Journal ArticleDOI
Quo Vadis CAVE: Does Immersive Visualization Still Matter?
Torsten Kuhlen,Bernd Hentschel +1 more
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TLDR
Over 10 years' experience with VR displays, visualization applications, and informal feedback from scientists using these applications has convinced RWTH Aachen University researchers that the combination of full immersion, high image quality, and advanced interaction metaphors makes immersive visualization valuable as an analysis tool in simulation science.Abstract:
Over 10 years' experience with VR displays, visualization applications, and informal feedback from scientists using these applications has convinced RWTH Aachen University researchers that the combination of full immersion, high image quality, and advanced interaction metaphors makes immersive visualization valuable as an analysis tool in simulation science.read more
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Proceedings ArticleDOI
Evaluation of hands-free HMD-based navigation techniques for immersive data analysis
TL;DR: 5 different hands-free navigation methods that are usable while seated in the analyst's usual workplace are collected, developed and evaluated to show that a body leaning metaphor and an accelerometer pedal metaphor performed best.
Journal ArticleDOI
VirtualDesk: A Comfortable and Efficient Immersive Information Visualization Approach
TL;DR: This work implements and evaluates an alternative data exploration metaphor where the user remains seated and viewpoint change is only realisable through physical movements, and demonstrates that the prototype setup, named VirtualDesk, presents excellent results regarding user comfort and immersion, and performs equally or better in all analytical tasks.
Journal ArticleDOI
Web-Based Immersive Virtual Patient Simulators: Positive Effect on Clinical Reasoning in Medical Education
Robert Kleinert,Nadine Heiermann,Patrick Sven Plum,Roger Wahba,De-Hua Chang,Martin K. H. Maus,Seung-Hun Chon,Arnulf H. Hoelscher,Dirk L. Stippel +8 more
TL;DR: This work developed an educational content module that teaches clinical and therapeutic workflows in surgical oncology based on the declarative and procedural learning targets of the official German medical examination regulations named ALICE.
Proceedings ArticleDOI
Social VR: How Personal Space is Affected by Virtual Agents' Emotions
Andrea Bönsch,Sina Radke,Heiko Overath,Laura M. Asche,Jonathan Wendt,Tom Vierjahn,Ute Habel,Torsten Kuhlen +7 more
TL;DR: The results indicate that the emotion as well as the number of VAs approaching influence the PS: larger distances are chosen to angry VAs compared to happy ones; single VAs are allowed closer compared to the group.
Proceedings ArticleDOI
Remain seated: towards fully-immersive desktop VR
Daniel Zielasko,Benjamin Weyers,Martin Bellgardt,Sebastian Pick,Alexander Meibner,Tom Vierjahn,Torsten Kuhlen +6 more
TL;DR: This work describes the scenario of fully-immersive desktop VR, which serves the overall goal to seamlessly integrate with existing workflows and workplaces of data analysts and researchers, such that they can benefit from the gain in productivity when immersed in their data-spaces.
References
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The cave : audio visual experience automatic virtual environment : Siggraph'92 Showcase
Journal ArticleDOI
The CAVE: audio visual experience automatic virtual environment
Journal ArticleDOI
Immersive VR for scientific visualization: a progress report
TL;DR: This article sketches a research agenda for the hardware and software technology underlying IVR for scientific visualization and presents a progress report, a hope, and a call to action to help scientists cope with a major crisis that threatens to impede their progress.
Proceedings ArticleDOI
The virtual windtunnel-an environment for the exploration of three-dimensional unsteady flows
Steve Bryson,Creon Levit +1 more
TL;DR: The techniques for visualizing unsteady flows are described, and the computer requirements for a variety of visualization techniques are discussed.
Journal ArticleDOI
A particle system for interactive visualization of 3D flows
TL;DR: A particle system for interactive visualization of steady 3D flow fields on uniform grids exploiting features of recent graphics accelerators to advect particles in the graphics processing unit (GPU), saving particle positions in graphics memory, and then sending these positions through the GPU again to obtain images in the frame buffer.