| Interactive two-handed gesture interface in 3D virtual environments | | BIB | Full-Text | 1-8 | |
| Hiroaki Nishino; Kouichi Utsumiya; Daisuke Kuraoka; Kenji Yoshioka; Kazuyoshi Korida | |||
| Horseback riding therapy simulator with VR technology | | BIB | Full-Text | 9-14 | |
| Youichi Shinomiya; Junji Nomura; Yukio Yoshida; Tetsuhiko Kimura | |||
| Head motion and latency compensation on localization of 3D sound in virtual reality | | BIB | Full-Text | 15-20 | |
| Jiann-Rong Wu; Cha-Dong Duh; Ming Ouhyoung; Jei-Tun Wu | |||
| A framework and testbed for studying manipulation techniques for immersive VR | | BIBK | Full-Text | 21-28 | |
| Ivan Poupyrev; Suzanne Weghorst; Mark Billinghurst; Tadao Ichikawa | |||
Keywords: VR manipulation techniques, VR user interfaces, experimental testbed,
immersive virtual reality, theoretical frameworks, user studies | |||
| Access control in virtual environments | | BIBK | Full-Text | 29-35 | |
| Adrian Bullock; Steve Benford | |||
Keywords: CVE, access control, dive, graph theory, security | |||
| Virtual body language: providing appropriate user interfaces in collaborative virtual environments | | BIB | Full-Text | 37-44 | |
| Jolanda Tromp; Dave Snowdon | |||
| A versatile navigation interface for virtual humans in collaborative virtual environments | | BIB | Full-Text | 45-49 | |
| Igor Pandzic; Tolga Capin; Nadia Magnenat-Thalmann; Daniel Thalmann | |||
| A framework for performance evaluation of real-time rendering algorithms in virtual reality | | BIB | Full-Text | 51-58 | |
| Ping Yuan; Mark Green; Rynson W. H. Lau | |||
| Managing level of detail through head-tracked peripheral degradation: a model and resulting design principles | | BIB | Full-Text | 59-63 | |
| Benjamin Watson; Neff Walker; Larry F. Hodges | |||
| zLayer: simulating depth with extended parallax scrolling | | BIB | Full-Text | 65-69 | |
| Desmond Hii | |||
| View volume culling using a probabilistic caching scheme | | BIBK | Full-Text | 71-77 | |
| Mel Slater; Yiorgos Chrysanthou | |||
Keywords: BSP trees, clipping, culling, graphics, pipeline, virtual reality
walkthrough | |||
| Dynamic implicit surface tesselation | | BIB | Full-Text | 79-86 | |
| Max Froumentin; Eric Varlet | |||
| Real-time vision-based camera tracking for augmented reality applications | | BIB | Full-Text | 87-94 | |
| Dieter Koller; Gudrun Klinker; Eric Rose; David Breen; Ross Whitaker; Mihran Tuceryan | |||
| Reading between the lines -- a method for extracting dynamic 3D with texture | | BIB | Full-Text | 95-102 | |
| Marc Proesmans; Luc Van Gool | |||
| Image-based view synthesis by combining trilinear tensors and learning techniques | | BIB | Full-Text | 103-110 | |
| S. Avidan; T. Evgeniou; A. Shashua; T. Poggio | |||
| Integration of motion control techniques for virtual human and avatar real-time animation | | BIB | Full-Text | 111-118 | |
| Ronan Boulic; Pascal Bécheiraz; Luc Emering; Daniel Thalmann | |||
| An efficient collision detection algorithm using range data for walk-through systems | | BIBK | Full-Text | 119-123 | |
| SonOu Lee; JunHyeok Heo; KwangYun Wohn | |||
Keywords: Z-buffer, range data, view collision detection | |||
| Fast dynamic simulation of flexible and rigid bodies with kinematic constraints | | BIB | Full-Text | 125-132 | |
| Achim Hummel; Bernd Girod | |||
| Consolidated manipulation of virtual and real objects | | BIB | Full-Text | 133-138 | |
| Yoshifumi Kitamura; Fumio Kishino | |||
| Using subjective views to enhance 3D applications | | BIBK | Full-Text | 139-146 | |
| Gareth Smith; John Mariani | |||
Keywords: CVE, Q-PIT, VR, database, subjective views, view coupling, visualisation | |||
| PanoVR SDK -- a software development kit for integrating photo-realistic panoramic images and 3-D graphical objects into virtual worlds | | BIB | Full-Text | 147-154 | |
| Cheng-Chin Chiang; Alex Huang; Tsing-Shin Wang; Matthew Huang; Yunn-Yen Chen; Jun-Wei Hsieh; Ju-Wei Chen; Tse Cheng | |||
| 3D palette: a virtual reality content creation tool | | BIB | Full-Text | 155-156 | |
| Mark Billinghurst; Sisinio Baldis; Lydia Matheson; Mark Philips | |||
| NetEffect: a network architecture for large-scale multi-user virtual worlds | | BIBK | Full-Text | 157-163 | |
| Tapas K. Das; Gurminder Singh; Alex Mitchell; P. Senthil Kumar; Kevin McGee | |||
Keywords: client-server model, distributed interactive simulation, group dead
reckoning, networked Virtual Reality | |||
| The process agent model and message passing in a distributed processing VR system | | BIB | Full-Text | 165-172 | |
| Warren Blumenow; George Spanellis; Barry Dwolatzky | |||
| Efficient navigation around complex virtual environments | | BIB | Full-Text | 173-180 | |
| Anthony Steed | |||
| A study of interactive 3D point location in a computer simulated virtual environment | | BIB | Full-Text | 181-187 | |
| James Boritz; Kellogg S. Booth | |||
| Surface deformation using the sensor glove | | BIB | Full-Text | 189-196 | |
| Lizhuang Ma; Rynson W. H. Lau; Jieqing Feng; Qunsheng Peng; Janis Wong | |||
| Virtual clay modeling system | | BIB | Full-Text | 197-200 | |
| Ken-ichi Kameyama | |||
| Online radiosity in interactive virtual reality applications | | BIB | Full-Text | 201-208 | |
| Frank Schöffel | |||
| Modeling and rendering of outdoor scenes for distributed virtual environments | | BIB | Full-Text | 209-215 | |
| Dieter Schmalstieg; Michael Gervautz | |||
| Output-sensitive rendering and communication in dynamic virtual environments | | BIB | Full-Text | 217-223 | |
| Oded Sudarsky; Craig Gotsman | |||