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ISMAR
2008
IEEE
16 years 26 days ago
In-place Augmented Reality
In this paper we present a new vision-based approach for transmitting virtual models for Augmented Reality (AR). A two dimensional representation of the virtual models is embedded...
Nate Hagbi, Oriel Bergig, Jihad El-Sana, Klara Ked...
ACMACE
2005
ACM
16 years 1 days ago
Designing a narrative-based audio only 3D game engine
Immersing players in believable and engaging virtual environments is a common goal for many interactive computer games. While PC-based audio only games set in virtual worlds have ...
Timothy Roden, Ian Parberry
ACMACE
2005
ACM
16 years 1 days ago
The CaveUT system: immersive entertainment based on a game engine
We describe the development of the CaveUT system, which is a software supporting immersive virtual reality installations based on the Unreal Tournament game engine. CaveUT impleme...
Jeffrey Jacobson, Marc Le Renard, Jean-Luc Lugrin,...
ATAL
2008
Springer
15 years 8 months ago
Being a part of the crowd: towards validating VR crowds using presence
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...
NOSSDAV
1995
Springer
15 years 10 months ago
Determining End-to-End Delay Bounds in Heterogeneous Networks
We define a class of Guaranteed Rate (GR) scheduling algorithms. The GR class includes Virtual Clock, Packet-byPacket Generalized Processor Sharing and Self Clocked Fair Queuing....
Pawan Goyal, Simon S. Lam, Harrick M. Vin