Simulation lag is a known issue in networked virtual environments where users are geographically distributed. When users collaborate across the network using haptics, there are al...
Abstract. We describe a framework for training-oriented simulation of temporal bone surgery. Bone dissection is simulated visually and haptically, using a hybrid data representatio...
Dan Morris, Christopher Sewell, Nikolas H. Blevins...
Crowd simulation can be considered as a special case of Virtual Environments where avatars are intelligent agents instead of user-driven entities. These applications require both ...
Guillermo Vigueras, Miguel Lozano, Carlos Perez, J...
We show that all published visual data processing methods for the simulated robotic soccer so far were not utilizing all available information, because they were mainly based on he...
Although virtual reality (VR) is a powerful simulation tool that can allow users to experience the effects of their actions in vivid and memorable ways, explorations of VR as a per...