2014
DOI: 10.1109/mcg.2014.97
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Quo Vadis CAVE: Does Immersive Visualization Still Matter?

Abstract: Over 10 years' experience with VR displays, visualization applications, and informal feedback from scientists using these applications has convinced RWTH Aachen University researchers that the combination of full immersion, high image quality, and advanced interaction metaphors makes immersive visualization valuable as an analysis tool in simulation science.

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Cited by 41 publications
(16 citation statements)
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“…Chandler et al defined this field as the investigation of how novel interaction and display technologies combined may support the analytical reasoning [CCC * 15]. Some researchers also explore immersion in CAVE rooms [KH14], spaces surrounded by retro-projected walls, but their application is more limited due to the complexity of the infrastructure required.…”
Section: Related Workmentioning
confidence: 99%
“…Chandler et al defined this field as the investigation of how novel interaction and display technologies combined may support the analytical reasoning [CCC * 15]. Some researchers also explore immersion in CAVE rooms [KH14], spaces surrounded by retro-projected walls, but their application is more limited due to the complexity of the infrastructure required.…”
Section: Related Workmentioning
confidence: 99%
“…Dunston et al (2007) highlighted the advantages of large display VR systems for performance-based and user-centered approaches to design, including increased participant interaction with design processes and deeper evaluation of space functionality. Experiments and user tests have similarly confirmed the value of using large display collaborative VR systems for design review and construction planning (Castronovo et al 2013;Shiratuddin et al 2004;Whisker et al 2003), for on-site safety training (Sacks et al 2013), for computational fluid dynamics modeling (Kuhlen and Hentschel 2014), and for explorative analysis of 3D data (Laha et al 2012).…”
Section: Vr In Design and Constructionmentioning
confidence: 87%
“…Second Life). Specifically, we focus on room-like projection-based display systems that allow multiple users to physically inhabit a shared space while surrounded by virtual information that increases a sense of social presence (Kuhlen and Hentschel 2014). We refer to these types of systems as collaborative VR.…”
Section: Collaborative Vrmentioning
confidence: 99%
“…Immersion plays a fundamental role in avatar-based simulators as identification with the avatar improves learning success as there is a positive effect of "highfidelity" visual presentation on degree of immersion 22 and even learning performance. 5 However, immersion grade is influenced by many factors 23 and therefore hard to verify. A key factor is technical quality, which is a constant balancing act between 2 constrains: availability and system compatibility.…”
Section: Discussionmentioning
confidence: 99%