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PRESENCE
1998
74views more  PRESENCE 1998»
13 years 4 months ago
The Reality of Experience: Gibson's Way
This paper considers some rst principles that might provide a basis for an objective science of experience (presence or immersion). Dimensions that are considered include classica...
John M. Flach, John G. Holden
MM
2004
ACM
160views Multimedia» more  MM 2004»
13 years 10 months ago
New ways of worldmaking: the Alterne platform for VR art
We introduce a novel approach to the creation of Virtual Reality Art installations, which supports the design of alternative worlds, in which laws of Physics can be redefined to i...
Marc Cavazza, Jean-Luc Lugrin, Simon Hartley, Paol...
ISMAR
2002
IEEE
13 years 9 months ago
Accurate Camera Calibration for Off-line, Video-Based Augmented Reality
Camera tracking is a fundamental requirement for videobased Augmented Reality applications. The ability to accurately calculate the intrinsic and extrinsic camera parameters for e...
Simon Gibson, Jonathan Cook, Toby Howard, Roger J....
CHI
2003
ACM
14 years 5 months ago
Where on-line meets on the streets: experiences with mobile mixed reality games
We describe two games in which online participants collaborated with mobile participants on the city streets. In the first, the players were online and professional performers wer...
Martin Flintham, Steve Benford, Rob Anastasi, Terr...
INTENV
2010
12 years 11 months ago
We all wear dark glasses now
The story describes a world of the future in which there are two entirely different groups of people, one involved in the development and reproduction of the industrial base of the...
Graham Clarke, Malcolm Lear