Conferences related to Virtual Reality

Back to Top

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


More Conferences

Periodicals related to Virtual Reality

Back to Top

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

Back to Top

Improving Registration Accuracy of AR with Non-linear Camera Model

Jiaqi Wu; Weiqi Ding; Zhengpeng Yuan; Jinbo Chen 2006 International Conference on Mechatronics and Automation, 2006

Registration is one of the key techniques of augmented reality (AR) system. Recently, a registration method based on fundamental matrix is presented. This method needs neither auxiliary instruments nor man-made markers, therefore it has wide adaptability. But it's registration accuracy needs to be improved. With Tsai algorithm this paper introduce non-linear camera model and correct the image feature points to ...


Enhancing Remote Walkthrough for E-learning Environments on Mobile Devices over Heterogeneous Networks

Azzedine Boukerche; Richard Werner Nelem Pazzi 2006 IEEE Symposium on Virtual Environments, Human-Computer Interfaces and Measurement Systems, 2006

With the growth of the Internet and availability of high bandwidth connections to domestic users, it became possible to deploy remote navigation within virtual environments over the Internet. For instance, virtual museum walkthrough, virtual mall, gaming, training, monitoring, and e-learning, just to name a few. We have also seen a new trend towards wireless networks and the use of mobile ...


Applying fuzzy AHP to evaluate the sustainability of knowledge-based virtual communities in healthcare industry

Hong Feng Lai 2010 7th International Conference on Service Systems and Service Management, 2010

Knowledge sharing is a critical issue in information-rich and knowledge- intensive industry e.g. healthcare industry. The collaborative group of Knowledge-based virtual communities is a way for promote knowledge sharing, which might improve the performance of organizations in competitive environment. However, it is difficult to choose and introduce the appropriate knowledge-based virtual community, owing to characteristics of intrinsic ambiguity and lack ...


Demo: A distributed virtual vision simulator

Wiktor Starzyk; Adam Domurad; Faisal Z. Qureshi 2011 Fifth ACM/IEEE International Conference on Distributed Smart Cameras, 2011

Realistic virtual worlds can serve as laboratories for carrying out camera networks research. This unorthodox "Virtual Vision" paradigm advocates developing visually and behaviorally realistic 3D environments to serve the needs of computer vision. Our work on high-level coordination and control in camera networks is a testament to the suitability of virtual vision paradigm for camera networks research. The prerequisite for ...


Research on Large Scale 3D Terrain Generation

Zhongxing Liang; Dan Liu; Ming Zhou 2014 IEEE 17th International Conference on Computational Science and Engineering, 2014

Large Scale 3D Terrain Generation is a hot and difficult problem in many applications, such as Geographic Information System (GIS), Virtual Reality (VR) and 3D games. The key issues of 3D terrain Generation are how to store massive terrain data and how to simplify terrain model. For the storage and management of massive terrain data, an organization approach based on ...


More Xplore Articles

Educational Resources on Virtual Reality

Back to Top

eLearning

Improving Registration Accuracy of AR with Non-linear Camera Model

Jiaqi Wu; Weiqi Ding; Zhengpeng Yuan; Jinbo Chen 2006 International Conference on Mechatronics and Automation, 2006

Registration is one of the key techniques of augmented reality (AR) system. Recently, a registration method based on fundamental matrix is presented. This method needs neither auxiliary instruments nor man-made markers, therefore it has wide adaptability. But it's registration accuracy needs to be improved. With Tsai algorithm this paper introduce non-linear camera model and correct the image feature points to ...


Enhancing Remote Walkthrough for E-learning Environments on Mobile Devices over Heterogeneous Networks

Azzedine Boukerche; Richard Werner Nelem Pazzi 2006 IEEE Symposium on Virtual Environments, Human-Computer Interfaces and Measurement Systems, 2006

With the growth of the Internet and availability of high bandwidth connections to domestic users, it became possible to deploy remote navigation within virtual environments over the Internet. For instance, virtual museum walkthrough, virtual mall, gaming, training, monitoring, and e-learning, just to name a few. We have also seen a new trend towards wireless networks and the use of mobile ...


Applying fuzzy AHP to evaluate the sustainability of knowledge-based virtual communities in healthcare industry

Hong Feng Lai 2010 7th International Conference on Service Systems and Service Management, 2010

Knowledge sharing is a critical issue in information-rich and knowledge- intensive industry e.g. healthcare industry. The collaborative group of Knowledge-based virtual communities is a way for promote knowledge sharing, which might improve the performance of organizations in competitive environment. However, it is difficult to choose and introduce the appropriate knowledge-based virtual community, owing to characteristics of intrinsic ambiguity and lack ...


Demo: A distributed virtual vision simulator

Wiktor Starzyk; Adam Domurad; Faisal Z. Qureshi 2011 Fifth ACM/IEEE International Conference on Distributed Smart Cameras, 2011

Realistic virtual worlds can serve as laboratories for carrying out camera networks research. This unorthodox "Virtual Vision" paradigm advocates developing visually and behaviorally realistic 3D environments to serve the needs of computer vision. Our work on high-level coordination and control in camera networks is a testament to the suitability of virtual vision paradigm for camera networks research. The prerequisite for ...


Research on Large Scale 3D Terrain Generation

Zhongxing Liang; Dan Liu; Ming Zhou 2014 IEEE 17th International Conference on Computational Science and Engineering, 2014

Large Scale 3D Terrain Generation is a hot and difficult problem in many applications, such as Geographic Information System (GIS), Virtual Reality (VR) and 3D games. The key issues of 3D terrain Generation are how to store massive terrain data and how to simplify terrain model. For the storage and management of massive terrain data, an organization approach based on ...


More eLearning Resources

IEEE-USA E-Books

  • 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.

  • 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.

  • 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.

  • The Use of Virtual Reality Technology in the Treatment of Anxiety Disorders

    Approximately 23 million Americans will suffer from an anxiety disorder some time during their life. Anxiety disorders are the most common mental disorders in the United States, the fifth most common diagnosis given to those seen by primary care physicians, and the number one psychiatric diagnosis made by primary-care physicians. All anxiety disorders have two common characteristics. First, patients with these disorders usually experience apprehension, worry, and anxiety more intensely and for a longer period of time than the anxiety experienced by the average person in everyday life. Second, patients often develop ritual acts, repetitive thoughts, or avoidance mechanisms as a way to protect themselves from the anxiety. Anxiety disorders are categorized according to the presence or absence of external stimuli, the cause of the disorder, and the nature of the symptoms. Each major anxiety disorder category is described here and current treatment modalities are evaluated. When viewing mental health disorders and statistics, it is important to remember that incidence refers to the number of new cases in a specific time period, whereas prevalence refers to the total number of cases at a given time. For instance, lifetime prevalence would mean that a person had the disorder at some point in his or her life but may not have had it at the time of the survey described. Initial VR studies have shown VR technology to be effective for the treatment of many anxiety disorders. Issues that clinicians should think about when considering this treatment are discussed.

  • 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

  • Virtual Reality for Health Care

    The basis for the virtual reality (VR) idea is that a computer can synthesise a three-dimensional (3-D) graphical environment from numerical data. Using visual and auditory output devices, the human operator can experience the environment as if it were a part of the world. This computer-generated world may be either a model of a real-world object, such as a house; or an abstract world that does not exist in a real sense but is understood by humans, such as a chemical molecule or a representation of a set of data; or it might be in a completely imaginary science fiction world. Furthermore, because input devices sense the operator's reactions and motions, the operator can modify the synthetic environment, creating the illusion of interacting with and thus being immersed within the environment. The following topics are covered here: VR and telepresence; Definitions; Technology overview; Market analysis; Virtual reality in health care; and Telemedicine.

  • From Engineering to Surgery: The Harsh Realities of Virtual Reality

    With most new and exciting technologies, there is often an early tendency for the pioneers and proponents to become so engrossed with the novelty of the technology and so divorced from real-world applications that subsequent industrial uptake and technology maturation are painfully slow processes. So it was in the past with speech recognition, artificial intelligence, and neural networks. So it was?-?and, to some, extent still is?-?with virtual reality (VR). Recently, there have been times when one could be forgiven for thinking that VR had outlived its usefulness (if, indeed, it had been used at all). Since 1998, while observers of the VR arena might have wondered why the technology had died a sudden and somewhat quiet death, there has been, in fact, a period of considerable consolidation for the real-world users and developers of VR. With a few exceptions, the technology has, as a result, generally matured to such a level that affordable systems of impressive quality have become readily available. The once-pervasive childlike enthusiasm for VR has also matured, so much so that due concern is now (at last) being given by VR developers to the needs of the users and organizations into which they are selling their products and services. This is particularly evident in education, engineering, and medicine/surgery. There is still much to do, however; and part of this chapter presents some observations on what can be done and is being done to help accelerate the uptake of VR technologies across numerous market sectors. Finally, returning to the medical relevance of this book, this chapter concludes with a brief case study of one surgical training system, the development of which demonstrates some of the successes of adopting a user-driven approach to VR implementation and some of the consequences when such an approach is ignored.

  • A Physiological Approach to the Generation of Artificial Life Forms

    Artificial Life has been an inspiration for Virtual Reality Art, which has proposed the design of imaginary life forms and has also used Artificial Life techniques in various installations. The creation of imaginary life forms has been so far limited to the external appearance of these creatures. We introduce a novel approach to the design of artificial life forms, which enables the description of their internal physiology from first principles, by using a simulation method known as qualitative physiology, derived from a well described Artificial Intelligence technique. We illustrate this framework by revisiting early work in Artificial Life and providing these virtual life forms with a corresponding physiology, so as to obtain complete living organism in virtual worlds.

  • Hardware Design for 3D Graphics

    Three-dimensional graphics has played an important role in multimedia systems and virtual reality systems. Since its applications emerge rapidly from technical areas to nontechnical areas, state-of-the-art 3-D graphics hardware design focuses not only on high performance and quality, but also on low cost and system integration. In this chapter, we discuss the methodology and bottlenecks in hardware design. The techniques for high- performance 3-D graphics synthesis and various considerations are discussed, especially parallelism and advanced memory I/O architecture. Then, some existing architectures for various design considerations are illustrated. Because most programmers rely on application program interfaces (APIs) to develop applications on hardware, the API becomes important and affects the 3-D hardware design in integrated system.

  • Sound in Virtual Reality

    Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact's sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems created for such contexts as mobile music, sensorimotor learning, rehabilitation, and gaming. The goal is not only to extend the existing research and pedagogical approaches to SID but also to foster domains of practice for sound designers, architects, interaction designers, media artists, product designers, and urban planners. Taken together, the chapters provide a foundation for a still- emerging field, affording a new generation of designers a fresh perspective on interactive sound as a situated and multisensory experience.Contributors: Federico Avanzini, Gerold Baier, Stephen Barrass, Olivier Bau, Karin Bijsterveld, Roberto Bresin, Stephen Brewster, Jeremy Coopersotck, Amalia De Gotzen, Stefano Delle Monache, Cumhur Erkut, George Essl, Karmen Franinovi¿¿, Bruno L. Giordano, Antti Jylh¿¿, Thomas Hermann, Daniel Hug, Johan Kildal, Stefan Krebs, Anatole Lecuyer, Wendy Mackay, David Merrill, Roderick Murray- Smith, Sile O'Modhrain, Pietro Polotti, Hayes Raffle, Michal Rinott, Davide Rocchesso, Antonio Rod¿¿, Christopher Salter, Zack Settel, Stefania Serafin, Simone Spagnol, Jean Sreng, Patrick Susini, Atau Tanaka, Yon Visell, Mike Wezniewski, John Williamson



Standards related to Virtual Reality

Back to Top

No standards are currently tagged "Virtual Reality"


Jobs related to Virtual Reality

Back to Top