| Editorial | | BIB | Full-Text | 128 | |
| John Vince | |||
| A tactile feedback system for VE applications | | BIBAK | Full-Text | 129-139 | |
| M. Bergamasco; A. A. Alessi; V. Arceri; M. Calcara; S. Caruso | |||
| In this paper, research aspects on tactile feedback systems for Virtual
Environments applications are presented. A theoretical approach dealing with
the modelling of indentation and thermal functions to be utilized for the
generation of tactile feedback stimuli is outlined. A description of the
tactile effector components appropriately designed for the integration on a
glove-like advanced interface is also presented. Results of a preliminary set
of tests performed for simple exploratory procedures of virtual objects are
given. Keywords: Tactile; Force; Feedback | |||
| The reality of virtual TV studios | | BIBAK | Full-Text | 140-146 | |
| Brian M. Collins | |||
| Virtual television took a step closer to reality when BBC TV's Tomorrow's
World demonstrated a new technology which will allow TV programme makers to
stretch the limits of their artistic imagination. The technique enables
programme makers to create imaginative studio sets with limitless perspectives,
sweeping camera shots, and where the quality of imagery is almost
indistinguishable from the real thing, but at a fraction of the cost.
Tomorrow's World viewers saw the result when presenter Howard Stableford stepped onto a 'virtual set' depicting a Roman Bath, in which he sees himself playing characters in a pastiche of Julius Caesar and Up Pompeii. In reality Stableford was filmed in a conventional TV studio, but the set was created artificially using technology which combines computer graphics and a motion controlled camera. Unlike other attempts at virtual sets, where only the virtual set, or the actor, or the camera is in motion, this technique allows simultaneous motion of all three. The resulting sequence of just over two minutes was broadcast on BBC TV as part of the Tomorrow's World-Christmas Special on 22 December 1995. Keywords: Virtual Studios | |||
| Virtual reality: Panacea or Pandora's box? | | BIBA | Full-Text | 147-154 | |
| Huw Jones | |||
| Developments in hardware and software for Virtual Reality systems are making rapid advances and there is a feeling that the technology will become ubiquitous. Alongside the 'hype', there is an undercurrent of unease regarding potentially harmful effects of VR systems to the health of individual users and to society. This paper directly expresses some of these concerns in the hope that they will be taken seriously by VR developers. | |||
| A review of distributed architectures for networked virtual reality | | BIBAK | Full-Text | 155-175 | |
| Dave Snowdon; Chris Greenhalgh; Steve Benford; Adrian Bullock | |||
| The aims of this paper are twofold. First, it identifies the general
requirements of future large-scale distributed virtual reality (VR) systems
based on an analysis of current VR systems, of more general distributed systems
platforms and a consideration of the key issues of scale and heterogeneity.
These requirements subsequently inform the development of a general VR
reference architecture; and a framework which identifies the key software
components which will comprise future distributed VR systems. Second, it uses
this reference architecture as a vehicle for conducting a broad review of
current distributed VR products and research prototypes. The review covers
twelve well known VR systems and intended as a general resource for researchers
entering the field. These systems are: AVIARY, BrickNet, DIVE, dVS, MASSIVE,
the MR Toolkit, NPSNET, Superscape, VEOS, VUE, WAVES and World Toolkit. The
review also identifies relevant standards in the areas of computer graphics and
distributed systems. The paper finishes by drawing out a number of more general
conclusions from the review including the urgent need to conduct research into
the subjects of security and resource discovery for distributed VR systems. Keywords: distributed VR systems; networked VR; large-scale VR systems | |||