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Showing papers on "Mixed reality published in 1992"


Journal ArticleDOI
TL;DR: In this paper, a variable-based definition of virtual reality is proposed, which can be used to classify virtual reality in relation to other media, such as TV, movies, etc.
Abstract: Virtual reality (VR) is typically defined in terms of technological hardware. This paper attempts to cast a new, variable-based definition of virtual reality that can be used to classify virtual reality in relation to other media. The defintion of virtual reality is based on concepts of "presence" and "telepresence," which refer to the sense of being in an environment, generated by natural or mediated means, respectively. Two technological dimensions that contribute to telepresence, vividness and interactivity, are discussed. A variety of media are classified according to these dimensions. Suggestions are made for the application of the new definition of virtual reality within the field of communication research.

4,051 citations



Journal ArticleDOI
TL;DR: A case for the importance of this research is presented, then several topics are outlined that are central to the inquiry: developing computational theories for cognitive-emotional agents, presentation style, and drama.
Abstract: Most existing research on virtual reality concerns issues close to the interface, primarily how to present an underlying simulated world in a convincing fashion. However, for virtual reality to achieve its promise as a rich and popular artistic form, as have the novel, cinema, and television, we believe it will be necessary to explore well beyond the interface, to those issues of content and style that have made traditional media so powerful. We present a case for the importance of this research, then outline several topics we believe are central to the inquiry: developing computational theories for cognitive-emotional agents, presentation style, and drama.

304 citations


Journal ArticleDOI
01 Sep 1992-Noûs

216 citations



Book
01 Jan 1992
TL;DR: Free Lunch as discussed by the authors is an introductory remarks on the concept of artificial and virtual reality flying high, the origins of computer simulation virtually there, the mysterious ability of computers to be able to be bigger and more powerful than they really are computer universe, a look at the limits of what can be simulated using a computer, and at the claim that the universe itself might be in a computer made up minds.
Abstract: Free lunch - introductory remarks on the concept of artificial and virtual reality flying high - the origins of computer simulation virtually there - the concept of "virtual" in computing, the mysterious ability of computers to be able to be bigger and more powerful than they really are computer universe - a look at the limits of what can be simulated using a computer, and at the claim that the universe itself might be in a computer made up minds - the greatest challenge of simulation - reproducing human thought - the evidence so far seems to show that this is in practice, perhaps in principle, impossible euphoria - the origins of the idea of virtual reality are traced back to 1960s drug culture, some of its claims are revealed to be more matters of marketing than technology cyberspace - the concept of cyberspace, central to virtual reality, is a way of making sense of the information era and media age, what sort of space is it? stories - the emergence of critical theory and its influence over our concept of reality hyperreality - the Gulf War as a case study for the postmodern reality - the scientific conception of reality is itself being forced to change in response to strange phenomena discovered in the subatomic realm virtual reality - how the changing perspective of reality in science and cultural theory is reflected in the concept of cirtual reality, a sceptical examination of the claim that fiction is a virutal reality, that even reality is a virtual reality.

142 citations




Journal ArticleDOI
TL;DR: This work presents a solution to the synchronization problem that is based on optimal estimation methods that will help interactive graphics systems to be convincing and natural.
Abstract: Interactive graphics, and especially virtual reality systems, require synchronization of sight, sound, and user motion if they are to be convincing and natural. We present a solution to the synchronization problem that is based on optimal estimation methods.

48 citations


Journal ArticleDOI
01 Sep 1992-Robotica
TL;DR: The VERDEX project as discussed by the authors is an experimental test bed for investigating telepresence and virtual reality technologies in the design of human-system interfaces for telerobots, including the transformation of scanning laser rangefinder output to stereo virtual imagery (viewed using the VPL EyePhoneTM), the Teletact® Tactile Feedback Glove (for use with the DataGloveTM), a high-speed, head-slaved stereo TV system, and a T800/i860 SuperVisionTM graphics/video parallel processing system.
Abstract: The UK Advanced Robotics Research Centre's VERDEX Project (Virtual Environment demote Driving Experiment) is an experimental test bed for investigating telepresence and virtual reality technologies in the design of human-system interfaces for telerobots The achievements of the Project to date include the transformation of scanning laser rangefinder output to stereo virtual imagery (viewed using the VPL EyePhoneTM), the Teletact® Tactile Feedback Glove (for use with the VPL DataGloveTM), a high-speed, head-slaved stereo TV system, and a T800/i860 SuperVisionTM graphics/video parallel processing system

47 citations


Journal Article
TL;DR: A drive unit for inserting threaded studs into drilled holes, the unit including a shank with an extension at one end adapted to be inserted into a drill chuck, a threaded extension at the other end and a polygonally shaped central portion.
Abstract: A drive unit for inserting threaded studs into drilled holes, the unit including a shank with an extension at one end adapted to be inserted into a drill chuck, a threaded extension at the other end and a polygonally shaped central portion.


Journal ArticleDOI
01 Sep 1992-Nature
TL;DR: In this article, the authors present Malaria: Obstacles and Opportunities, Obstacles to Malaria and Obstacles for Malaria Control, 1991; edited by Stanley C. Oaks Jr, Violaine S Mitchell, Viola S. Mitchell, Greg W. Pearson and Charles C. J. Carpenter.
Abstract: Malaria: Obstacles and Opportunities. Edited by Stanley C. Oaks Jr, Violaine S. Mitchell, Greg W. Pearson and Charles C. J. Carpenter. National Academy Press: 1991. Pp. 309. $48.

Journal ArticleDOI
01 Oct 1992
TL;DR: In this paper, the authors argue that "Virtual Reality" is an important phenomenon for the human factors community in at least three distinct ways: 1) Like other new technologies, Virtual Reality requires human factors research to reach its full potential.
Abstract: The terms “Virtual Reality”, “Artificial Reality”, and “Cyberspace” have been prevalent in the popular press recently. There has also been considerable professional interest. (See Table 1 of recent conferences). This field is an outgrowth of three factors: 1) increases in available technologies of display, storage, and CPU along with new interface devices. 2) increases in the awareness of the importance of the “user interface” and 3) an increase in the awareness of the need for better means of collaboration.While “Virtual Reality” is arguably not completely new, it is only in the last few years that these technological and social trends mentioned above have resulted in the growth of “Virtual Reality” as a field.We argue that “Virtual Reality” is an important phenomenon for the human factors community in at least three distinct ways. First, like other new technologies, Virtual Reality requires human factors research to reach its full potential. Second, Virtual Reality offers the human factors professional ...


15 Apr 1992
TL;DR: This paper describes some computer supported cooperative work (CSCW) research which has focused on the development of a global CSCW Environment a kind of CSCw Operating System which allows people to access a variety of existing cooperative tools within a common organisational context and also against a background of more social interaction.
Abstract: This paper describes some computer supported cooperative work (CSCW) research which has focused on the development of a global CSCW Environment a kind of CSCW Operating System which allows people to access a variety of existing cooperative tools within a common organisational context and also against a background of more social interaction. This Environment is based on a virtual world of interconnected rooms through which people navigate, forming groups and carrying out tasks. Each room provides access to a number of tools, awareness of on-going events and also encourages open communication with other occupants.< >




Journal ArticleDOI
01 Oct 1992-Displays