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1999, IEEE Virtual Reality, 1999. …
AI
Tele-Immersion (TI) integrates audio and video conferencing with collaborative virtual reality (CVR) to enhance interaction in shared virtual environments. The CAVE Research Network (CAVERN) facilitates the development of TI applications through its architecture, CAVERNsoft, which emphasizes collaborative VR alongside high-performance computing. This paper reviews the architectural framework, tools, and recent applications of CAVERNsoft, emphasizing the evolution and potential of tele-immersive technologies for scientific and collaborative endeavors.
2014 UKSim-AMSS 16th International Conference on Computer Modelling and Simulation, 2014
Currently, the CAVE (Cave Automatic Virtual Environment) systems are one of the best virtual reality (VR) immersive devices available for portraying the virtual environment. The CAVE gives the illusion of being surrounded by a fictional world, providing a fully interactive, scientific visualization. The CAVE systems can provide a completely new dimension to scientific experimentation as well as entertainment. At the same time, the CAVE systems are a work-in-progress, with CAVE2 having improvements to reduce the complexity, high costs, and cumbersome hardware required by the original CAVE systems. In this paper, we give a system overview of the CAVE systems, its applications and enhancements.
Proceedings of the …, 2000
1998
This "Late Breaking Hot Topic Paper" describes LIMBO/VTK a tool that allows developers to quickly build collaborative visualization applications for CAVE, ImmersaDesk as well as desktop workstations. LIMBO/VTK is based on two broadly used technologies: CAVERNsoft, a library for supporting collaborative Virtual Reality; and the Visualization Toolkit, an extensive library for supporting 3D graphics and visualization.
IEEE Computer, 1999
In collaborative virtual reality (VR), the goal is to reproduce a face-to-face meeting in minute detail. Teleimmersion moves beyond this idea, integrating collaborative VR with audio- and video-conferencing that may involve data mining and heavy computation. In teleimmersion, collaborators at remote sites share the details of a virtual world that can autonomously control computation, query databases and gather results. They don't meet in a room to discuss a car engine; they meet in the engine itself. The University of Illinois at Chicago's Electronic Visualization Laboratory (EVL) has hosted several applications that demonstrate rudimentary teleimmersion. All users are members of Cavern (CAVE Research Network) [<http://www.evl.uic.edu/cavern>] $a collection of participating industrial and research institutions equipped with CAVE (Cave Automated Virtual Environment), ImmersaDesk VR systems and high-performance computing resources, including high-speed networks. There are more than 100 CAVE and ImmersaDesk installations worldwide. The pressing challenge now is how to support collaborative work among Cavern users without having them worry about the details of sustaining a collaboration. Another problem is providing both synchronous and asynchronous collaboration. The authors detail how they've built new display devices to serve as more convenient teleimmersion end-points and to support their international networking infrastructure with sufficient bandwidth to support the needs of teleimmersive applications
CAVERN, the CAVE Research Network, is an alliance of industrial and research institutions equipped with CAVEs, Immersadesks, and high performance comput-ing resources, interconnected by high-speed networks to support collaboration in design, training, education, sci-entiic visualization, and computational steering, in vir-tual reality. Supported by advanced networking on both the national and international level, the CAVE research network is focusing on Tele-Immersion -the union of networked virtual reality and video i n t h e c ontext of sig-niicant computing and data mining.
International Journal of Modeling, Simulation, and Scientific Computing, 2016
We have developed a software framework for scientific visualization in immersive-type, room-sized virtual reality (VR) systems, or Cave automatic virtual environment (CAVEs). This program, called Multiverse, allows users to select and invoke visualization programs without leaving CAVE’s VR space. Multiverse is a kind of immersive “desktop environment” for users, with a three-dimensional graphical user interface. For application developers, Multiverse is a software framework with useful class libraries and practical visualization programs as samples.
2007
CAVE systems are nowadays one of the best Virtual Reality (VR) immersive devices available for rendering virtual environments. Unfortunately, such kind of hardware is extremely expensive, complex and cumbersome, thus limited in its spread. Several cheaper solutions already exist, but they implement usually only a subset of features of a professional CAVE. In this paper we describe how we have built a low cost CAVE with four screens (three walls and a floor), stereographic rendering and user tracking by only using hardware commonly available on the market and free software, we show the different solutions and work-around we implemented to solve the problems we encountered and we conclude with an evaluation of our system by using two applications we developed with it.
IEEE Visualization, 1998
This "Late Breaking Hot Topic Paper" introduces and tracks the progress of OceanDIVER, a project to develop a tele-immersive collaboratory that integrates archived oceanographic data with sim- ulation and real-time data gathered from autonomous underwater vehicles. Specifically this paper describes the work in building CAVE6D, a tool for collaboratively visualizing environmental data in CAVEs, ImmersaDesks and desktop workstations.
Citeseer
Abstract. This research focused on building a software system on VR-CAVE for multiple user interaction with various media, alongside simultaneous communication amongst users. While all users interact with virtual objects in VR-CAVE concurrently, by means of several kinds ...
Immersive technologies have the potential to significantly improve and disruptively change the future of education and research. The representational opportunities and characteristics of immersive technologies are so unique that only the recent development in mass access fostered by heavy industry investments will allow for a large-scale assessment of the prospects. To further our understanding, this paper describes a project that aims at creating a comprehensive suite of immersive applications for archaeological sites, including 360 degree immersive tours, skywalks, and selfguided explorations for education, and immersive workbenches for researchers.
Cockpit Displays IV: Flat Panel Displays for Defense Applications, 1997
The CAVE TM ; (CAVE Automatic Virtual Environment) is a multi-person, room-sized, highresolution, 3D, video and auditory environment, which can be used to present very immersive virtual environment experiences. This paper describes the CAVE technology and the capability of the CAVE system as originally developed at the Electronics Visualization Laboratory of the University of Illinois-Chicago and as more recently implemented by Wright State University (WSU) in the Armstrong Laboratory at Wright-Patterson Air Force Base (WPAFB). One planned use of the WSU/WPAFB CAVE is research addressing the appropriate design of display and control interfaces for controlling Uninhabited Aerial Vehicles. The WSU/WPAFB CAVE has a number of features that make it well-suited to this work: 1) 360° surround, plus floor, high resolution visual displays, 2) virtual spatialized audio, 3) the ability to integrate real and virtual objects, and 4) rapid and flexible reconfiguration. However, even though the CAVE is likely to have broad utility for military applications, it does have certain limitations that may make it less well-suited to applications that require "natural" haptic feedback, vestibular stimulation, or an ability to interact with close detailed objects.
This paper contributes to cross-domain mutual enrichment between archaeology and virtual reality. We present Immersia, an open high-end platform dedicated to research on immersive virtual reality and its usages. Immersia is a node of the european project Visionair that offers an infrastructure for high level visualisation facilities open to research communities across Europe. In Immersia, two projects are currently activeon on the theme of archaeology thematics. One is relative to the study of the Cairn of Carn, with the Creaah, a pluridisciplinary research laboratory of archeology and archeosciences, and one on the reconstitution of the gallo-roman villa of Bais, with the French institute INRAP.
This paper introduces a Natural User Interface (NUI) that enables interaction in a Cave Automatic Virtual Environment (CAVE). The tracking of the head and hand in a CAVE usually takes place with the help of magnetic tracking systems or marker-based optical tracking systems. In both cases the user has to wear a number of instruments. In contrast, the CAVE at the HTW Berlin uses two depth detection cameras (currently Microsoft Kinect) and the data provided is then merged. This records the user's entire skeleton without the use of instruments and it allows applications to be controlled by a NUI. CAVE systems are usually used for virtual reality applications. The application described in this case visualises the CAVE itself, creating a spatial augmented reality system in which the user can interact directly with the real CAVE. The physical CAVE walls are aligned to the virtual walls so that the user can touch the walls and receive realistic haptic feedback.
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