2007
DOI: 10.1201/b10677
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A Hitchhiker's Guide to Virtual Reality

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Cited by 19 publications
(9 citation statements)
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“…Virtual reality (VR)-based simulations of sport situations are increasingly popular for assessment and training purposes (Bideau et al, 2010) since they offer opportunities to manipulate and/or standardise spatial and temporal constraints of all the virtual environment (VE) features such as players and ball trajectories. It is a technology that allows users to interact with a VE (McMenemy & Ferguson, 2007) while having high ecological validity and experimental control (Loomis, Blascovich, & Beall, 1999). In VR, players can be exposed to 3D representations of real captured movements (Brault, Bideau, Kulpa, & Craig, 2012), and their head movements are tracked in real time to update players' viewpoint.…”
Section: Introductionmentioning
confidence: 99%
“…Virtual reality (VR)-based simulations of sport situations are increasingly popular for assessment and training purposes (Bideau et al, 2010) since they offer opportunities to manipulate and/or standardise spatial and temporal constraints of all the virtual environment (VE) features such as players and ball trajectories. It is a technology that allows users to interact with a VE (McMenemy & Ferguson, 2007) while having high ecological validity and experimental control (Loomis, Blascovich, & Beall, 1999). In VR, players can be exposed to 3D representations of real captured movements (Brault, Bideau, Kulpa, & Craig, 2012), and their head movements are tracked in real time to update players' viewpoint.…”
Section: Introductionmentioning
confidence: 99%
“…We search for a method with less accuracy but still satisfying appearance, and realtime computation. Inspired by the method of [22], we select This mass-spring model accords well with our polygonal shapes, where the edges conform to interlinked mass springs, as shown in Fig. 3.…”
Section: Haptic Surface-based Sculpting Modelmentioning
confidence: 96%
“…According to Fubini's "People initially use technology to do what they do now -but faster" [22], Virtual reality was developed to get users to replace computer 's keyboard, mouse and joystick with a more interactive and sensory interfaces and thus faster and more involving experience. Virtual reality, Augmented reality, spatial reality, mixed reality, tangible reality and collaborative reality are all synonym for a 3D environment generated by the computer where the user can be involved in real time and have a sensation of being there [23].…”
Section: Virtual Realitymentioning
confidence: 99%