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Virtual Reality 2

Standard No:ISSN 1359-4338 (print) EISSN 1434-9957 (online)
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  1. VR 1996-06 Volume 2 Issue 1

VR 1996-06 Volume 2 Issue 1

Editorial BIBFull-Text 128
  John Vince
A tactile feedback system for VE applications BIBAKFull-Text 129-139
  M. Bergamasco; A. A. Alessi; V. Arceri; M. Calcara; S. Caruso
In this paper, research aspects on tactile feedback systems for Virtual Environments applications are presented. A theoretical approach dealing with the modelling of indentation and thermal functions to be utilized for the generation of tactile feedback stimuli is outlined. A description of the tactile effector components appropriately designed for the integration on a glove-like advanced interface is also presented. Results of a preliminary set of tests performed for simple exploratory procedures of virtual objects are given.
Keywords: Tactile; Force; Feedback
The reality of virtual TV studios BIBAKFull-Text 140-146
  Brian M. Collins
Virtual television took a step closer to reality when BBC TV's Tomorrow's World demonstrated a new technology which will allow TV programme makers to stretch the limits of their artistic imagination. The technique enables programme makers to create imaginative studio sets with limitless perspectives, sweeping camera shots, and where the quality of imagery is almost indistinguishable from the real thing, but at a fraction of the cost.
   Tomorrow's World viewers saw the result when presenter Howard Stableford stepped onto a 'virtual set' depicting a Roman Bath, in which he sees himself playing characters in a pastiche of Julius Caesar and Up Pompeii. In reality Stableford was filmed in a conventional TV studio, but the set was created artificially using technology which combines computer graphics and a motion controlled camera. Unlike other attempts at virtual sets, where only the virtual set, or the actor, or the camera is in motion, this technique allows simultaneous motion of all three. The resulting sequence of just over two minutes was broadcast on BBC TV as part of the Tomorrow's World-Christmas Special on 22 December 1995.
Keywords: Virtual Studios
Virtual reality: Panacea or Pandora's box? BIBAFull-Text 147-154
  Huw Jones
Developments in hardware and software for Virtual Reality systems are making rapid advances and there is a feeling that the technology will become ubiquitous. Alongside the 'hype', there is an undercurrent of unease regarding potentially harmful effects of VR systems to the health of individual users and to society. This paper directly expresses some of these concerns in the hope that they will be taken seriously by VR developers.
A review of distributed architectures for networked virtual reality BIBAKFull-Text 155-175
  Dave Snowdon; Chris Greenhalgh; Steve Benford; Adrian Bullock
The aims of this paper are twofold. First, it identifies the general requirements of future large-scale distributed virtual reality (VR) systems based on an analysis of current VR systems, of more general distributed systems platforms and a consideration of the key issues of scale and heterogeneity. These requirements subsequently inform the development of a general VR reference architecture; and a framework which identifies the key software components which will comprise future distributed VR systems. Second, it uses this reference architecture as a vehicle for conducting a broad review of current distributed VR products and research prototypes. The review covers twelve well known VR systems and intended as a general resource for researchers entering the field. These systems are: AVIARY, BrickNet, DIVE, dVS, MASSIVE, the MR Toolkit, NPSNET, Superscape, VEOS, VUE, WAVES and World Toolkit. The review also identifies relevant standards in the areas of computer graphics and distributed systems. The paper finishes by drawing out a number of more general conclusions from the review including the urgent need to conduct research into the subjects of security and resource discovery for distributed VR systems.
Keywords: distributed VR systems; networked VR; large-scale VR systems