Proceedings of the ACM Symposium on Virtual Reality Software and Technology - VRST '96 1996
DOI: 10.1145/3304181.3304212
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The laboratory for human interaction in the virtual environment

Abstract: The Laboratory for Human Interaction in the Virtual Environment at the Naval Postgraduate School is one of the leading groups for the comprehensive study of humans in the virtual environment. The lab builds on work completed by the NPSNET Research Group to push the edge of human interaction. The HIVE Lab is additionally working towards the acceptance of a Masters program for this work at NPS and is driving the creation of the da Vinci Consortium for the study of humans in the virtual environment.

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Cited by 3 publications
(4 citation statements)
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“…In the early days, the simple and crude game consoles, were based on the early version of personal computers and provided the game players (users) with adequate hand controllers and displays with very low cost. New generation electronic entertainment and game consoles have made significant impact on the general public and have revolutionized the everyday lives for most people by blending the virtual setups with reality in entertainment, communication, and the control of home appliances, among others [5][6][7]. People from many sectors of business have studied and used tools and practices from the electronics entertainment and game industry.…”
Section: Influences From Electronics Entertainment and Game Industrymentioning
confidence: 99%
“…In the early days, the simple and crude game consoles, were based on the early version of personal computers and provided the game players (users) with adequate hand controllers and displays with very low cost. New generation electronic entertainment and game consoles have made significant impact on the general public and have revolutionized the everyday lives for most people by blending the virtual setups with reality in entertainment, communication, and the control of home appliances, among others [5][6][7]. People from many sectors of business have studied and used tools and practices from the electronics entertainment and game industry.…”
Section: Influences From Electronics Entertainment and Game Industrymentioning
confidence: 99%
“…The next section examines how we handle the conflicting requirement of estimating simultaneously these calibration matrices and the joint rotation matrices. In formula (3) the matrix product (M se . M ew ) is constant and can be reused for more than one indirect segment.…”
Section: Computation Of the Sensor To Joint Rigid Transformationmentioning
confidence: 99%
“…When the human task is very complex or not representative of the manufacturing context, these virtual human models may not be able to provide a realistic solution. An example is the displacement in cluttered or dynamically changing environment (emergency situations, hostile environments, battlefield simulation [2], [3]). In such a context, immersing a real performer into the virtual environment can be the only way of evaluating the feasibility of the task.…”
Section: Introductionmentioning
confidence: 99%
“…The new trend in networks involves using mobile agents [1,3,4] to manage the distributed network system [2]. The mobile agent can be used to retrieve data from the MIB to monitor the network flow in the distributed environment.…”
mentioning
confidence: 99%