applications and has been used for both psychophysics and training research. Calibration-verification experiments are described in which human subjects positioned a physical probe attached to the manipulandum so that it appeared to coincide with a visual target on the stereoscopic display. The readings from the manipulandum and the calculated positions of the targets corresponded roughly within ± 0.5 cm over a large volume, although differences greater than 1 cm were observed near the sides of the workspace. The calibration of the manipulandum was tested independently on the z axis (running through the center of the workspace), and the perceived depth of the targets (probe z coordinate) was found to agree with the calculated depth within the accuracy of the measurements (± 0.4 cm). Some subjects had poorer positioning resolution when the visual target was far from the plane of the display screen (although their mean response was unaffected), and we hypothesize that this may have been caused by the different levels of accommodation that were needed to view the physical probe and the displayed target.