Issue No.04 - July/August (2006 vol.26)
G. Brunnett , Chemnitz Univ. of Technol.
S. Rusdorf , Chemnitz Univ. of Technol.
M. Lorenz , Chemnitz Univ. of Technol.
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MCG.2006.92
Most applications for immersive virtual environments (VEs) allow slow-or medium-speed user interaction. Examples of this kind of interaction include changing an object's position, triggering an action, or setting a control parameter. To broaden the application range for VR systems, we need to integrate technologies that allow for faster VE-user movements. This raises the question, What response times can we achieve with VR systems built from standard recent hardware components? To answer this question, we created a table tennis simulation as this game involves fast user movements and has moderate space requirements. In this article we report on the realization of our immersive table tennis simulation, V-Pong
Target tracking, Cameras, Layout, Multicast protocols, Rendering (computer graphics), Feedback, Physics,tiled displays, real-time interaction, table tennis simulation, prediction, tracking
G. Brunnett, S. Rusdorf, M. Lorenz, "V-Pong: an immersive table tennis simulation", IEEE Computer Graphics and Applications, vol.26, no. 4, pp. 10-13, July/August 2006, doi:10.1109/MCG.2006.92