Sciweavers

WETICE
2000
IEEE
13 years 9 months ago
CVE Technology Development Based on Real World Application and User Needs
This paper argues that the development of Collaborative Virtual Environment (CVE) technology must be guided by application and end user needs. A collaboration is described between ...
Daphne Economou, William L. Mitchell, Steve Pettif...
HICSS
2000
IEEE
134views Biometrics» more  HICSS 2000»
13 years 9 months ago
Peer-to-Peer Valuation as a Mechanism for Reinforcing Active Learning in Virtual Communities: Actualizing Social Exchange Theory
As knowledge becomes the primary focus of work in many industries, virtual communities and groups are emerging as part of new organizational forms. Within these virtual forms, eff...
Amrit Tiwana, Ashley A. Bush
IUI
2009
ACM
13 years 9 months ago
Simplified facial animation control utilizing novel input devices: a comparative study
Editing facial expressions of virtual characters is quite a complex task. The face is made up of many muscles, which are partly activated concurrently. Virtual faces with human exp...
Nikolaus Bee, Bernhard Falk, Elisabeth André
ICDCSW
2002
IEEE
13 years 9 months ago
Toward a Peer-to-Peer Shared Virtual Reality
— This paper envisions a shared virtual reality system that could handle millions of users and objets. The SOLIPSIS system does not rely on servers and is based on a network of p...
Joaquín Keller, Gwendal Simon
HICSS
2002
IEEE
134views Biometrics» more  HICSS 2002»
13 years 9 months ago
Sense of Virtual Community-Maintaining the Experience of Belonging
E-commerce strategists advise companies to create virtual communities for their customers. But what is involved in establishing and maintaining virtual communities? This paper add...
Anita L. Blanchard, M. Lynne Markus
HAPTICS
2002
IEEE
13 years 9 months ago
Virtual Peg-in-Hole Performance Using a 6-DOF Magnetic Levitation Haptic Device: Comparison with Real Forces and with Visual Gui
We describe two experiments using three testbeds (real, virtual and vision-only) for comparison of user performance during 3-D peg-in-hole tasks. Tasks are performed using a six-d...
B. J. Unger, A. Nicolaidis, Peter J. Berkelman, A....
VRST
2003
ACM
13 years 10 months ago
Tele-sports and tele-dance: full-body network interaction
Researchers have had great success using motion capture tools for controlling avatars in virtual worlds. Another current of virtual reality research has focused on building collab...
Benjamin Schaeffer, Mark Flider, Hank Kaczmarski, ...
VR
2003
IEEE
178views Virtual Reality» more  VR 2003»
13 years 10 months ago
HOMERE: a Multimodal System for Visually Impaired People to Explore Virtual Environments
This paper describes the HOMERE system: a multimodal system dedicated to visually impaired people to explore and navigate inside virtual environments. The system addresses three m...
Anatole Lécuyer, Pascal Mobuchon, Christine...
ISMAR
2003
IEEE
13 years 10 months ago
3D Reconstruction of Stereo Images for Interaction between Real and Virtual Worlds
Mixed reality is different from the virtual reality in that users can feel immersed in a space which is composed of not only virtual but also real objects. Thus, it is essential t...
Hansung Kim, Seung-Jun Yang, Kwanghoon Sohn
CW
2003
IEEE
13 years 10 months ago
Virtual Spaces as Artifacts: Implications for the Design of Educational CVEs
Space is important for learning and socializing. Cyberworlds provide a new space for socialization and communication with a great degree of flexibility, allowing users to create a...
Ekaterina Prasolova-Førland