The Community for Technology Leaders
RSS Icon
Issue No.01 - January/February (1994 vol.14)
pp: 66-74
<p> 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 material would be minimal: for virtual reality, significant changes might have since occurred in some programs. We took advantage of the revision period to upgrade our information and the references as much as possible. Second, some long standing, significant European efforts go unmentioned as outside the scope of our short survey or as duplicates of others included. Despite the limitations, this sampling of Europe's leading efforts collectively gives an accurate snapshot of current European activity.</p>
Jose Encarnacao, Martin Gobel, Lawrence Rosenblum, "European Activities in Virtual Reality", IEEE Computer Graphics and Applications, vol.14, no. 1, pp. 66-74, January/February 1994, doi:10.1109/38.250922
1. P. Astheimer, W. Felger, and S. Müller, "Virtual Design--A Generic VR System for Industrial Applications,"Computers and Graphics, Vol. 17, No. 6, Nov. 1993, pp. 671-678.
2. W. Felger, "How Interactive Visualization Can Benefit from Multidimensional Input Devices," inVisual Data Interpretation, J.R. Alexander, ed., SPIE, Bellingham, Wash., 1992.
3. C. Grimsdale, "SuperVision--A Parallel Architecture for Virtual Reality," inVirtual Reality Systems, R.A. Earnshaw, M.A. Gigante, and H. Jones. eds., Academic Press, London, 1992, pp. 29-38.
4. R. Stone, "Virtual Reality and Telepresence,"Robotica, Vol. 10, pp. 461-467.
5. T. Rowley, "Virtual Reality Products," inVirtual Reality Systems, R.A. Earnshaw, M.A. Gigante, and H. Jones, eds., Academic Press, London, 1992, pp. 39-50.
6. G.J. Jense, "Virtual Environment for Technology for Space Applications,"Proc. 44th Int'l Astronautical Congress, Int'l Astronautical Fed., Paris. Oct. 1993.
7. W. Krueger and P. Schroeder, "Data Parallel Volume Rendering,"Proc. ONR Data Visualization Workshop, Darmstadt, Germany, July 1993 (to appear inData Visualization: Research Issues, Applications, and Future Directions, L. Rosenblum et al., eds., Academic Press, London, 1994).
8. M. Göbel and J. Neugebauer, "The Virtual Reality Demonstration Centre,"Computers and Graphics, Vol. 17, No. 6, Nov. 1993, pp. 627- 631.
9. R. Stone, G. Dalton, and A. Connell, "New Developments in Telepresence,"Proc. Virtual Reality Int'l 92, T. Feldman, ed., Meckler, London, 1992.
10. M. Bergamasmo, "The Glad-in-Art Project,"Proc. VR 93, Springer-Verlag, Heidelberg, Feb. 1993, pp. 251-258.
11. G. Burdea and P. Coiffet,La Realite Virtuelle, Hermes Publishing, Paris, 1993 (in press).
12. C. Carlsson and O. Hagsand, "DIVE--A Platform for Multi-User Virtual Environments,"Computers and Graphics, Vol. 17, No. 6, Nov. 1993, pp. 663-669.
13. K. Böhm and W. Hübner, "Virtual Reality: A New User Interface Paradigm for Industrial Applications,"Proc. Imagina 93, EDF, France, Feb. 1993, pp. 69-84.
14. J. Neugebauer, "Virtual Reality Applied to Industrial Robots,"Proc. Imagina 93, Panel on Virtual Worlds, EDF, France, Feb. 1993, pp. 55-62.
15. N. Magnenat-Thalmann and D. Thalmann, "Complex Models for Animating Synthetic Actors,"IEEE CG&A, Vol. 11, No. 5, Sept. 1991, pp. 32-44.
16. M. Hartshorn and E. Hubbard, "Interactive Protein Modeling," in Virtual Reality in Engineering, K. Warwick, J. Gray, and D. Roberts, eds., IEE Computing Series 20, Institute of Electrical Engineers, London, 1993, Ch. 2, pp. 25-32.
17. F. Bagiana, "Tomorrow's Space: Virtual Reality Applications at the European Space Agency,"Computers and Graphics, Vol. 17, No. 6, Nov. 1993, pp. 687-690.
18. P. Queau, "Televirtuality: The Merging of Telecommunication and Virtual Reality,"Computers and Graphics, Vol. 17, No. 6, Nov. 1993, pp. 691-693.
19. M. Slater and N. Usoh, "Simulating Peripheral Vision in Immersive Virtual Environments,"Computers and Graphics, Vol. 17, No. 6, Nov. 1993, pp. 643-653.
21 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool