International audienceThe feeling of presence is essential for efficient interaction within Virtual Environments (VE). When a user is fully immersed within a VE through a large display system such as a big CAVETM, his feeling of presence can be altered because of disturbing interactions with his physical environment, such as collision with hardware parts of the system or loss of tracking. This alteration can be avoided by taking into account the physical features of the user and to embed them in the VE. Moreover, the 3D representation of these physical features can also be useful for collaboration between distant users because they can make a user aware of the physical limitations of the other users they are collaborating with. In this pape...
AbstractThree dimensional (3D) virtual worlds are regarded as possessing strong capabilities to supp...
The use of Virtual Reality (VR) supports larger strategic goals in the industry, including the geogr...
A primary argument for the efficacy of Virtual Environments (VE) applications is that the user is "p...
International audienceThe feeling of presence is essential for efficient interaction within Virtual ...
International audienceThe feeling of presence is essential for efficient interaction within Virtual ...
International audienceMost Virtual Reality (VR) systems must consider the users' physical environmen...
International audienceWhen designing a collaborative virtual environment (CVE) one important decisio...
Collaborative Virtual Environments (CVEs) involve the use of a distributed architecture, and advance...
Virtual environments are three-dimensional spaces presented visually. They combine the useris experi...
Virtual environments (VEs) are thought to elicit a sense of presence to the user. The sense of prese...
While designing and evaluating virtual reality applica-tions, the user’s sense of presence plays a c...
In this paper we discuss the necessity to preserve the sense of presence in virtual reality (VR). A ...
Users of electronic communication tools in the form of stationary computers, laptops, mobile phones ...
AbstractThree dimensional (3D) virtual worlds are regarded as possessing strong capabilities to supp...
The use of Virtual Reality (VR) supports larger strategic goals in the industry, including the geogr...
A primary argument for the efficacy of Virtual Environments (VE) applications is that the user is "p...
International audienceThe feeling of presence is essential for efficient interaction within Virtual ...
International audienceThe feeling of presence is essential for efficient interaction within Virtual ...
International audienceMost Virtual Reality (VR) systems must consider the users' physical environmen...
International audienceWhen designing a collaborative virtual environment (CVE) one important decisio...
Collaborative Virtual Environments (CVEs) involve the use of a distributed architecture, and advance...
Virtual environments are three-dimensional spaces presented visually. They combine the useris experi...
Virtual environments (VEs) are thought to elicit a sense of presence to the user. The sense of prese...
While designing and evaluating virtual reality applica-tions, the user’s sense of presence plays a c...
In this paper we discuss the necessity to preserve the sense of presence in virtual reality (VR). A ...
Users of electronic communication tools in the form of stationary computers, laptops, mobile phones ...
AbstractThree dimensional (3D) virtual worlds are regarded as possessing strong capabilities to supp...
The use of Virtual Reality (VR) supports larger strategic goals in the industry, including the geogr...
A primary argument for the efficacy of Virtual Environments (VE) applications is that the user is "p...