The vision of ubiquitous computing is floating into the domain of the household, despite arguments that lessons from design of workplace artefacts cannot be blindly transferred in...
Adding multiscale capabilities to collaborative virtual environments can potentially help people work on very large electronic worlds. Our experiment shows that user performance o...
Interactive virtual reality requires at least 60 frames per second in order to ensure smooth motion. For a good immersive experience, it is also necessary to have low end-to-end l...
Yang-Wai Chow, Ronald Pose, Matthew Regan, James P...
Second Life (SL) is a virtual world where people interact and socialize through virtual avatars. Avatars behave similarly to their human counterparts in real life and naturally de...
A Grid based e-Research platform is being developed for providing a simulation-based virtual reality environment for clinical management and therapy treatment. The development of ...