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         Virtual Reality:     more books (100)
  1. Understanding Virtual Reality: Interface, Application, and Design (The Morgan Kaufmann Series in Computer Graphics) by William R. Sherman, Alan Craig,
  2. Multimedia: From Wagner to Virtual Reality, Expanded Edition
  3. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media (Parallax: Re-visions of Culture and Society) by Marie-Laure Ryan, 2003-10-03
  4. Maya: The World as Virtual Reality by Richard L. Thompson, 2003-05-23
  5. Surviving the Age of Virtual Reality by Thomas Langan, 2000-04
  6. Virtual Reality: The Revolutionary Technology of Computer-Generated Artificial Worlds - and How It Promises to Transform Society by Howard Rheingold, 1992-08-15
  7. The Deadly Maze: A Novel (Virtual Reality, Book 2) by William Kritlow, 1995-06
  8. Exodus to the Virtual World: How Online Fun Is Changing Reality by Edward Castronova, 2008-11-11
  9. Virtual Reality by Joey W. Hill, 2005-06-30
  10. Designing Virtual Reality Systems: The Structured Approach by Gerard Kim, 2005-08-03
  11. The Metaphysics of Virtual Reality by Michael Heim, 1994-10-27
  12. Virtual Reality Technology, Second Edition with CD-ROM by Grigore C. Burdea, Philippe Coiffet, 2003-06
  13. IEEE Virtual Reality 2000: Proceedings 18-22 March 2000 New Brunswick, New Jersey
  14. Virtual Reality Annual International Symposium '95: Proceedings, March 11-15, 1995, Research Triangle Park, North Carolina

1. Virtual Reality Society
The virtual reality Society Web site is an essential resource for any with an interest in virtual reality. Graphics at Bournemouth
http://www.vrs.org.uk/

Please visit our sponsors by clicking on the image above.

Email the VRS.
This site was designed and produced by Solos Interactive

2. Home Of The 3D Internet, Virtual Reality And Community Chat
3D virtual reality Chat at its finest. Create your own 3D world, chat with others in virtual reality environments created by others and much more Active Worlds, the webs most powerful virtual reality experience, lets you visit and chat in incredible 3D worlds build your own world, or virtual reality game? Active Worlds is the
http://www.activeworlds.com/
home about us products support community education company
Home of the 3D Chat,
Virtual Reality Building Platform
Active Worlds, the webs most powerful Virtual Reality experience, lets you visit and chat in incredible 3D worlds that are built by other users. Think you have what it takes to build your own world, or Virtual Reality game? Active Worlds is the place for you, where in minutes you can create fascinating 3D worlds that others can visit and chat in. The Active Worlds Universe is a community of hundreds of thousands of users that chat and build 3D virtual reality environments in millions of square kilometers of virtual territory. Take a quick look at some of our satellite maps , and see how our community has grown over the years. Launch the free software , and come check us out for yourself, you'll be so amazed at how vast our virtual reality universe is. Launch the Activeworlds Plug-in!
In Active Worlds you can:
  • Build your own 3D virtual reality home on the Internet Shop online in our own 3D virtual reality mall and chat with store clerks Explore over 1000 unique virtual worlds Make new friends and chat with people from all over the globe Play interactive 2D and 3D games Choose from a vast range of avatar identities and chat with other avatars.

3. On The Net Resources In Virtual Reality
Resources in virtual reality. Warning. The On the Net pages were maintained by the Knowledge Base Project for the benefit of the virtual reality community. Be aware, however, that the
http://www.hitl.washington.edu/projects/knowledge_base/onthenet.html
knowledge base sci.virtual-worlds On The Net
Resources in Virtual Reality
Warning
The On the Net pages were maintained by the Knowledge Base Project. In Spring, 1999, the Knowledge Base Project completed its work. The publications and pages remain online for the benefit of the virtual reality community. Be aware, however, that the information is not current.
Search
Search for:
The exact phrase Any of the words All of the words Go to Advanced Search Use these links to go directly to your area of interest: Full Listings Commercial
Entire list of online commercial sites... Research
Comprehensive international listing of research labs and projects... The Whole Thing
Every listing in our database (WARNING: Very long!) Resources Software
Sound
VRML Authoring Tools
Commercial

Full Listing
Browsers ...
Repositories

Applications Architecture Augmented Reality Distributed VR Entertainment ... Wearable Guides Virtual Reality in Training and Education (EdVR) Resource guide to citations and online information. Distributed Virtual Environments Bibliography (DISTVR) This bibliography concentrates on networked, multi-user virtual environmentsthe literature and the online resources. Medicine and Virtual Reality (MedVR): A Guide to the Literature This is an updated version of "A Resource Guide to VR in Medicine"

4. Virtual Reality / VR And 3D Graphics Resource - VResources
Provides information on all aspects of virtual reality, 3D computer graphics and realtime simulation technologies.
http://vresources.jump-gate.com
Click on the image to enter the site)
Welcome to the ultimate Virtual Reality resource
The mission of VResources is to provide the best information on all aspects of : Virtual Reality
3D Computer Graphics
Real-time Simulation Technologies
and many more... We try to carefully select every piece of information to ensure our readers accuracy and truthfulness of what they read on our web site. If you have any suggestions or comments to make about VResources, please E-mail us. We assure you that we will read every user comment with great regards. We hope you will like your visit on our site and we will be happy to see you back again. Regards,
This site is best viewed with:
Using a resolution of 800 x 600 or greater This site is graciously hosted by
WebMaster: webmaster@vresources.jump-gate.com

5. Virtual Reality - Virtual Realities!!! - Worldwide Distributor Of Virtual Realit
Distributor of cutting edge virtual reality. Head mounted displays, data gloves, 3d controllers, gaming chairs and more
http://www.vrealities.com/

6. Don Bain's Virtual Guidebooks Home Page
Don Bain's Virtual Guidebooks Immersive imagery takes you there. Almost 3500 of my virtual reality panoramas of Alaska, Canada, the western US, and Hawaii. This site features almost 3500 of my
http://www.virtualguidebooks.com/
Support this site by visiting our affilliates: Amazon.com and AllPosters.com
This site features almost 3500 of my virtual reality panoramas. These amazing photographs show you exactly what it is like to be in a particular spot - you can look in any direction, all the way around. It's the next best thing to being there. Requires QuickTime
Choose a region by clicking on the map...
or select from the alphabetical list below.
Alaska
Alberta
Arizona
Baja California ...
Yukon
Contact Don Bain: dbain@virtualguidebooks.com The panoramic images are
Search this site
Search the WWW
About this site.
How are the panoramas made?
The equipment used to make the panoramas.
What's new on this site?
What's coming next?
Interested in more panoramas? See Hans Nyberg's World Wide VR Panoramas website (from Denmark), and The World Wide Panorama - VR panoramas taken in 40 countries on the Equinox, March 20, 2004. Special book listings: Atlases and Maps California Fiction National Geographic
Driving Guides
... Moon Handbooks
Featured Books
America's Wilderness

The Photographs of Ansel Adams

On the Loose
- Back in Print!

7. ScienceSpace Project | Virtual Reality At GMU Home Page
Space fill representation of a molecule. The purpose of Project ScienceSpace is to explore the strengths and limits of virtual reality (sensory immersion, 3D representation) as a medium for science
http://www.virtual.gmu.edu/
home ss worlds research studies images ... search
Space fill representation of a molecule Welcome to Project ScienceSpace The purpose of Project ScienceSpace is to explore the strengths and limits of virtual reality (sensory immersion, 3-D representation) as a medium for science education. This project is a joint research venture among George Mason University , the University of Houston , and NASA's Johnson Space Center. Dr. Chris Dede from George Mason University is the project Co-Principal Investigator and has developed this web site; Dr. R. Bowen Loftin of the University of Houston is the Principal investigator. Our study is funded by the Applications of Advanced Technology Program at the National Science Foundation and also receives support from NASA. The Graduate School of Education's Virtual Educational Environments Lab is located in Krug Hall, Room 113. This site contains information on the following topics: Send comments or requests for more information to vrinfo@gmu.edu

8. Apple - QuickTime - QuickTime VR Authoring
QuickTime VR is Apple's awardwinning photorealistic cross-platform virtual reality technology that makes it possible to explore places as if you were really there. Create interactive virtual reality scenes with point-and-click simplicity using
http://www.apple.com/quicktime/qtvr
var wtl_loc = document.URL.indexOf('https:')==0?'https://a248.e.akamai.net/v/248/2120/1d/download.akamai.com/crs/lgsitewise.js':'http://crs.akamai.com/crs/lgsitewise.js'; document.write(""); var SERVER= ""; var ORDER= ""; var INVOICE= ""; var CARTVIEW= ""; var CARTADD= ""; var CARTREMOVE= ""; var CHECKOUT= ""; var CARTBUY= ""; var ADCAMPAIGN= ""; var adname="";
QuickTime VR is Apple's award-winning photorealistic cross-platform virtual reality technology that makes it possible to explore places as if you were really there. All major applications that play QuickTime movies can also play QuickTime VR movies.
At the intersection of commercial photography and new media technology, QuickTime VR moves the photographic image from the flat, 2D world into a more immersive experience, complete with 3D imagery and interactive components.
Interactive content design and immersive imaging allow the viewer to explore and examine detailed virtual worlds using a computer and mouse, not cumbersome goggles, headsets or gloves. VR Showcase Apple's Hardware Gallery Cubic VR Gallery The Louvre Museum NOVA - Explore the pyramids ... Sacred Worlds
QuickTime VR Authoring Studio
Create interactive virtual reality scenes with point-and-click simplicity using QuickTime VR Authoring Studio . It takes advantage of the intuitive Mac interface to help you easily turn photos and computer renderings into attention-grabbing 360-degree views. Version 1.01 update

9. Journal
The VRS Journal The virtual reality Society Web siteis an essential resource for any with an interest in virtual reality. This
http://www.vrs.org.uk/public/journal.html
This journal is an official publication of the Virtual Reality Society, and its aim is to disseminate research and provoke discussion in the area of Virtual Reality. The multidisciplinary nature of the field means that submission will be welcomed on a wide range of topics including, but not limited to, the following:
  • Virtual Reality technology and software systems Human factors Virtual Reality applications Assessment of Virtual Reality systems Philosophical and ethical issues Advances relevant to Virtual Reality
Since readers may be unfamiliar with the technical detail of the specific topic being discussed, emphasis will be placed on clear, well-written, and accessible articles that will appeal to a multidisciplinary audience. To complement the academic papers, the journal will also accept shorter reports and communications; this will provide a forum for research that is at an early stage. Product reviews will also be considered, however, they should be of interest to those practically involved in Virtual Reality research and development.

10. Welkom Bij Virtual Vision
Gespecialiseerd in de Quicktime virtual reality techniek en de productie van PhotoVista en JavaVRML panorama's op internet.
http://www.virtualvision.nl/

cd
dvd disc
cd
dvd disc

11. Virtual Reality Polyhedra
Introduction. Welcome to this collection of thousands of virtual reality polyhedra for you to explore. About virtual reality Models.
http://www.georgehart.com/virtual-polyhedra/vp.html
    Virtual Polyhedra
    The Encyclopedia of Polyhedra
    By George W. Hart Space is not a passive vacuum, but has properties that impose powerful constraints on any structure that inhabits it. -Arthur Loeb
    Introduction
      Welcome to this collection of thousands of virtual reality polyhedra for you to explore. I hope you enjoy playing with them as much as I enjoyed making them. There are hundreds here which have never been illustrated in any previous publication. Polyhedra have an enormous aesthetic appeal and the subject is fun and easy to learn on one's own. One can appreciate the beauty of this image without knowing exactly what its name means - the compound of the snub disicosidodecahedron and its dual hexagonal hexecontahedron - but the more you know about polyhedra, the more beauty you will see. This site is a free self-contained easy-to-explore tutorial, reference work, and object library for people interested in polyhedra. You may choose to simply view the virtual objects for their timeless, serene aesthetics, or to read the related mathematical background material at various levels of depth. Of course, as an academic type, I feel obliged to include a few exercises. And as it says in the textbooks, you'll learn a lot more if you work on the exercises yourself before looking at the solutions. I believe the best way to learn about polyhedra is to make your own paper models or other models . The second best is to play with a set someone else has made. You can do that here because you can look at, move, and spin these models which I have made for you. And in one respect, virtual models have an advantage: you can travel inside them to gain a perspective not possible in paper models. After exploring my virtual models, I hope you choose to make some of your own paper models.

12. Virtual Reality Laboratory
Involved in the modelling and animation of threedimensional inhabited virtual worlds.
http://vrlab.epfl.ch/

13. Web3D Consortium - Open Standards For Real-Time 3D Communication
News and resources for developing and deploying XML enabled 3D. is fast and easy to use to develop virtual reality applications based on the X3D format X3D/VRMLenvironment for virtual and augmented reality applications. It defines abstractions
http://rdre1.inktomi.com/click?u=http://www.web3d.org/&y=02B60F9FB0EB2A1E&am

14. Home
Free newsletter and information for the virtual reality and interactive 3D community with 7,000+ readers in 60 countries.
http://www.VREfresh.com
Independently promoting the successful commercial adoption of Virtual Reality (VR) and interactive three-dimensional (i3D) applications. Thursday June 03, 2004 VREfresh thanks its Sponsors: Flexible Display Technology Representatives for display technology companies, government officials and academia converged at Arizona State University's Research Park last week to kick off an initiative focused on flexible display technology research, development and prototype manufacturing. This university-industry-government collaboration is chartered with accelerating the development of flexible display technology, as well as promoting the growth of the USA-based flexible display industry. This collaboration is being realized through the Flexible Display Center Gaming in 3D on Mobiles Samsung Electronics Co has announced an addition to its Mobile DRAM portfolio, a monolithic 256Mbit, 32-bit wide Double Data Rate (DDR) device that offers the bandwidth needed for photo-realistic 3D gaming in handsets. Samples are available today with mass production scheduled in the second half of 2004. The device is part of Samsung's product family of Mobile Synchronous DRAM solutions that are available as Single Data Rate (SDR) or Double Data Rate (DDR) devices, all of which meet the power and form factor requirements demanded by battery-powered handsets. Said Ivan Greenberg, Director of Strategic Marketing at Samsung Semiconductor, "3D gaming on handsets is expected to become commonplace by 2006." May 28, 2004

15. UM-VRL: Virtual Reality Lab - University Of Michigan
Focus virtual prototyping in design manufacturing, VR in medicine, archeology and education. Web site highlights introduction to VR, project descriptions, threedimensional VRML models. The
http://www-vrl.umich.edu/
Welcome to the VRL Home Page !
The University of Michigan Virtual Reality Laboratory (VRL) at the College of Engineering explores innovative applications of immersive and non-immersive virtual environments in a variety of areas. For industrial applications, research is focused on virtual prototyping of engineering designs - especially in the automotive and marine industry - the simulation of manufacturing processes, and related engineering tasks. Additional activities include the use of virtual reality in accident simulations, medicine, architecture, archeology, education, and other areas. As an interdisciplinary facility, the VRL collaborates with many disciplines within the university and serves the outside community. Through a combined directorship, the Laboratory cooperates closely with the Media Union 3D Lab
Featured Projects: The Detroit Midfield Terminal Project
Explore a 3D model of the new Northwest Airlines terminal at Detroit Metro Airport The Virtual Football Trainer
An innovative training application that uses an immersive CAVE system
    Selected Projects
    with summaries, images, animations, videos, VRML models, and more ...

16. Virtual Reality Moon Phase Pictures
virtual reality Moon Phase Pictures. These virtual reality Moon Phases were created by R. Schmidt from raytraced images of the Moon.
http://tycho.usno.navy.mil/vphase.html
Virtual Reality Moon Phase Pictures
These "Virtual Reality Moon Phases" were created by R. Schmidt from ray-traced images of the Moon. A Clementine spacecraft mosaic of the lunar surface was mapped onto a sphere, and scenes were rendered as a virtual Sun "orbited" the Moon. The depiction of lunar surface features suffers geometric distortion but the terminator is correct with respect to the spherical Moon. Current Phase of the Moon:
Updates every 4 hours):
You can view the phase of the Moon for any date and time [1800-2199 A.D].
Century: 1800's 1900's 2000's 2100's Year : Month: January February March April May June July August September October November December Day: Hour: Zone: Universal Time Eastern Time Central Time Mountain Time Pacific Time
If you leave all fields blank, you get the phase of the Moon for hrs UT today. Click here for more information of Sun and Moon phenomena. Back to Time Service Home Page

17. Computer Graphics At Stanford University
Stanford University. Research areas include volume rendering, rendering algorithms and systems, 3D scanning, imagebased rendering, virtual reality, compression of graphics objects, user interfaces for visualization, high-performance graphics architectures, and visualization of complex systems and environments.
http://www-graphics.stanford.edu/
News flashes:
  • - A long-overdue web page describing the multi-purpose, 4-DOF, Stanford Spherical Gantry
  • - an archive containing 435 fragments of the Forma Urbis Romae is now accessible online using this web-browsable database
  • - Download ScanView : a program that lets you fly around our models of Michelangelo's statues - no license required.
    Available information:
    Press here for a text-only overview of our laboratory, here for some slides summarizing our current research projects and course offerings Each faculty member's home page also summarizes their research projects. Click here to learn how the banner image at the top of this page was created. If the images on this server look dark to you, see our note about gamma correction Press here for information, which also restricts use of the three-dimensional Stanford "S" in our lab logo.
    Other Stanford Pages:

    Restrict your search by specifying site:graphics.stanford.edu
  • 18. Institute For Simulation And Training
    The Institute for Simulation and Training is one of the nation's leading simulation, training, modeling and virtual reality research centers. Located by the University of Central Florida (UCF) in Orlando, the institute is at the center of a dynamic, expanding field, supported by government and industry sponsors and charged with identifying new directions for this rapidly changing technology.
    http://www.ist.ucf.edu/
    Other links:
    Brown Bag Lunches
    Link Foundation
    Fellowships
    IST Affiliates Program
    Find out how you can
    become one.
    Jobs Contact IST Welcome to the Heart of the University
    of Central Florida's Simulation
    We're at the heart of the Florida High Tech Corridor, a band of counties stretching from Daytona Beach on the Atlantic Ocean to the Tampa Bay Area on the Gulf of Mexico. The region boasts the highest concentration of simulation and training related activities in the nation. IST's primary focus is on research to create computer simulation that works smarter and trains people better.
    About IST
    Get information about MS and PhD degrees
    in simulation
    Look at our labs ... University of Central Florida web site 3280 Progress Drive, Orlando, FL 32826 (get a map)
    Phone Number: 407-882-1300 / Fax: 407-658-5059
    Suncom: 363-1300 Problems with this site? Contact the

    19. Index.BAK
    A radical scientific and evolutionary hypothesis about the origin of mind. By Jerome Iglowitz.
    http://www.foothill.net/~jerryi/
    I propose that mind is the biological coordinator of primitive, profoundly complex, and blind metacellular process. -pure and simple!
    How could this be?
    The problem of the relationship between the mind and the brain is generally considered to be either:
    *trivial, (obvious)
    *unsolvable, or
    ridiculous even to consider
    -depending on the commentator. I do not think this is so. The mind exists, the brain exists, but the mind can never be more than the brain. Therefore "the mind is [exactly equals]the brain" -so say Patricia and Paul Churchland. Consciousness "emerges" from a physical substrate, (though they never say how that could possibly be). The mind plays tricks however: it invents phenomena. The "color phi" and a "Cartesian theater", (i.e. mental events), are scientifically and even logically impossible says Daniel Dennett. The "mind", (in our normal meaning), he concludes therefore, must be eliminated . It is a "figment" of the imagination -i.e. it is an illusion. And then there are those who say the problem is innately unsolvable -it is beyond human capacity Yet I am, (you are), here in the world, and the world is here! These are the

    20. Virtual Reality And Education
    virtual reality in Training and Education (1997). Duracell adds virtual reality to increase flexibility and consistency of factory floor training.
    http://www.hitl.washington.edu/kb/edvr/
    HITL Technical Publications: B-94-1 1997 Revised
    RTF Format Available

    Virtual Reality in Training and Education: Resource Guide to Citations and Online Information
    Toni C. Emerson
    Director of Information Services Debra Revere
    Research Associate
    For updated online information, please see our On the Net: Education page. HITL
    Human Interface Technology Laboratory
    of the Washington Technology Center
    University of Washington, PO 352142
    Seattle, WA 98195-2142
    Contents:
    Citation List WWW Resources Mailing Lists and Discussion Groups Citation List (1992, April). Imaging Technologies: A Different View. Resources in Technology. Technology Teacher, 51(7), 15-22. (1994). Virtual Reality and Technologies for Combat Simulation (Document Number: Y 3.T 22/2:2 R 22; OTA Number: OTA-BP-ISS-136): Washington, DC: U. S. Government Printing Office, Office of Technology Assessment. (1996). VR in industrial training. VR News, 5(9), 23-26. (1996). VR in education. VR News, 5(6), 31-34. (1997). Duracell adds virtual reality to increase flexibility and consistency of factory floor training. I/S Analyzer, 36(3), 13-16. (1997). Amoco's PC-based virtual reality simulation enables it to cut driver training costs. I/S Analyzer, 36(3), 2-7.

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