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Showing papers on "Mixed reality published in 1991"


Book
01 Jan 1991
TL;DR: General Education Foundation COMMUNICATION 6 ENG-111 English Composition I ENG-112 English Com composition II MATH-SCIENCE-TECHNOLOGY** 7-9 Choose from General Education course list (Math/Science) Mathematics Elective (3/4 CR) Laboratory Science (4 CR), Technology (0-1 CR)* SOCIAL SCIENCE OR HUMANITIES 3 Choose from general education course list GENERAL EDUCATION COURSES.
Abstract: General Education Foundation COMMUNICATION 6 ENG-111 English Composition I ENG-112 English Composition II MATH-SCIENCE-TECHNOLOGY** 7-9 Choose from General Education course list (Math/Science) Mathematics Elective (3/4 CR) Laboratory Science (4 CR) Technology (0-1 CR)* SOCIAL SCIENCE OR HUMANITIES 3 Choose from General Education course list GENERAL EDUCATION COURSES (9 CR) 9 PHO-113 History of Photography General Education Elective** General Education Elective** General Education Foundation Credits 25-27 Photography & Imaging Core (39 CR) PHO-115 Photography I 3 CMP-128 Computer Science I 3 CMP-129 Computer Science II 3 CMP-150 Game Programming 3 PHO-204 Digital Imaging I 3 IMG-112 X-R Principles PHO-117 Color Photography I 3 PHO-216 Studio Lighting I 3 PHO-224 Digital Imaging II 3 IMG-214 X-R Studio IMG-201 Narrative and Storytelling in X-R PHO-226 Portfolio Preparation 3 PHO-227 Professional Studio Photography 3 Photography & Imaging Core (39 CR) Credits 30

2,027 citations


Journal ArticleDOI
01 Jul 1991
TL;DR: The unique characteristics of emerging Virtual Reality technology and the potential of virtual worlds as learning environments are described and three challenges that must be met before VR can be integrated into educational settings are identified: cost, usability, and fear of the technology.
Abstract: This paper addresses the unique characteristics of emerging Virtual Reality (VR) technology and the potential of virtual worlds as learning environments. I describe several key attributes of VR environments and discuss them in relationship to educational theory and pedagogical practice. I then identify three challenges that must be met before VR can be integrated into educational settings: cost, usability, and fear of the technology.

242 citations


Proceedings ArticleDOI
11 Nov 1991
TL;DR: A predictive Kalman lter was designed to compensate for the delay in orientation data, and an anisotropic low pass low pass approach was devised to reduce the noise in position data.
Abstract: The Polhemus Isotrak is often used as an orientation and position tracking device in virtual reality environments. When it is used to dynamically determine the user's viewpoint and line of sight ( e.g. in the case of a head mounted display) the noise and delay in its measurement data causes temporal-spatial distortion, perceived by the user as jittering of images and lag between head movement and visual feedback. To tackle this problem, we rst examined the major cause of the distortion, and found that the lag felt by the user is mainly due to the delay in orientation data, and the jittering of images is caused mostly by the noise in position data. Based on these observations, a predictive Kalman lter was designed to compensate for the delay in orientation data, and an anisotropic low pass lter was devised to reduce the noise in position data. The e ectiveness and limitations of both approaches were then studied, and the results shown to be satisfactory.

237 citations


Book
01 Jan 1991
TL;DR: The volume is a republication of articles published in the summer 1990 issue of Multimedia review, plus an additional previously unpublished article on metaphysics, a directory of companies and individuals working with virtual reality concepts and technology, and a suggested readings list.
Abstract: On the creation of highly interactive, computer-based multimedia environments in which the user becomes a participant with the computer in a "virtually real" world. Essentially, the volume is a republication of articles published in the summer 1990 issue of Multimedia review, plus an additional previously unpublished article on metaphysics, a directory of companies and individuals working with virtual reality concepts and technology, and a suggested readings list.

85 citations


01 Jan 1991
TL;DR: The displays need environmental conditions which preserve the artifacts and make it comfortable for people to view them and to be real.
Abstract: First, the artifacts on display are supposed to be real For example, a real amphora is displayed and not its photograph or some other facsimile There are many disadvantages to this practice: Some artifacts are too large, or may be incomplete, making their display difficult; expensive measures have to be taken to assure security for the artifacts; and the displays need environmental conditions which preserve the artifacts and make it comfortable for people to view them

75 citations



Journal Article

8 citations


01 Jun 1991
TL;DR: The topics discussed include the following: virtual reality, man machine systems, and human-computer interface.
Abstract: The topics discussed include the following: virtual reality, man machine systems, and human-computer interface.

8 citations


26 Sep 1991
TL;DR: Virtual reality is generally regarded as a next-generation human-computer interface as discussed by the authors and has been included in research projects for many years now, and until recently has remained a back-room curiosity.
Abstract: Virtual reality is generally regarded as a next-generation human-computer interface. Even so, virtual reality has been included in research projects for many years now, and until recently has remained a back-room curiosity. Virtual image displays such as aircraft head-up displays have been available since the 1950s. The defence establishments have been investigating visually coupled systems (now known as virtual reality) for many years, unfortunately very little information is in the public domain. Technology has matured to a point where fairly cheap systems can now be assemble-this has led to quite major claims being made by the various equipment suppliers. Recent press releases both in newspapers and on television have attracted the public's imagination. It has been speculated that very large sums of money are available for the exploitation of virtual reality systems. Unfortunately, the practicalities of real engineering has resulted in serious limitations of the technology. In order to create virtual reality, these technology limitations must be understood and overcome. Whatever solution is eventually derived, it must fully address the complex human factors related issues. >

7 citations


Proceedings ArticleDOI
D.T. Ling1
19 Jun 1991
TL;DR: In a virtual world, the user is immersed into a computer generated multi-sensory environment which may include sight, sound, and feel and it may be useful for the operator to interact with such a simulated environment when the control tasks are complex or when considerable transformation of sensor or control information must take place between operator and remote site.
Abstract: In a virtual world, the user is immersed into a computer generated multi-sensory environment which may include sight, sound, and feel. The user is also able to interact with this environment based on real world interactions. Similarly, in teleoperations, it may be useful for the operator to interact with such a simulated environment when the control tasks are complex or when considerable transformation of sensor or control information must take place between operator and remote site. The author has designed and implemented an architecture for virtual world systems. An initial application has been the exploration and understanding of scientific data. The potential utility of virtual worlds in teleoperations is discussed. >

6 citations




Book ChapterDOI
27 May 1991
TL;DR: Three-dimensional real-time computer animation is the most appropriate media to simulate these events and actions; but, accompagnied by other media such as synthesized sound, speech and music, it will bring in the near future a new dimension to the multimedia.
Abstract: Most events and actions in the today world are typically dynamic. They evolve over time. Three-dimensional real-time computer animation is the most appropriate media to simulate these events and actions. It is the key media; but, accompagnied by other media such as synthesized sound, speech and music, it will bring in the near future a new dimension to the multimedia. Moreover, interactive techniques are now essential to this multimedia approach. In particular, the advent of powerful 3D interactive devices brought a new approach to the virtual reality. The animator may now enter in the synthetic world that he/she has created, admire it, modify it and truly perceive it. Finally, computer-generated human beings should be present and active in the synthetic world. They should be the synthetic actors (Magnenat-Thalmann and Thalmann 1990) playing their unique role in the theater representing the scene to be simulated.

Proceedings Article
01 Jan 1991
TL;DR: It is shown how 3-D input devices used in virtual reality may drastically change the way of designing animation scenes and the 5th Dimension animation system developed in the laboratories is illustrated.
Abstract: In this paper, we show how 3-D input devices used in virtual reality may drastically change the way of designing animation scenes. We analyze the various stages of animation production and show when and how these new concepts/devices may be involved into the creation process. We illustrate this new approach by describing the 5th Dimension animation system developed in our laboratories. We emphasize typical applications in surface sculpting, facial animation, cloth design, camera path design, gesture input and animatoractor communication.

Dissertation
01 Jan 1991
TL;DR: In this article, the authors present a table of Table of contents of the paper. Table 1.1.2.3.4.5.1]... ]
Abstract: Acknowledgements Table of


26 Sep 1991
TL;DR: The authors describe the design of their hardware accelerator and the features which allow it to operate with real-time frame update rates, and investigate the nature of these systems, for parallel and distributed processing, to maximise processor utilisation for rendering algorithms.
Abstract: Simple virtual reality applications can be achieved by storing key frames and using additional VLSI hardware to evaluate the intermediate frames, although there is much research to be done before photorealism can be made available. The authors believe that such a union is possible and are investigating the nature of these systems, for parallel and distributed processing, to maximise processor utilisation for rendering algorithms. In the short term, hardware accelerators capable of generating more complex, realistic images than are available today will be used. The authors describe the design of their hardware accelerator and the features which allow it to operate with real-time frame update rates. >