Notice
There is currently an issue with the citation download feature. Learn more

IEEE Computer Graphics and Applications

Issue 1 • Jan. 1994

Filter Results

Displaying Results 1 - 12 of 12
  • Visualization and analysis using virtual reality

    Publication Year: 1994, Page(s):10 - 12
    Cited by:  Papers (15)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (312 KB)

    Current virtual reality technologies have not yet crossed the threshold of usability. Not surprisingly, VR has so far shown more promise than practical applications. Yet the promise looks bright for fields such as data visualization and analysis. For such problems, VR offers a natural interface between human and computer that will simplify complicated manipulations of the data. It also provides an... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Multimedia camp empowers disabled kids

    Publication Year: 1994, Page(s):13 - 14
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (199 KB)

    Creative and artistic exploration is an important element of childhood development. Jutta Treviranus saw how important drawing, painting, dancing, and making music were to her five year old daughter, and she realized that some of the physically disabled children she worked with at the Hugh MacMillan Rehabilitation Centre in Toronto, Ontario, were missing out on an important aspect of development. ... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Virtual reality

    Publication Year: 1994, Page(s):15 - 16
    Cited by:  Papers (11)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (254 KB)

    Although the terms cyberspace and virtual reality have been around for years, virtual reality as an industry is in its infancy. The term virtual reality is credited to Jaron Lanier, founder of VPL Research; earlier experimenters, like Myron Krueger in the mid-1970s, used phrases like artificial reality. William Gibson coined cyberspace in his 1984 science fiction novel. Neuromancer. Few technologi... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • What are virtual environments?

    Publication Year: 1994, Page(s):17 - 22
    Cited by:  Papers (65)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (844 KB)

    Virtual environment displays arose from vehicle simulation and teleoperations technology of the 1960s. They are interactive, head-referenced computer displays that give users the illusion of displacement to another location. Different terms have been applied to the illusion. Some, like the oxymoronic "artificial reality" and "virtual reality", suggest much higher performance than current technolog... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A conceptual virtual reality model

    Publication Year: 1994, Page(s):23 - 29
    Cited by:  Papers (20)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (690 KB)

    Virtual reality involves the creation and experience of environments. Its central objective is to place the participant in an environment that is not normally or easily experienced. This objective is satisfied by establishing a relationship between the participant and the created environment. Accordingly, we developed a three-tiered definition of VR that addresses respectively what VR is, how it i... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A survey of glove-based input

    Publication Year: 1994, Page(s):30 - 39
    Cited by:  Papers (251)  |  Patents (24)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1124 KB)

    Clumsy intermediary devices constrain our interaction with computers and their applications. Glove-based input devices let us apply our manual dexterity to the task. We provide a basis for understanding the field by describing key hand-tracking technologies and applications using glove-based input. The bulk of development in glove-based input has taken place very recently, and not all of it is eas... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Bending and creasing virtual paper

    Publication Year: 1994, Page(s):40 - 48
    Cited by:  Papers (28)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (887 KB)

    We developed a mathematical model to simulate the bending and creasing behavior of paper-like sheets. This model permits interactive deformation of a surface remaining isometric to a plane rectangular sheet. It exhibits some important characteristics of paper behavior, such as the appearance of creases for some shapes of the boundary. Accurately simulating the detailed behavior of paper creases wo... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A virtual cockpit for a distributed interactive simulation

    Publication Year: 1994, Page(s):49 - 54
    Cited by:  Papers (9)  |  Patents (15)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (537 KB)

    We developed the virtual cockpit as an inexpensive flight simulator, using off-the-shelf equipment. This system functions as a component of a distributed interactive simulation. Any flight simulator has three principal tasks: image display, image generation, and flight dynamics. We built the flight simulator, the virtual cockpit, using a head-mounted display (HMD) to display the out-the-window ima... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Human factors in the design of an immersive display

    Publication Year: 1994, Page(s):55 - 59
    Cited by:  Papers (16)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (642 KB)

    In 1988 Fakespace began building a telepresence camera system for the Virtual Environment Workstation (View) project at NASA Ames Research Center. The complete system combined a teleoperated camera platform and 3D viewing system. Fakespace has installed descendents of this system for day-to-day use in environments ranging from research laboratories to office cubicles. By observing how people use i... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Teaching your system to share

    Publication Year: 1994, Page(s):60 - 65
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (628 KB)

    Creating multi-user virtual worlds is a relatively new challenge for developers of virtual reality applications. It is especially challenging to build networked VR systems based on inexpensive PC-based hardware, due to limitations in system software and inefficient networking hardware. This article explains how we created a multi-person shared virtual environment using DOS-based PCs. It also cover... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • European activities in virtual reality

    Publication Year: 1994, Page(s):66 - 74
    Cited by:  Papers (10)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1036 KB)

    We survey European activities in virtual reality, with an emphasis on selected efforts in architecture and sound, telepresence, scientific visualization, simulation, software design, and entertainment. This article surveys European activities and funding for VR with two caveats: First, nearly a year separates writing and publication. For most scientific fields, this publication delay for survey ma... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Japanese activities in virtual reality

    Publication Year: 1994, Page(s):75 - 78
    Cited by:  Papers (8)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (482 KB)

    Most virtual reality hardware in Japan has been imported from the US, and the large-scale applications have focused on games, where Sega Enterprises and Nintendo remain the market leaders. In addition to its successful home video and arcade machines businesses, Sega is moving aggressively into the amusement-park ride market. Outside these markets, Matsushita plans to release three commercial produ... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.

Aims & Scope

IEEE CG&A bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments, including product announcements.

Full Aims & Scope

Meet Our Editors

Editor-in-Chief
L. Miguel Encarnação
The QED Group