Motion perception in immersive virtual reality environments significantly differs from the real world. For example, previous work has shown that users tend to underestimate trave...
In the late 90's, the emergence of high-performance 3D commodity graphics cards paved the way to the use of PC clusters for high-performance Virtual Reality (VR) applications....
Crowd simulation models are currently lacking a commonly accepted validation method. In this paper, we propose level of presence achieved by a human in a virtual environment (VE) ...
Nuria Pelechano, Catherine Stocker, Jan M. Allbeck...
Virtual Reality (VR) has generated much excitement but little formal proof that it is useful. Because VR interfaces are difficult and expensive to build, the computer graphics co...
Randy F. Pausch, Dennis Proffitt, George H. Willia...
The study of human-computer interaction within immersive virtual environments requires us to balance what we have learned from the design and use of desktop interfaces with novel ...