Conferences related to Virtual Reality

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2014 IEEE 23rd International Symposium on Industrial Electronics (ISIE)

Control Systems & ApplicationsPower ElectronicsSignal Processing & Computational IntelligenceRobotics & MechatronicsSensors, Actuators & System IntegrationElectrical Machines & DrivesFactory Automation & Industrial InformaticsEmerging Technologies

  • 2012 IEEE 21st International Symposium on Industrial Electronics (ISIE)

    IEEE-ISIE is the largest summer conference of the IEEE Industrial Electronics Society, which is an international forum for presentation and discussion of the state of art in Industrial Electronics and related areas.

  • 2011 IEEE 20th International Symposium on Industrial Electronics (ISIE)

    Industrial electronics, power electronics, power converters, electrical machines and drives, signal processing, computational intelligence, mechatronics, robotics, telecommuniction, power systems, renewable energy, factory automation, industrial informatics.

  • 2010 IEEE International Symposium on Industrial Electronics (ISIE 2010)

    Application of electronics and electrical sciences for the enhancement of industrial and manufacturing processes. Latest developments in intelligent and computer control systems, robotics, factory communications and automation, flexible manufacturing, data acquisition and signal processing, vision systems, and power electronics.

  • 2009 IEEE International Symposium on Industrial Electronics (ISIE 2009)

    The purpose of the IEEE international conference is to provide a forum for presentation and discussion of the state-of art of Industrial Electronics and related areas.


2014 IEEE International Conference on Systems, Man and Cybernetics - SMC

SMC2014 targets advances in Systems Science and Engineering, Human-Machine Systems, and Cybernetics involving state-of-art technologies interacting with humans to provide an enriching experience and thereby improving the quality of lives including theories, methodologies, and emerging applications.

  • 2013 IEEE International Conference on Systems, Man and Cybernetics - SMC

    SMC 2013 targets advances in Systems Science and Engineering Human-machine Systems and Cybernetics involving state-of-the-art technologies interacting with humans to provide an enriching experience and thereby improving the quality of lives including theories, methodologies and emerging applications.

  • 2012 IEEE International Conference on Systems, Man and Cybernetics - SMC

    Theory, research and technology advances including applications in all aspects of systems science and engineering, human machine systems, and emerging cybernetics.

  • 2011 IEEE International Conference on Systems, Man and Cybernetics - SMC

    Theory, research, and technology advances including applications in all aspects of systems science and engineering, human machine systems, and emerging cybernetics.

  • 2010 IEEE International Conference on Systems, Man and Cybernetics - SMC

    The 2010 IEEE International Conference on Systems, Man, and Cybernetics (SMC2010) provides an international forum that brings together those actively involved in areas of interest to the IEEE Systems, Man, and Cybernetics Society, to report on up-to-the-minute innovations and developments, to summarize the state-of-the-art, and to exchange ideas and advances in all aspects of systems science and engineering, human machine systems, and cybernetics.

  • 2009 IEEE International Conference on Systems, Man and Cybernetics - SMC

    The 2009 IEEE International Conference on Systems, Man, and Cybernetics (SMC2009) provides an international forum that brings together those actively involved in areas of interest to the IEEE Systems, Man, and Cybernetics Society, to report on up-to-the-minute innovations and developments, to summarize the state-of-the-art, and to exchange ideas and advances in all aspects of systems science and engineering, human machine systems, and cybernetics.


IECON 2014 - 40th Annual Conference of the IEEE Industrial Electronics Society

Applications of power electronics, artificial intelligence, robotics, and nanotechnology in electrification of automotive, military, biomedical, and utility industries.

  • IECON 2013 - 39th Annual Conference of the IEEE Industrial Electronics Society

    Industrial and manufacturing theory and applications of electronics, controls, communications, instrumentation and computational intelligence.

  • IECON 2012 - 38th Annual Conference of IEEE Industrial Electronics

    The conference will be focusing on industrial and manufacturing theory and applications of electronics,power, sustainable development, controls, communications, instrumentation and computational intelligence.

  • IECON 2011 - 37th Annual Conference of IEEE Industrial Electronics

    industrial applications of electronics, control, robotics, signal processing, computational and artificial intelligence, sensors and actuators, instrumentation electronics, computer networks, internet and multimedia technologies.

  • IECON 2010 - 36th Annual Conference of IEEE Industrial Electronics

    IECON is an international conference on industrial applications of electronics, control, robotics, signal processing, computational and artificial intelligence, sensors and actuators, instrumentation electronics, computer networks, internet and multimedia technologies. The objectives of the conference are to provide high quality research and professional interactions for the advancement of science, technology, and fellowship.

  • IECON 2009 - 35th Annual Conference of IEEE Industrial Electronics

    Applications of electronics, instrumentation, control and computational intelligence to industrial and manufacturing systems and process. Major themes include power electronics, drives, sensors, actuators, signal processing, motion control, robotics, mechatronics, factory and building automation, and informatics. Emerging technologies and applications such as renewable energy, electronics reuse, and education.


2013 8th International Forum on Strategic Technology (IFOST)

Strategic technologies including advanced materials, applied engineering sciences, information technologies, mechanical engineering, and so on.

  • 2012 7th International Forum on Strategic Technology (IFOST)

    International Forum on Strategic Technology is an annual academic conference and technical forum for researchers, engineers, industry representatives and policy planners.

  • 2011 6th International Forum on Strategic Technology (IFOST)

    1. Advanced Materials / Nano Technology 2. Renewable Energy / Smart Grid 3. Information Technology 4. E-vehicle / Green Car 5. Mechatronics 6. Others

  • 2010 International Forum on Strategic Technology (IFOST)

    a. e-Vehicle / Green Car b. New Materials c. Renewable Energy d. Smart Grid e. Bio-/Chemio-/Nano- Technology f. Other Strategic Technology


2013 IEEE 10th International Conference on e-Business Engineering (ICEBE)

e-Commerce Platforms, Models and Applications, Workflows and Transactions in e-Business, Management and Engineering of IT Enabled Services, Requirement Analysis and Modeling, Dependability and Performance, Business Performance Management, Data and Knowledge Engineering, Mobile and Pervasive Commerce Security, Privacy in e-Commerce, Open Source Technologies in E-Commerce/Business/Services, Cloud Computing, Industry Experience and Applications, IoT

  • 2012 IEEE 9th International Conference on e-Business Engineering (ICEBE)

    E-Commerce Platforms, Models and Applications, Workflows and Transactions in E-Business, Management and Engineering of IT Enabled Services, Requirement Analysis and Modeling, Dependability and Performance, Business Performance Management, Data and Knowledge Engineering, Mobile and Pervasive Commerce Security, Privacy in E-Commerce, Open Source Technologies in E-Commerce/Business/Services, Cloud Computing, Industry Experience and Applications, IoT

  • 2011 IEEE 8th International Conference on e-Business Engineering (ICEBE)

    IoT, E-Commerce Platforms, Models and Applications, Workflows and Transactions in E-Business, Management and Engineering of IT Enabled Services, Requirement Analysis and Modeling, Dependability and Performance, Business Performance Management, Data and Knowledge Engineering, Mobile and Pervasive Commerce Security, Privacy in E-Commerce, Open Source Technologies in E-Commerce/Business/Services, Cloud Computing, Industry Experience and Applications.

  • 2010 IEEE 7th International Conference on e-Business Engineering (ICEBE)

    E-Commerce Platforms, Models and Applications, Workflows and Transactions in E-Business, Management and Engineering of IT Enabled Services, Requirement Analysis and Modeling, Dependability and Performance, Business Performance Management, Data and Knowledge Engineering, Mobile and Pervasive Commerce Security, Privacy in E-Commerce, Open Source Technologies in E-Commerce/Business/Services, Cloud Computing, Industry Experience and Applications

  • 2009 IEEE International Conference on e-Business Engineering (ICEBE)

    The main themes of this year s conference will be enabling integrated e -business systems through servicing and collaboration , which is distributed in the following program tracks: - Software engineering for e -business - Data and knowledge management - Service engineering - Integration and collaboration - Security, privacy and open sources - Mobile and pervasive commerce - Industrial experiences and applications


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Periodicals related to Virtual Reality

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Communications Magazine, IEEE

IEEE Communications Magazine was the number three most-cited journal in telecommunications and the number eighteen cited journal in electrical and electronics engineering in 2004, according to the annual Journal Citation Report (2004 edition) published by the Institute for Scientific Information. Read more at http://www.ieee.org/products/citations.html. This magazine covers all areas of communications such as lightwave telecommunications, high-speed data communications, personal communications ...


Computer Graphics and Applications, IEEE

IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a strong combination of peer-reviewed feature articles and refereed departments, including news and product announcements. Special Applications sidebars relate research stories to commercial development. Cover stories focus on creative applications of the technology by an artist or ...


Pervasive Computing, IEEE

The popularity of mobile Internet access, third- and fourth-generation wireless communication, handheld devices, and Bluetooth have made pervasive computing a reality. To help you keep pace, IEEE Pervasive Computing covers mobile computing, wireless networks, security, scalability, intelligent vehicles and environments, and pervasive computing applications.


Visualization and Computer Graphics, IEEE Transactions on

Specific topics include, but are not limited to: a) visualization techniques and methodologies; b) visualization systems and software; c) volume visulaization; d) flow visualization; e) information visualization; f) multivariate visualization; g) modeling and surfaces; h) rendering techniques and methodologies; i) graphics systems and software; j) animation and simulation; k) user interfaces; l) virtual reality; m) visual programming and program visualization; ...




Xplore Articles related to Virtual Reality

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Design of UAV Telepresence and Simulation Platform Based on VR

Qiao Zhi-Hua; Li Yi-Bo; Kang Shao-Peng; Zhu Qiong 2008 International Conference on Cyberworlds, 2008

A "man-in-the-onboard-loop" solving scheme is proposed in order to overcome the disadvantages of UAV control method and solve the problems on UAV pilot training. This scheme is an integration platform for UAV telepresence and simulation. It uses "telepresence" virtual reality technology to merge the dynamic images from airborne camera and the geography data information generated by computer on the ground ...


A virtual environment for IA education

D. J. Ragsdale; S. D. Lathrop; R. C. Dodge IEEE Systems, Man and Cybernetics SocietyInformation Assurance Workshop, 2003., 2003

With the increased potential of a bona fide cyber terrorist attack and the possibility of a future "war in the wires", we must continue to improve the education, training, and resourcing of individuals responsible for defending our national borders-whether those borders be physical or electronic. The Information Analysis and Research (IWAR) laboratory at the United States Military Academy (USMA) has ...


3-D Rehabilitation Systems for Upper Limbs Using ER Actuators/Brakes with High Safety: "EMUL", "Robotherapist" and "PLEMO"

Makoto Haraguchi; Takehito Kikuchi; Ying Jin; Kazuki Fukushima; Junji Furusho; Akio Inoue; Kunihiko Oda 17th International Conference on Artificial Reality and Telexistence (ICAT 2007), 2007

Rehabilitation for upper limbs is important for elderly people, people who have suffered a stroke and so on. In recent years, the needs for rehabilitation support systems are increasing, which use robot technology and virtual reality technology. Applying these technologies make efficient rehabilitation possible. But there was few rehabilitation support robot system for 3-D training with high safety. So we ...


Fast content-based search of VRML models based on shape descriptors

L. Kolonias; D. Tzovaras; S. Malassiotis; M. G. Strintzis Proceedings 2001 International Conference on Image Processing (Cat. No.01CH37205), 2001

Thepaper proposes a novel method for content-based search in a database of VRML 3D models. The proposed technique is based on a querying-by-3D-model approach. A set of shape-based descriptors are extracted from the reference 3D model and compared to the corresponding descriptors of the VRML models contained in the database. The descriptors used vary from simple geometric measurements such as ...


Virtual Appliance Content Distribution for a Global Infrastructure Cloud Service

Amir Epstein; Dean H. Lorenz; Ezra Silvera; Inbar Shapira 2010 Proceedings IEEE INFOCOM, 2010

Cloud Computing in general and Virtualized Infrastructure Provisioning in particular, are significant trends with the potential to increase agility and lower costs of IT. An emerging cloud service is a virtual server shop, that allows cloud customers to order virtual appliances to be delivered virtually on the cloud. Like physical shops, customers want to customize the ordered products, e.g., have ...


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Educational Resources on Virtual Reality

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eLearning

Design of UAV Telepresence and Simulation Platform Based on VR

Qiao Zhi-Hua; Li Yi-Bo; Kang Shao-Peng; Zhu Qiong 2008 International Conference on Cyberworlds, 2008

A "man-in-the-onboard-loop" solving scheme is proposed in order to overcome the disadvantages of UAV control method and solve the problems on UAV pilot training. This scheme is an integration platform for UAV telepresence and simulation. It uses "telepresence" virtual reality technology to merge the dynamic images from airborne camera and the geography data information generated by computer on the ground ...


A virtual environment for IA education

D. J. Ragsdale; S. D. Lathrop; R. C. Dodge IEEE Systems, Man and Cybernetics SocietyInformation Assurance Workshop, 2003., 2003

With the increased potential of a bona fide cyber terrorist attack and the possibility of a future "war in the wires", we must continue to improve the education, training, and resourcing of individuals responsible for defending our national borders-whether those borders be physical or electronic. The Information Analysis and Research (IWAR) laboratory at the United States Military Academy (USMA) has ...


3-D Rehabilitation Systems for Upper Limbs Using ER Actuators/Brakes with High Safety: "EMUL", "Robotherapist" and "PLEMO"

Makoto Haraguchi; Takehito Kikuchi; Ying Jin; Kazuki Fukushima; Junji Furusho; Akio Inoue; Kunihiko Oda 17th International Conference on Artificial Reality and Telexistence (ICAT 2007), 2007

Rehabilitation for upper limbs is important for elderly people, people who have suffered a stroke and so on. In recent years, the needs for rehabilitation support systems are increasing, which use robot technology and virtual reality technology. Applying these technologies make efficient rehabilitation possible. But there was few rehabilitation support robot system for 3-D training with high safety. So we ...


Fast content-based search of VRML models based on shape descriptors

L. Kolonias; D. Tzovaras; S. Malassiotis; M. G. Strintzis Proceedings 2001 International Conference on Image Processing (Cat. No.01CH37205), 2001

Thepaper proposes a novel method for content-based search in a database of VRML 3D models. The proposed technique is based on a querying-by-3D-model approach. A set of shape-based descriptors are extracted from the reference 3D model and compared to the corresponding descriptors of the VRML models contained in the database. The descriptors used vary from simple geometric measurements such as ...


Virtual Appliance Content Distribution for a Global Infrastructure Cloud Service

Amir Epstein; Dean H. Lorenz; Ezra Silvera; Inbar Shapira 2010 Proceedings IEEE INFOCOM, 2010

Cloud Computing in general and Virtualized Infrastructure Provisioning in particular, are significant trends with the potential to increase agility and lower costs of IT. An emerging cloud service is a virtual server shop, that allows cloud customers to order virtual appliances to be delivered virtually on the cloud. Like physical shops, customers want to customize the ordered products, e.g., have ...


More eLearning Resources

IEEE-USA E-Books

  • Environmental Informatics for Integrated Solid Waste Management

    Environmental informatics is a highly interdisciplinary science, where synergistic efforts among environmental sciences, electronic engineering, and computer sciences can be signified and magnified in regard to data collection, data analysis, data evaluation, and data visualization using specific computational intelligence methodologies, networking and sensing, cyber infrastructure platforms, virtual reality and computer vision, and data science tools for solving environmental problems. This chapter focuses on the major categories of the environmental informatics methods and tools applied in integrated solid waste management (ISWM), from data collection through sensors and sensor networks, to data management through database design, and to data evaluation and assessment through geographical information systems (GIS), global positioning systems (GPS) and associated spatial analysis methods.

  • Structures

    Computer technology is making possible new worlds of expression that are already being explored by a growing subculture of artists, musicians, virtual reality enthusiasts, and cyberpunks. In Digital Mantras, Steven Holtzman synthesizes ideas from a number of different disciplines to arrive at a new philosophy of creativity for the digital age.Blending ideas from music, computing, art, and philosophy, with biographical and historical anecdotes and a thread of mysticism, Holtzman gives us new ways to think about the integration of computers into the creative process. He shows how computers will change the way we create, and reveals the exciting potential for entirely new forms of expression. Running throughout the book are episodes from Holtzman's own sometimes mystical journey in search of the personal aesthetic he presents.Holtzman explores the presence and use of structure in fields as diverse as the development of ancient human languages, the philosophy of the Buddhist monk Nagarjuna and the linguist Ferdinand de Saussure, the music of Arnold Schoenberg and Anton Webern, the paintings of Wassily Kandinsky, and the pioneering grammars of Panini and Noam Chomsky. He then turns to the use of computers for building abstract and virtual worlds in language, music, and art as well as virtual reality, and surveys the work of AI pioneer Terry Winograd, composers Gottfried Michael Koenig and Iannis Xenakis, and artist Harold Cohen. Holtzman concludes by discussing the aesthetic implications of these new worlds. He introduces the concept of digital expression, along with examples that hint at its far-reaching possibilities.

  • Bibliography

    Computer technology is making possible new worlds of expression that are already being explored by a growing subculture of artists, musicians, virtual reality enthusiasts, and cyberpunks. In Digital Mantras, Steven Holtzman synthesizes ideas from a number of different disciplines to arrive at a new philosophy of creativity for the digital age.Blending ideas from music, computing, art, and philosophy, with biographical and historical anecdotes and a thread of mysticism, Holtzman gives us new ways to think about the integration of computers into the creative process. He shows how computers will change the way we create, and reveals the exciting potential for entirely new forms of expression. Running throughout the book are episodes from Holtzman's own sometimes mystical journey in search of the personal aesthetic he presents.Holtzman explores the presence and use of structure in fields as diverse as the development of ancient human languages, the philosophy of the Buddhist monk Nagarjuna and the linguist Ferdinand de Saussure, the music of Arnold Schoenberg and Anton Webern, the paintings of Wassily Kandinsky, and the pioneering grammars of Panini and Noam Chomsky. He then turns to the use of computers for building abstract and virtual worlds in language, music, and art as well as virtual reality, and surveys the work of AI pioneer Terry Winograd, composers Gottfried Michael Koenig and Iannis Xenakis, and artist Harold Cohen. Holtzman concludes by discussing the aesthetic implications of these new worlds. He introduces the concept of digital expression, along with examples that hint at its far-reaching possibilities.

  • No title

    This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review f all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the ocal Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography

  • Collective Learning for Spatial Collaboration

    A learning model is presented to evolve the collective behavior of a group of autonomous entities in virtual reality applications. The entities are autonomous in that they have no means of direct communication with each other. The learning model uses a module called a "cognitive map". The state of advancement of a task being performed by the group is given by this map. The group receives a reward according to the evolution of the task performed. Through an egalitarian distribution of the reward within the group, an automatic evolution of cooperation is attempted in order to complete the task successfully. At each time interval, an entity must choose its behavior from a basis set of options. Rewards the entity has received both in the distant and in the recent past influence the choice made by the entity.

  • Virtual Reality and Its Integration into a TwentyFirst Century Telemedical Information Society

    This chapter discusses the foundational building blocks approach in creating a Telemedical Information Society. It can be seen that advanced imaging techniques such as virtual reality can be easily integrated. The pragmatics of defining and creating virtual environments are abstracted from the practitioner. A practitioner then has the choice, depending on the supportive hardware, on how to visualize the patient data. This chapter does not concentrate on specifics or detail use explanations. It outlines a framework for how advanced imaging techniques could be integrated into a general Telemedical Information Society. If costs are reduced, the technology will become more widespread. This chapter discusses the elements of a Telemedical Information Society. Virtual reality for education and training, for diagnostics purposes, and the future for VR are presented.

  • NeuroOrthopedic Rehabilitation and Disability Solutions Using Virtual Reality Technology

    Virtual reality (VR) is an emerging technology that allows individuals to experience three-dimensional (3-D) visual, auditory, and tactile environments. Highly specialized sensors and interface devices allow the individual to become immersed and to navigate and interact with objects in a computer- generated environment. Most people associate VR with video games; however, researchers and clinicians in the medical community are becoming increasingly aware of its potential benefits for people with disabilities and for individuals recovering from injuries. The following topics are discussed: VR environments and interfaces; Diversity of VR applications; Current status of VR technology; VR-based medical applications in development; Neurologic testing and behavioral intervention; and Rehabilitation, functional movement analysis, and ergonomic studies.

  • Index

    Computer technology is making possible new worlds of expression that are already being explored by a growing subculture of artists, musicians, virtual reality enthusiasts, and cyberpunks. In Digital Mantras, Steven Holtzman synthesizes ideas from a number of different disciplines to arrive at a new philosophy of creativity for the digital age.Blending ideas from music, computing, art, and philosophy, with biographical and historical anecdotes and a thread of mysticism, Holtzman gives us new ways to think about the integration of computers into the creative process. He shows how computers will change the way we create, and reveals the exciting potential for entirely new forms of expression. Running throughout the book are episodes from Holtzman's own sometimes mystical journey in search of the personal aesthetic he presents.Holtzman explores the presence and use of structure in fields as diverse as the development of ancient human languages, the philosophy of the Buddhist monk Nagarjuna and the linguist Ferdinand de Saussure, the music of Arnold Schoenberg and Anton Webern, the paintings of Wassily Kandinsky, and the pioneering grammars of Panini and Noam Chomsky. He then turns to the use of computers for building abstract and virtual worlds in language, music, and art as well as virtual reality, and surveys the work of AI pioneer Terry Winograd, composers Gottfried Michael Koenig and Iannis Xenakis, and artist Harold Cohen. Holtzman concludes by discussing the aesthetic implications of these new worlds. He introduces the concept of digital expression, along with examples that hint at its far-reaching possibilities.

  • Perceptualization of Biomedical Data

    Virtual reality technology (VRT) enabled a new environment for biomedical applications. Increased computing performance emphasizes the importance of human-computer interface, bound by characteristics of human perception. VR technologies shift the human-computer interaction paradigm from a graphical user interface (GUI) to a VR-based user interface (VRUI). The main characteristic of VRUI is extension of visualization with acoustic and haptic rendering. New interface technology and natural interaction make possible perceptual data presentation. Immersive environments are particularly appropriate for improving insight into complex biomedical phenomena, which are naturally multidimensional. The technique of data presentation using variable sound features is called sonification. The authors employed sonification to improve insight into spatiotemporal patterns of brain electrical activity. Animation on three-dimensional (3-D) models gives insight into spatiotemporal patterns of activity. Visualization is based on topographic maps projected on the scalp of a 3-D head model. Presented here is the use of sonification for refining temporal cues or introducing new information channels in the human- computer interface. In addition to visualization, which gives predominantly spatial distribution, acoustic rendering improves temporal cues. A novel method of sonification implements modulation of natural sound patterns to reflect certain features of processed data, and creates a pleasant acoustic environment. Global vigilance index is used as a warning signal for drowsiness during EEG analysis. This feature is particularly important for prolonged system use. The multimodal interactive environment for biomedical data presentation described here is based on a VRML head model with sonification used to emphasize temporal dimension of selected visualized scores. VRML language is applied as a standard tool for VR applications in the Internet environment. The Virtual Reality Modeling Language (VRML) is a file format for describing interactive 3-D objects and worlds, applicable on the Internet, intranets, and local client systems. VRML is also intended to be a universal interchange format for integrated 3-D graphics and multimedia. VRML is capable of representing static and animated dynamic 3-D and multimedia objects with hyperlinks to other media such as text, sounds, movies, and images. VRML browsers, as well as authoring tools for the creation of VRML files, are widely available for many different platforms. Therefore, VRML was chosen as the platform for Internet-based information systems. In the system described, the VRML world is controlled by Java applets.

  • Playable Language and Nonsimulative Processes

    This chapter contains sections titled: Opaque Processes, Legible Data, Textual Instruments, Playing Text in Virtual Reality, Spatial Logics, Two N-gram Instruments, Simulation, Language, and Fiction, Notes



Standards related to Virtual Reality

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No standards are currently tagged "Virtual Reality"