2014
DOI: 10.1016/j.cag.2013.12.004
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Immersive full-surround multi-user system design

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Cited by 26 publications
(7 citation statements)
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“…On the other hand, VR immersive applications are also subdivided into two subcategories, according to the visualization system of the virtual world: (i) the head-mounted display (HMD), which consists of active glasses with a small screen placed properly in front of each eye (Figure 2b) [7,[24][25][26][27]; and (ii) the virtual CAVE (cave automatic virtual environment), where the virtual world is projected on the walls, ceiling, and floor of a room by diverse stereoscopic projectors ( Figure 2). In this last case, the user must wear passive stereo glasses [28,29] to achieve a 3D view of the virtual world. The main disadvantage of the virtual caves is the high cost, which makes the use of this type of immersive VR limited.…”
Section: Background Of Vr Applicationsmentioning
confidence: 99%
“…On the other hand, VR immersive applications are also subdivided into two subcategories, according to the visualization system of the virtual world: (i) the head-mounted display (HMD), which consists of active glasses with a small screen placed properly in front of each eye (Figure 2b) [7,[24][25][26][27]; and (ii) the virtual CAVE (cave automatic virtual environment), where the virtual world is projected on the walls, ceiling, and floor of a room by diverse stereoscopic projectors ( Figure 2). In this last case, the user must wear passive stereo glasses [28,29] to achieve a 3D view of the virtual world. The main disadvantage of the virtual caves is the high cost, which makes the use of this type of immersive VR limited.…”
Section: Background Of Vr Applicationsmentioning
confidence: 99%
“…Several other projector-based systems have been implemented for office and work environments, with different degrees of sophistication and different goals, such as the OMNI display [6] (with the goal of improving group awareness) and Kimura [23] (with the goal of supporting office work and office activity). These systems often use multiple projectors concurrently, and use blending techniques to deal with overlaps, or with environments where projection areas are not flat (e.g., [2,16,21,40,39]). …”
Section: Projection-based Environmentsmentioning
confidence: 99%
“…Projected immersive virtual environments such as the cubic CAVE [12] or the cylindrical and spherical theaters by Jeffrey Shaw [13], JoAnn Kuchera [14], and now many others [15], to which may be added networking and telepresence features, are also candidates. The major differences between these and the proposed paradigm in the Posture Platform (and its incarnation as The Drawing Room) are, first, the replacement of avatars by real-time photorealistic representations of participants and, second, easily replicable devices (bases) that afford reciprocal sensory immersion.…”
Section: Virtual Teleportationmentioning
confidence: 99%