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...
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...
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...
— 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...
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...
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....
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, ...
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...
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...
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...