Proceedings of the IEEE 1996 Virtual Reality Annual International Symposium 1996
DOI: 10.1109/vrais.1996.490535
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Multi-perspective collaborative design in persistent networked virtual environments

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Cited by 69 publications
(45 citation statements)
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“…After the introduction of the first human-scale immersive virtual environment, several architectural applications were researched and proposed to support the architectural design process. For example, Leigh reported a study about the multiperspective collaborative design process in a networked virtual environment and CALVIN, a collaborative architectural layout with immersive navigation (Leigh, 1996). He developed the techniques required to support general collaborative work in persistent virtual environments.…”
Section: Virtual Reality In Architecturementioning
confidence: 99%
“…After the introduction of the first human-scale immersive virtual environment, several architectural applications were researched and proposed to support the architectural design process. For example, Leigh reported a study about the multiperspective collaborative design process in a networked virtual environment and CALVIN, a collaborative architectural layout with immersive navigation (Leigh, 1996). He developed the techniques required to support general collaborative work in persistent virtual environments.…”
Section: Virtual Reality In Architecturementioning
confidence: 99%
“…al. [17] introduced multiple perspectives in a collaborative VR environment. In CALVIN users could either be Mortals or Deities and view the VR world from either an egocentric or exocentric view respectively.…”
Section: Related Workmentioning
confidence: 99%
“…CALVIN (Collaborative Architectural Layout Via Immersive Navigation) [Leigh et al, 1996] was a collaborative virtual environment that allowed multiple users to synchronously and asynchronously experiment with architectural room layout designs in the CAVE. Participants were able to move, rotate, and scale architectural design pieces such as walls and furniture.…”
Section: X21 Calvinmentioning
confidence: 99%
“…In many existing collaborative VR applications, participants typically all view and modify the same representation of the data they are viewing. It is our belief that a greater benefit will be derived if the participants are given the power to create and modify their own representations, based on their particular areas of interest and expertise [Leigh et al, 1996;Smith and Mariani, 1997;Gutwin and Greenberg, 1998, Jaa-Aro and Snowdon, this volume].…”
Section: X52 Heterogeneous Representationsmentioning
confidence: 99%