2013
DOI: 10.1088/1742-6596/454/1/012077
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Applications and a three-dimensional desktop environment for an immersive virtual reality system

Abstract: We developed an application launcher called Multiverse for scientific visualizations in a CAVE-type virtual reality (VR) system. Multiverse can be regarded as a type of three-dimensional (3D) desktop environment. In Multiverse, a user in a CAVE room can browse multiple visualization applications with 3D icons and explore movies that float in the air. Touching one of the movies causes "teleportation" into the application's VR space. After analyzing the simulation data using the application, the user can jump ba… Show more

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Cited by 7 publications
(7 citation statements)
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“…It is also possible today to bypass the complex network and synchronization work by using a unique PC with a multi-GPU card expansion or SLI architecture. Models like NVidia, QuadroPlex series allow the creation of a stereographic four-sided CAVE as used in πCAVE [20], which has a rectangular parallelepiped configuration with a large width one of the characteristic features of the CAVE system. The large volume of πCAVE allows several people to stand on the floor at the same time, without any mutual occlusion of the screen views in the room.…”
Section: A Professional Solutionsmentioning
confidence: 99%
“…It is also possible today to bypass the complex network and synchronization work by using a unique PC with a multi-GPU card expansion or SLI architecture. Models like NVidia, QuadroPlex series allow the creation of a stereographic four-sided CAVE as used in πCAVE [20], which has a rectangular parallelepiped configuration with a large width one of the characteristic features of the CAVE system. The large volume of πCAVE allows several people to stand on the floor at the same time, without any mutual occlusion of the screen views in the room.…”
Section: A Professional Solutionsmentioning
confidence: 99%
“…Human gesture provides a way to interact with and navigate in real-scale 3D systems such as virtual reality systems [8] and IVEs [5]. Head detection using markers [16], hand tracking [2], and locomotion perception [13] are some of the steps that have been taken to facilitate this matter.…”
Section: Introductionmentioning
confidence: 99%
“…The effects of our new volume rendering are measured with sample data sets from a geodynamo MHD simulation [8] with 256 3 and 512 3 grid points with 12 or more temporal sequences. The typical number of texture slices is 64 and 256, respectively.…”
mentioning
confidence: 99%
“…We have also confirmed that the frame rate does not decrease with the number of temporal sequences for the animation. The π-CAVE system [8] is used for this experiment.…”
mentioning
confidence: 99%
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