1992
DOI: 10.1145/129888.129892
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The CAVE: audio visual experience automatic virtual environment

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Cited by 1,313 publications
(572 citation statements)
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“…This has been shown to improve performance in a wide variety of contexts including bioinformatics (Baehrecke et al 2004), medicine (Tominski, Schulze-Wollgast, and Schumann, 2008), databases (Shneiderman, 2008), and e-Learning (Aguilar, Theron, and Peñalvo, 2009). Furthermore, visualizations can be improved by employing immersive virtual environments (van Dam et al, 2000) such as a Cave automatic virtual environment (CAVE; Cruz-Neira et al, 1992;Demiralp et al, 2003). A CAVE typically comprises three to six projectors arranged to display data on the walls of a room-sized cube, creating an environment that surrounds the user and provides a sense of immersion.…”
Section: Enhanced Visualizationsmentioning
confidence: 99%
“…This has been shown to improve performance in a wide variety of contexts including bioinformatics (Baehrecke et al 2004), medicine (Tominski, Schulze-Wollgast, and Schumann, 2008), databases (Shneiderman, 2008), and e-Learning (Aguilar, Theron, and Peñalvo, 2009). Furthermore, visualizations can be improved by employing immersive virtual environments (van Dam et al, 2000) such as a Cave automatic virtual environment (CAVE; Cruz-Neira et al, 1992;Demiralp et al, 2003). A CAVE typically comprises three to six projectors arranged to display data on the walls of a room-sized cube, creating an environment that surrounds the user and provides a sense of immersion.…”
Section: Enhanced Visualizationsmentioning
confidence: 99%
“…Indeed, devices such as the Oculus Rift 1 or the HTC Vive 2 provide roomscale VR experiences with hand-based interaction capabilities. Such setup tends to provide experience coming close to system such as CAVEs [Cruz-Neira et al 1992] but with a lower accessibility threshold. VR technologies have an important number of possible use cases such as gaming, data visualization, learning, ComputerAided Design (CAD), etc.…”
Section: Introductionmentioning
confidence: 99%
“…A VR CAVE is a semi-immersive environment where images are projected on to three walls and the ceiling (Figure 2). A user wears 3D glasses to enable depth perception in the environment (Cruz-Neira et al, 1992). When the user moves in the CAVE, his or her head position is tracked in order to present the images in real-time and to provide the correct perspective (Rebelo et al 2010).…”
Section: Introductionmentioning
confidence: 99%
“…When the user moves in the CAVE, his or her head position is tracked in order to present the images in real-time and to provide the correct perspective (Rebelo et al 2010). A CAVE has the advantages of a large field-of-view, freedom to look around, and a lack of intrusion from the interface (Cruz-Neira et al, 1992).…”
Section: Introductionmentioning
confidence: 99%