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Useful WWW linksNew! ReCVEB User Forum VRML objects & textures
VRML objects & textures 3Dcafe
- Provides various links, tutorials, and 3D models. 3D Object Archive
- Architectural models, UK VR-SIG Object Archive, The Prop Shop, Ultimate
3D Links (3DS), Textures from Planet 9, etc. 3D Site: VRML - VRML Files, 3D and VRML Object File Formats, A summary of VRML evolution, Anatomy of a VRML Browser ,From Webspace to Cyberspace initial survey of VRML access issues, Living Worlds: on multi-users issues, Mathematica and VRML, PNG Support in VRML Browsers, etc. An Overview of Moving VRML Worlds - This overview provides a brief high-level summary of the VRML 2.0 specification. The purposes of the overview are to give you thegeneral idea of the major features, and to provide a summary of the differences between VRML 1.0 and VRML 2.0. The overview consists of two sections: Summary of VRML 2.0 Features, Changes from VRML 1.0. Chris's Guide to
3-D Object Archives - Provides links to a number of object and texture
libraries. Misc. VRML 1.0 and 2.0 Objects - Click on the icon to launch your 3D browser and load the object. Model
of the Bundy (Married with Children) house (exterior) Spaceships and other cool objects from NASA VRML Authenticator - So, you think you have a legitimate VRML object but aren't absolutely sure? Well no problem! Just submit the URL for your object to this authentication script. It will automatically check the syntax of your supposed VRML file and get back to you with the results. VRML
Links by Discipline - Mathematics, Chemistry/Physics, Industrial/Engineering,
Earth System Science, Astronomy, Medicine/Health, Engineering: Other,
Business, Artificial Life Forms, Science: Other, History, Miscellaneous,
Biology/Ecology, Architecture, Art, Resources. VRML Repository - The VRML Repository is an impartial, Fcomprehensive, community resource for the dissemination of information relating to VRML. Maintained by the San Diego Supercomputer Center (SDSC). WebOOGL Zoo of Mathematical 3D Objects - The Archimedean and Platonic Solids (VRML), Everting Sphere: Half (VRML), Trefoil Icosahedron (VRML), The 59 Stellations of the Icosahedron (VRML), etc. BibliographiesArtistic Representations in Virtual Reality (VRArt) Distributed Virtual Environments Bibliography (DISTVR) Information Resources
in Virtual Reality Intelligent Agents: a review of current literature Medicine and Virtual
Reality (MedVR) Virtual Reality and Architecture (VRArch) Virtual Reality: Electronic Publications - A V/R Bibliography with direct links to many of the cited articles and papers. Virtual
Reality in Training and Education (EdVR) VR Bibliography - a collection of pointers to V/R resources broken down by Conference/Publication, by Research Topic, by Person, by Location, and by Research Groups. Wearable/Mobile Computing: A Guide to the Literature Journals & newslettersCyberEdge Journal - Back Issues - A virtual reality newsletter. CyberPsychology and Behavior - Journal that explores the impact of the Internet and Virtual Reality on behavior and society. International Journal of Virtual Reality - A great Virtual Reality journal with a lot of multimedia stuff Presence Journal - Virtual Reality journal by MIT Press Telemedicine and Virtual Reality - Monthly journal by Lippincott Virtual Medical Worlds - Monthly tech journal on line Virtual Reality - Virtual Reality journal published by Springer-Verlag Virtual Reality Society Journal -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. Virtualnomics - The Newsletter of the Virtual Environments Technical Group VR News OnLine - Coverage includes
VR technology, products, applications, research, markets, businesses,
events and people. Miscellaneous Virtual EnvironmentChris' VR Stuff - VR Hardware & 3-D I/O Device Support, VR Software, VRML & 3-D Software, Homebrew VR, VR Bibliography, 3-D Object Archives. Dave Snowden's V/R Page - Tons of links related to virtual reality and virtual environments. Exploiting Virtual Reality Techniques in Education and Training: Technological Issues - 3D interaction, 3D joysticks, auditory cues, Distance learning, eye control , presence, etc. Hot Virtual Reality Links - Maintained by the Open Virtual Reality Testbed Information Technology Laboratory's Open Virtual Reality Testbed - Contains information about our virtual reality and visualization for manufacturing project, anthropometric data, VRML, and more. Jerry Isdale's VR Page - General Information on virtual reality and lots of VR links. Ken's Virtual Reality Links - General or Unclassified (yet), Interactive Sites Available, Software and Software Development, VRML - Virtual Reality Modeling Language. WARNING: Last time I checked, a number of Ken's links were outdated, but there's still some interesting stuff on his site. Links
to the Outer World - General Info Source, Meta-VR (Pages of Pages),
PlayStation, DIVE, PC-based 3D Graphics, VRML, CAVE, Other Related Activities
(SunSoft's HotJava, Distributed Virtual Reality: Applications for Education,
Entertainment and Industry (C. E. Loeffler), NavigatingThrough Information
Take the "virtual lab tour", Approaches Using Virtual Environments with
Mosaic.), Ubiquitous Computing,Wearable Computers, Augmented Reality. National Cancer Center of Japan - Information on medical application of virtual reality. Randy Pauche's Home Page at Carnegie Mellon University - Information on the Alice Project and Stage 3 Reserach Group at the Human-Computer Interaction Institute School of Computer Science at Carnegie Mellon University Research Efforts Related to LifeLike Computer Characters - Maintained by Microsoft Research. Sensable Technologies - 3D Equipment - SensAble Technologies is dedicated to revolutionizing the human-computer interface by bringing 3D Touch™ to the desktop. We are the leaders in developing and commercializing technology that allows users to interact with the computer in a much more intuitive and expressive manner, using the sense of touch. Telepresence Research Inc. - A California Corporation devoted to the design and development of virtual environment and remote presence technologies and applications. Virtual Reality: Medical Applications - Medical V/R Links from MedWeb, MedWebPlus, and Frontiers in Bioscience. Virtual Reality Therapy Center - Since November 1992, we have successfully conducted the first known controlled studies of virtual reality in the treatment of a psychological disorder. Virtual Presence
- V/R Equipment - One-stop shopping for virtual reality solutions. Virtually Better - Virtual Reality Exposure Therapy Online booksVR in Clinical Psychology and Neuroscience Virtual Reality in Neuro-Psycho-Physiology Professional OrganizationsHuman Factors and Ergonomic Society - The Society's mission is to promote the discovery and exchange of knowledge concerning the characteristics of human beings that are applicable to the design of systems and devices of all kinds. Virtual Reality Education Foundation (VeRGe)/Web3DRoundup - Web3D RoundUP is a High-Speed Shootout Top 3D tools and content developers demonstrate latest Web3D technology and applications in a fast-paced, exciting format to merciless, paticipative audience. Virtual Reality Society - The Virtual Reality Society (VRS) is an international society dedicated to the discussion and advancement of virtual reality and synthetic environments. Its activities include the publication of an international journal, the organization of special interest groups, conferences, seminars and tutorials. Virtual Reality Environments in Psycho-Neuro-Physiological Assessment and Rehabilitation - The European site for medical VR. VRML Humanoid Animation Working Group - Exists for the sole purpose of creating a standard VRML representation for humanoids. Also try this other link to H|Anim Research OrganizationsThe following is a partial and ever-growing listing of Research Universities and Centers conducting V/E, V/R, Telepresence, and related research. All groups are listed alphabetically by their affiliation. If you have or know of another site that you think should be listed here,
please [ A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z ] Computer Graphics Group - The long-term research goal of the Brown University Graphics Group is to develop human-centered, powerful, and interactive 3D graphics tools for modeling, scientific visualization, telecollaboration, and interactive illustrations. Driving applications include the need for rapid prototyping tools for 3D modeling, the need for more sophisticated scientific visualization tools that can present concepts, techniques, and algorithms as well as data, and the need of geographically-separated groups to more effectively work in a shared visual, spatial, and auditory environment. VRML Research - VRML is an ISO-endorsed World Wide Web standard for interactive 3D graphics; the standard supports 3D graphics, interaction, behaviors, hyperlinks, and extension with Java or JavaScript. Virtual Environment Navigation Lab (VENLAB) - Bill Warren, Mike Tarr, Leslie Kaelbling and Andrew Duchon wrote and received a grant from the National Science Foundation's Learning in Intelligent Systems program to investigate the role of visual information in developing spatial representations. This work will try to combine ideas from the navigation literature of bees, rats, humans, and robots, and investigate these ideas using virtual reality: tracking people in a large room as they view the area through a head-mounted display. California Institute of Technology (CalTech) - Computer Grahics Research - Graphics-related research at Caltech primarily focuses on the mathematical foundations of computer graphics. Caltech's research explores and develops new approaches to modeling, rendering, simulation and scientific visualization, and is highly connected to our work on human/computer interaction. New methods are needed to increase modeling fidelity, ``fluency,'' and interactivity. This is accomplished using mathematical principles from differential geometry, constrained optimization, integral equations and piecewise differential equations, as well as physical principles such as the mechanics of solids and the physics of light. Cardiff University - Cardiff Human Interfaces and Virtual Environments Laboratory (C-Hive) - Researchers focus on two primary areas of VEs: (a) experimental investigations of the interface between people and VE systems (human-computer interaction), and (b) the use of VEs to investigate other, real-world problems. All of the research is multi-disciplinary. The researchers who currently work in, or are associated with, the C-HIVE have a variety of expertise, including cognition, computer science, engineering, human-computer interaction, vision and workload. Stage 3 Research Group - Our current focus is on Virtual Reality (VR), sometimes called "Virtual Environments". We begin by publicly acknowledging that there has been a great deal of hype associated with VR, making it all the more important to explore the field with a careful, scientific approach. Even if VR does not produce the anticipated benefits, we believe we will learn useful design principles about human-technology interfaces through exploring VR. OZ
Project - The Oz Project at CMU is developing technology and art
to help artists create high quality interactive drama, based in part
on AI technologies. This especially means building believable agents
in dramatically interesting micro-worlds. Center for Advanced Studies, Research, and Development in Sardinia (CRS4) - CRS4 (Center for Advanced Studies, Research and Development in Sardinia) is an interdisciplinary applied research center developing advanced simulation techniques and applying them, by means of High Performance Computing, to the solution of large scale computational problems, and conducting research, development and innovative applications in the field of the Information and Communications Technology. Clemson University - Virtual Reality Project - Departments involved - Architecture, Bio Engineering, Computer Science, Mechanical Engineering, Performing Arts, and Psychology. Columbia University - Computer Graphics and User Interfaces Lab - Our research on virtual worlds is centered about the development of new metaphors for visualizing and interacting effectively with rich information spaces. This work is performed within Columbia's Computer Graphics and User Interfaces Laboratory, in the Schapiro Center for Engineering and Physical Science Research. The lab's research spans a wide gamut, including knowledge-based graphics, animation, rendering, visualization, visual languages, and hypermedia. Contact Consortium - The Contact Consortium is the first global organization focused on inhabited virtual spaces on the Internet. These spaces are shared in real time by thousands of users and represent a new frontier in the experience of cyberspace. The non-profit Consortium supports special interest groups, holds conferences, sponsors research and papers, and serves as a catalyst for this new medium. Cornell University - Program of Computer Graphics - The Program of Computer Graphics at Cornell University ("PCG") is an inter-disciplinary center dedicated to the development of interactive computer graphics techniques and the use of these techniques in a variety of applications. De Montfort University (UK), Imaging and Displays Research Group - The Imaging and Displays Research Group was established within the School of Computing Sciences in 1990, in an effort to consolidate work in this area. The central activities of the group encompass image processing, the development and application of advanced three-dimensional and stereoscopic display systems, and the evaluation of human performance using these displays. Distributed Interactive Virtual Environments (DIVE) - The Distributed Interactive Virtual Environment (DIVE) is an internet-based multi-user VR system where participants navigate in 3D space and see, meet and interact with other users and applications. Ergonomics
in Teleoperation and Control Laboratory (ECT) at the University of Toronto
- Premier research labs focusing on robotics and control, vision and active
sensory perception, and design and automation. A central goal of our work
is to apply rigorous physical and mathematical principles towards the
innovative solution of practical engineering problems. Whole Frog Project - The ITG "Whole Frog" project is intended to introduce the concepts of modern, computer based 3D visualization, and at the same time to demonstrate the power of whole body, 3D imaging of anatomy as a curriculum tool. The goal of the Whole Frog Project is to provide high school biology classes the ability to explore the anatomy of a frog by using data from high resolution MRI imaging and from mechanical sectioning, together with 3D surface and volume rendering software to visualize the anatomical structures of the intact animal. Ultimately we intend to be able to "enter the heart and fly down blood vessels, poking our head out at any point to see the structure of the surrounding anatomy". Framework for Immersive Virtual Environments: FIVE - The broad aim of the FIVE working group is knowledge-integration around the theme of a general framework for IVEs and their applications. The aim is therefore to study a number of domains at the foundation. These include 1) the software system at the core of IVEs, including issues such as the need to reduce latency; 2) the functionality and integration of the various display modalities - visual, auditory and tactile/kinesthetic - at the psychological, algorithmic and systems level; 3) the tracking technology, including the possible uses of biofeedback devices, and the problems of force feedback displays; 4) the modeling of the virtual body both for human participants and virtual actors; 5) the evaluation of such environments from the task performance point of view, and the extent to which such environments generate a sense of presence. Graphics, Visualization, & Usability Center - Animation Lab - We are interested in simulating human motion of dynamic behaviors such as running, bicycling, diving and vaulting. To smooth out the motion produced by simple models of the human body, we add secondary motion to the animations with simulations of clothing, a flexible trampoline, and splashing water. We have also implemented algorithms for group behaviors that allow a number of simulated bicyclists and robots to move together while avoiding obstacles. Virtual Environments Group - Creates and studies immersive computer-generated experiences. Current research interests include software and system support for virtual environments, three-dimensional human-component interaction, and applications of virtual reality to clinical psychology, education, and visualization. Graphics and Visualization Center - An NSF Science and Technology Center - The Graphics and Visualization Center, founded in 1991, is one of 24 National Science Foundation Science and Technology Centers created to pursue foundational interdisciplinary research. The primary goals of our Center are to build a stronger scientific foundation for computer graphics and scientific visualization and to help create the basic framework for future interactive graphical environments. The Center comprises five universities: Brown, Caltech, Cornell, UNC, and Utah. Hull University (UK) - Virtual Environments, Graphics, & Applications (VEGA) - In 1992 the Virtual Environment Graphics and Applications Group was founded by the University of Hull, with support from British Aerospace. The general aims of VEGA are to promote fundamental research, scientific and technological development and industrial exploitation in the expanding area of virtual environments. Humanoid Animation Working Group (h-anim) - Exists for the sole purpose of creating a standard VRML representation for humanoids. Istituto Auxologico Italiano - Virtual Reality Environments in Psycho-neuro-physiological Assessment and Rehabilitation (VR-EPAR) - The main goal of the project is to build a demonstrator of a virtual reality system (Virtual Reality All-purpose Modular System - VRAMS), based on a modular architecture, to be used for psychoneurophysiological assessment and rehabilitation. Johnson Space Center - Virtual Environment Technology Laboratory - We are interested in Virtual Reality for its enormous potential as a teaching and training technology. VR's ability to provide an immersive, spatially expansive training environment nicely complements our more traditional computer-based teaching and training systems. Other VR labs tend to concentrate on VR primarily as a visualization and design tool. Our primary focus is to create intelligent virtual environments that are richly interactive. Loughborough University (UK) - Visual Ergonomics Research Group (VISERG) - The Visual Ergonomics Research Group is based in the Department of Human Sciences at Loughborough University. We are currently carrying out research work in the following areas: Health and Safety Issues associated with the use of Virtual Reality equipment Eye control of computers for the physically-challenged Use of pupil responses to detect eye disease. Manchester University (UK) - Advanced Interfaces Group - The Advanced Interfaces Group was founded in 1991 to address the research challenges of designing and building large scale virtual environments for real-world applications. Massachusetts Institute of Technology (MIT) Gesture and Narrative Language Group (Media Lab) - Our group at the MIT Media Lab studies how artifacts such as agents and toys can be designed with psychosocial competencies, based on a deep understanding of human linguistic, cognitive, and social abilities. We are part of the Learning and Common Sense section of the Lab, and a member of both the Things That Think and Digital Life consortia. Haptic Interfaces Group (AI Lab) - The haptics group at the MIT Artificial Intelligence Lab conducts research in a wide variety of topics related to touch perception and feedback including the development of devices to effect haptic stimulation and software to render the sensations of touch. MIT/RLE/Sensory Communication Group: Virtual Environments, Teleoperators, Human-Machine Interfacing - The Virtual Environment Technologies for Training (VETT) Lab in the RLE at MIT is conducting research in using VE's for training. Tangible Media Group (Media Lab) - We are designing "tangible user interfaces" which employ physical objects, surfaces, and spaces as tangible embodiments of digital information. These include foreground interactions with graspable objects and augmented surfaces, exploiting the human senses of touch and kinesthesia. We are also exploring background information displays which use "ambient media" -- ambient light, sound, airflow, and water movement. Here, we seek to communicate digitally-mediated senses of activity and presence at the periphery of human awareness. Sociable Media Group (Media Lab) - The Sociable Media Group is a newly formed research group that investigates issues concerning identity and society in the networked world. Questions being explored include how we perceive other people on-line, what does a virtual crowd look like, and how do social conventions develop in the networked world. Software Agents Group (Media Lab) - The Software Agents Group of the MIT Media Laboratory investigates computer systems to which one can delegate tasks. Software agents differ from conventional software in that they are long-lived, semi-autonomous, proactive, and adaptive. The group develops techniques and builds prototype agent systems that can be tested. Synthetic Characters (Media Lab) - The goal of the Synthetic Characters Group at the MIT Media Laboratory is to understand how to build interactive characters that come alive in the eyes of the people who interact with them. Through this process we hope to tackle hard problems which have broad applicability to the design of intelligent systems and realtime character animation. Virtual Worlds Project (AI Lab) - The Virtual Worlds Project at the MIT Artificial Intelligence Laboratory is an effort to create advanced distributed interactive simulation (DIS) systems for use in science, engineering, medicine, commerce, and industry. Core areas of research include: physical simulation, intelligence entity simulation, advanced human-machine interfaces, graphics, telerobotics, Distributed Interactive Simulation protocol, and application development. Max Planck Institute for Biological Cybernetics - The institute's research interests centered on the acquisition and processing of visual information in the nervous system, originally in the form of the behavioral analysis of the visual system of insects. With the advances made in perception theory and innovations in the area of experimental tools, the thematic focus of the institute has shifted toward the elucidation of cognitive processes. Microsoft Research - We are exploring 3D UI, novel human-computer interaction, and information visualizations. We are looking at new techniques for navigating and making use of large information spaces. We are also investigating ways to replace the current 2D desktop with a more inviting and interesting 3D environment. Michigan State University - Media Interface and Network Design Lab - Human-Computer Interaction Theory and Research: This is a theory-driven research program exploring physical and cognitive performance in virtual environments. Projects focus on how highly interactive immersive virtual reality systems create a sense of presence and augment human learning and performance. Mitsubishi Electric Research Lab (MERL) - Chartered in 1991 to conduct basic research on computers and their use, research projects at MERL tend to be interdisciplinary investigations combining human-computer interaction, social virtual reality, computer netowrks, computer graphics, artificial intelligence, multimedia, and human learning and development. Ames Research Center - Center for Bioinformatics - The Center for Bioinformatics at the NASA Ames Research Center applies advanced computer technology to the study of biological systems. We have four major concentrations in our work: 1.Three dimensional, serial section reconstruction (image processing) 2.Advanced Visualization (graphics/virtual environments) 3.Modeling/Simulation (finite element/neuronal networks/electrophysiology) 4.Neurotechnology (from biological neuronal circuits and systems to chips, processors and computer architectures). Ames Intelligent Mechanisms Group - The Virtual Environment Vehicle Interface (VEVI), developed by the NASA Ames Research Center's Intelligent Mechanisms Group, is a modular operator interface for direct teleoperation and supervisory control of robotic vehicles. VEVI utilizes realtime interactive 3D graphics and position/orientation sensors to produce a range of interface modalities from the flatpanel (windowed or stereoscopic) screen displays to head mounted/head-tracking stereo displays. The interface provides generic video control capability and has been used to control wheeled, air bearing, and underwater vehicles in a variety of environments. Situatin Awareness Virtual Enviornment (SAVE) - The Situation Awareness Virtual Environment (aka SAVE) project investigates the potential applications of simulation, sensor fusion, and automation technologies for Air Traffic Control (ATC). The current emphasis is on development of three-dimensional displays that tower-controllers may find useful for surface management in decreased-visibility situations. Visualization Lab - Virtual Wind Tunnel Project. Virtual Environment for Reconstructive Surgery (VERS) - The Virtual Environment for Reconstructive Surgery (VERS) project is a collaboration between the Biocomputation Center at NASA Ames Research Center and the the Department of Reconstructive Surgery at Stanford University to produce an interactive, collaborative virtual environment for planning of craniofacial surgeries. A pilot project involves producing computer-based reconstructions of the facial structure of real patients and creating a virtual environment wherein the surgeon may simulate and plan the operation. Webstar - Astrophysics in Cyberspace Interact Research Group - The interact Research Group is a collection of faculty, research staff, and graduate students focused on studying and advancing issues related to the interaction of humans and computing technology. Modeling, Virtual Environments and Simulation (MOVES) Academic Group - The Naval Postgraduate School MOVES Academic Group is an interdisciplinary department dedicated to education and research in all areas of modeling, virtual environments and simulation. The focus of the group is on strong academic fundamentals with emphasis on application to Department of Defense and Department of Navy problems. NPSNET Research Group -The NPSNET Research Group is a group of faculty, staff, and students at the Naval Postgraduate School, Monterey, California that works in all areas of networked virtual environments. The research group is currently focused on the following virtual environment (VE) research topics: the large-scale networking of virtual environments (environments greater than 1,000 players), VE network applications protocols, rapidly reconfigurable VE network protocols, Distributed Interactive Simulation (DIS) and High-Level Architecture (HLA) protocols, the real-time walkthrough of large-scale networked VEs, world modeling software for managing large scale networked VEs, the instrumentation of the human body and its representation in the networked VE, hypermedia integration (how we place video, audio, imagery and textual data in the networked VE), and geometric modeling (terrain, building and other object modeling). New York University - Media Research Lab (MRL) - The IMPROV Project at NYU's Media Research Lab is building technologies to produce distributed responsive virtual environments in which human-directed avatars and computer-controlled agents interact with each other in real-time. Multi-modal interaction paradigms that combine IMPROV with speech and gesture recognition are also being explored. NorthEastern University - Virtual Environments Lab - The Virtual Environments Lab at Northeastern University in Boston, Massachusetts are performing research into VE-based driving simulators, and walking in virtual environments. Ontario Telepresence Project - The project completed it's three year program of research and technology transfer in December of 1994. The project's Final Report is available for downloading. Reading University (UK) - Interactive Systems Research Group - The unifying theme to the research conducted in the Interactive Systems Research Group (ISRG) is that of ‘humans-in-the-loop’. The core research areas can be broadly grouped into three inter-related groups: Robotics/Telerobotics: including telerobotics; telepresence, including augmented reality; robot design & control, particularly in the field of active vision; primate vision systems; path planning; Medical and Rehabilitation Technology: including rehabilitation robotics; medical robotics; technology & disability; design of rehabilitation technology; Virtual Environments: including collaborative virtual environments; collaborative information spaces; telepresence; virtual reality technology; visual perception; the built environment. Royal Institute of Technology, Stockholm - Interaction and Presentation Lab (IPLab) - IPLab was established in 1985 at the Department for Numerical Analysis and Computer Science (NADA), the Royal Institute of Technology (KTH), and is based on an interdisciplinary group of researchers and research students in computing science, linguistics, psychology, sociology and design, with common interest in human computer interaction. IPLab is colocated and closely cooperates with the Centre for User Oriented IT Design (CID). Rutgers University - Human Machine Interface Lab - VR lab with emphasis on force feedback. Sony Virtual Society Project - The Virtual Society Project is an umbrella for a set of research projects within Sony CSL. The overall goal of the Virtual Society project is to investigate how the future online community will evolve. Sony Computer Sciences Laboratory - Has developed a situated agent that utilizes speech recognition and synthesis, and a simulated human face. (based on DECface). SRI International - Artifical Intelligence Center - SRI International's Artificial Intelligence Center (AIC) is one of the world's major centers of research in artificial intelligence. Founded in 1966, the AIC has been a pioneer and a major contributor to the development of computer capabilities for intelligent behavior in complex situations. Its objectives are to understand the computational principles underlying intelligence in man and machines and to develop methods for building computer-based systems to solve problems, to communicate with people, and to perceive and interact with the physical world. Dextrous Manipulation Lab - The Dextrous Manipulation Laboratory is affiliated with the Center for Design Research (CDR) which is part of the Design Division in the Mechanical Engineering Department at Stanford University. The areas of research in this laboratory are: Modeling and control of dextrous manipulation with robotic and teleoperated hands Tactile sensing and haptic exploration with robotic fingers Haptics and force-feedback in telemanipulation and virtual environments Virtual Space Exploration Lab - The Center for Design Research (CDR) at Stanford University has a primary focus of studying the design process and methods in practice. Having an excellent collection of engineers from many disciplines, CDR often generates ideas for potentially "fixing" problems that are observed. A well documented problem observed in design processes is the awkward interface between designers and machines. These machines may be mechanical (robots) or electronic (computers). This group of projects employs telepresence technologies in its exploration of human-machine interaction. Strathclyde University - Architecture and Building Aids Computer Unit (Abacus) - Abacus is a research group within the Department of Architecture at Strathclyde University. Established in 1969, the group is dedicated to providing software and services to architects, building design engineers and urban planners. Swedish Institute of Computer Science (SICS) - The Swedish Institute of Computer Science, SICS, is a non-profit research foundation. SICS mission is to contribute to the competitive strength of Swedish industry by conducting advanced and focused research in strategic areas of computer science, and actively promoting industrial use of new research ideas and results in industry and society at large. SICS works in a close collaboration with industry and the national and international research community. Swiss Federal Institute of Technology (EPFL) in Lausanne - Computer Graphics Lab (LIG ) - The Computer Graphics Lab (LIG) at the Swiss Federal Institute of Technology (EPFL) in Lausanne (map) was founded in July 1988 by its director, Professor Daniel Thalmann. The laboratory is mainly involved in Computer Animation and Virtual Reality. LIG is especially well-known for the creation and animation of virtual actors like synthetic Marilyn Monroe. Toronto University - Virtual Environments Technical Group (VE-TG) - The VE-TG is a technical group of the Human Factors and Ergonomics Society (HFES). The purpose of the VE-TG is to focus on humans in connection with virtual environments systems. The VE-TG is concerned with: The design of head mounted displays used in virtual environments as they relate to users ease of use and comfort; Human visual performance while viewing computer generated 3D environments; The use of tactile, haptic and force feedback in virtual environments; The design and evaluation of virtual environments in connection with training; Behavioral and social problems associated with the use of virtual environment systems. University of Alberta - Computer Graphics Research Group - Our research has concentrated on developing software tools for the production of virtual reality applications. We have concentrated on developing the base technology that lets other researchers take advantage of this new style of interaction without having to develop the basic support software. This has allowed a wide range of researchers working in such diverse areas as scientific visualization, simulation and art to take advantage of this new technology. In addition to developing software tools we are interested in developing distributed VR applications where several users at different geographical locations can collaborate on the same problem. University of British Columbia - Virtual Hand Lab - This research project, conducted by a multidisciplinary team that includes computer scientists, engineers and researchers from the field of kinesiology, is designing and implementing a Virtual Hand Laboratory (hardware and software based on high performance 3-D graphics workstations and state-of-the-art 3-D motion analysis systems). This will provide a testbed for future studies of goal-directed human hand movement including studies related to computer-aided surface design, computer animation of the human body, gestural input, and ``smart'' interfaces that recognize a user's intent by analyzing hand and body movement as part of the user interface. The anticipated benefits of this research are new methodologies for studying human hand movement, new knowledge about 3-D human-computer interaction techniques, and improved systems for computer-aided design of 3-D objects and for computer animation of human figures. University of California, Berkeley Computer Graphics - Many projects related to virtual environments. Computer Vision Group - Check out their cool video - You'll ask yourself if it's live or memorex! University of California, Riverside - Center for Virtual Research - The Center for Virtual Research (CVR) explores ways in which emerging technologies can be incorporated within teaching, research and the development of local on-line communities. University of California, San Diego Computer Vision and Robotics Research Laboratory -The Computer Vision and Robotics Research (CVRR) Laboratory at the University of California, San Diego offers a unique and stimulating environment to graduate students, faculty members, and visiting scholars/collaborators to pursue a wide spectrum of research studies in the Sensor-Based Intelligent Systems area. The major thrust of our research is on developing a clear understanding of the computational and engineering related issues underlying the perception, planning, and control mechanisms for completely autonomous or semi-autonomous operation of integrated systems. Visual Computing Laboratory - We deal with several aspects of visual computing: interactive and immersive video, content-based and similarity-based retrieval in visual information systems, retinal image databases, neuroscience information systems, robotics, vision, and image processing. Virtual Explorer Project - Uses state-of-the-art computer graphics technology to create a virtual reality environment, in which scales of length and time are adjusted to allow for easy visualization of difficult scientific concepts. Additionally, students are allowed to interact in real time with the concepts being studied in the virtual environment, creating a highly motivational, effective, and fun learning tool. University of California, Santa Cruz - Perceptual Science Laboratory - The Perceptual Science Laboratory is engaged in a variety of experimental and theoretical inquiries in perception and cognition. A major research area concerns speech perception by ear and eye, and facial animation. We also have tested a general fuzzy logical model of perception in a variety of domains, including perception and understanding of language, memory, object, shape and depth perception, learning, and decision making. Research is also being carried out in reading. Digital Media Lab - The Digital Media Lab is a place at the University of Central Florida where computer scientists unite with artists, musicians, and writers to convert diverse project ideas into masterpieces built with the bricks of Digital Media. Synthetic Environment Research Group (SYNERGY) - The overall objective of SYNERGY is to define and develop a new area of study within interactive systems, i.e., human-virtual environment interaction (HVEI). We divided this area of study into three primary areas of human factors research and education: Human performance efficiency in virtual environments Health and safety issues Potential social issues Institute of Simulation and Training - The Institute for Simulation & Training is helping to capture the powerful potential of advanced technologies. Worldwide communications, medicine and education will be transformed as scientists harness the capabilities offered by modeling and simulation, virtual reality, high density databases and the latest in computer science, distributed simulation and education technology. Visual Systems Lab - The Visual Systems Laboratory (VSL) of Institute of Simulation and Training (IST) is one of several specialized labs. The VSL's mission concerns advancing the state of the art in computer graphics and human/machine interfaces for use in simulation, and IST continues to develop and explore timely and innovative R&D efforts capable of acting as a catalyst to broader technology applications. University Collect Londong - Centre for Advanced Spatial Analysis (CASA) - The Centre for Advanced Spatial Analysis (CASA) is an initiative within University College London to develop emerging computer technologies in several disciplines which deal with geography, space, location and the built environment. University of East London Group on Virtual Reality Applications to Training and Rehabilitation (VR@UEL) - University of East London Group on Virtual Reality Applications to Training and Rehabilitation was established in 1995. Currently we are investigating the use of virtual environments (VEs) in people with brain damage: University of Edinburgh (UK) - Virtual Environment Lab (VEL) - The VEL is a member of the Perception in Action Laboratories and was established within the Department of Psychology at the University of Edinburgh in January 1992.The main research goal of the VEL is: To identify and evaluate the factors affecting perceptual control of movement by humans in both natural and Virtual Environments. The premise is that effective Virtual Reality (VR) systems and Virtual Environments (VEs) cannot be built without taking into account the nature of human perception. To that end research undertaken is being directed along the following lines: Analysis and support of effective perception and action coupling. Identification and assessment of the factors affecting immersion in VEs. Evaluation of physiological responses to VEs (vision in particular). University of Essex (UK) - Virtual Applications, Systems and Environments Laboratory (VASE) - The Virtual Applications, Systems and Environments Laboratory ("VASE Lab") of the University of Essex is where people explore all things virtual. The Lab was instituted in September 1995 with financial support from the University's research promotion fund and has subsequently received support from the research councils and from industry. Research in the VASE Lab touches on many cyberspace-related topics, but a central theme is the overlap between computer vision and virtual reality. There is particular expertise in the Virtual Reality Modelling Language (VRML) and its use in shared virtual environments; in real-time vision; and in untethered VR, augmented reality and wearable computers. Some demonstrations of our work are available online, and we make available some of our software for you to use in your own research. University of Geneva - MIRALab - MIRALab was founded in 1989 as a research lab in the Center of Computer Science (CUI), of University of Geneva, by Proffessor Nadia Magnenat Thalmann. The main activities of the lab are in the area of virtual reality and computer animation. The lab has attracted world-wide attention for its work in the area of modeling and animation of virtual humans. HUMANOID-II - This project is concerned with providing the technology for creating simulations of realistic interacting humans. Virtual Life Network - Virtual Life Network is a Networked Collaborative Virtual Environment system that supports a networked shared virtual environment. Multiple users, represented by 3D virtual human actors, are allowed to interact with each other and their surrounding in real time. University of Illinois - National Center for Supercomputing Applications - The National Center for Supercomputing Applications (NCSA) at the University of Illinois at Urbana- Champaign is the leading-edge site for the National Computational Science Alliance (Alliance). In this capacity, NCSA anchors all Alliance teams and oversees the administration of all Alliance programs. NCSA leads the Alliance in its mission to maintain American preeminence in science and technology. Beckman Institute for Advanced Science and Technology - NCSA Virtual Reality Facilities - The NCSA Virtual Reality (VR) laboratory is a research facility engaged in the exploration of new methods of visualizing and interfacing with scientific data and simulations. This exploration is done in conjunction with researchers who want to investigate their science using interactive and immersive technologies. The laboratory is located in the Beckman Institute for Advanced Science and Technology on the University of Illinois campus. CAVE - The CAVE(TM) is a multi-person, room-sized, high-resolution, 3D video and audio environment. Electronic Visualization Lab (EVL) - EVL is a graduate research laboratory specializing in virtual reality and real-time interactive computer graphics; it is a joint effort of UIC's College of Engineering and School of Art and Design, and represents the oldest formal collaboration between engineering and art in the country offering graduate degrees to those specializing in visualization. NCSA Audio Group - Audio Group research explores Technology Integration for Time-Critical Performance, creating prototypes of Interactive Multi-Modal information systems. Support real-time data-driven audio signal processsing. Support synchronization of sounds with animated graphics and actions performed by an observer. Optimize parallel processes required for interaction. Support efficient gesture-based interactivity with complex systems. NCSA Visualization and Virtual Environments Division - NCSA's Visualization and Virtual Environments Division works with the national user community, the Alliance, and our Government and Industrial partners to develop and advance the use of visualization and virtual reality. University of Jyvaskyla - The Telematic Studio - An advanced Telematic Studio has been built at the University of Jyväskylä to combine the latest technologies for local and distributed work and/or meetings. The technologies include meeting support, groupware, and CSCW (Computer Supported Cooperative Work) software, running on 15 built-in Pentium PC’s and 4 SGI’s; 3 videoconferencing systems; simulation programs; Virtual Reality applications; document cameras; local and distributed monitors and large screen projections; electronic whiteboard; local and wide area networking via Internet (TCP-IP), ISDN and ATM. University of Kansas - Institute for the Exploration of Virtual Realities (i.e.VR) - Explore the uses of virtual reality and related technologies. While the primary application currently under study is theatre production and performance, the possibility of exploring VR applications in other fields is also being actively pursued. University of Lancaster (UK) - Coorerative Systems Engineering Group - Virtual Reality is an enabling technology which allows synthetic or realistic three dimensional worlds to be explored. Cooperative Virtual Environments (CVEs) are multi-party Virtual Reality systems which allow a number of users to share a common virtual world, where they may interact with each other and the world itself. Much of the research in Virtual Reality at Lancaster is concerned with CVEs. VirtuOsi Project - VirtuOsi is a project to build distributed virtual reality systems to support work groups. It will explore the use of virtual reality to allow multiple users to perform simultaneous, co-operative work across geographically dispersed locations. University of MichiganVirtual Reality Lab - Research is focused on virtual prototyping of engineering designs - especially in the automotive and marine industry - the simulation of manufacturing processes, and related engineering applications. Additional activities include the use of virtual reality in accident simulations, medicine, architecture, archeology, education, and other areas. Telepresence Research Group - UNC's Telepresence Research is a collaborative effort between the Graphics and Imaging Group at University of North Carolina in Chapel Hill, the Grasp Laboratory at the University of Pennsylvania, and the Computer Vision Group at Carnegie Mellon University. In our approach to telepresence a multitude of stationary cameras are used to acquire both photometric and depth information of a remote environment. A virtual environment is then constructed and redisplayed in accordance with the local participant's head position and orientation. This allows users wearing a head-mounted display to walk around remote environments and interact with other remote individuals as if they were actually within the same space. In the near future we expect to acquire, process, and display such virtual environments in real-time. Graphics and Image Cluster - Many of our projects aim to help researchers and physicians outside the discipline of computer science use computers to solve problems in their own fields. It also provides an excellent test of the usefulness of our tools; our collaborators will not waste their time working with a system unless it aids them measurably in their work. Faculty and staff researchers in the Graphics and Imaging Cluster have expertise and interests in a broad range of research areas, including: virtual environments molecular graphics scientific visualization geometric modeling graphics hardware medical image processing Center for Graphics and Visualization - Research at the UNC site of the Graphics and Visualization Center focuses mainly on the area of Telecollaboration. Toward this end, we currently work on the following research projects: Telecollaboration Research, The Office of the Future, Wide Field-of-View Camera Cluster, Tele-immersion. The following additional research areas are supported by the Center or related to the UNC-site work: Image-based rendering, Head-mounted displays, Laproscopy, Tracking, Ultrasound visualization Communications Research Group (CRG) - The group conducts research into social computing environments: the use of computer and communications technologies including virtual reality, distributed systems and multimedia to support human communications and especially the work of physically distributed groups. Our current major focus is on Collaborative Virtual Environments (CVEs). AIMS Research Unit - The AIMS Research Unit has been active for over a decade matching advanced computer techniques to engineering problems. The purpose of the Unit is to act as a technology based centre for advanced computer applications in the engineering sector. The Unit promotes awareness of and the use of Artificial Intelligence (AI), Computer Graphics (CG) and Virtual Reality (VR) to solve industrial problems. General Robotics, Automation, Sensing and Perception Lab (GRASP) - The GRASP lab is a multi-disciplinary research laboratory at the University of Pennsylvania in Philadelphia. This internationally renowned research center was founded in 1979 by Professor Ruzena Bajcsy and has grown today to be one of the premier research labs focusing on robotics and control, vision and active sensory perception, and design and automation. A central goal of our work is to apply rigorous physical and mathematical principles towards the innovative solution of practical engineering problems. Center for Human Modeling and Simulation - The JACK Project at the Center for Human Modeling and Simulation provides a 3D interactive environment for controlling articulated figures. It features a detailed human model and includes realistic behavioral controls, anthropometric scaling, task animation and evaluation systems, view analysis, automatic reach and grasp, collision detection and avoidance, and many other useful tools for a wide range of applications. University of Southern California (USC) - Virtual Environments for Training (VET) at Behavioral Technology Laboratories - The Virtual Environments for Training (VET) Project is a collaboration among Behavioral Technology Laboratories (BTL) of the University of Southern California, Lockheed Martin Artificial Intelligence Center, and USC's Information Sciences Institute (ISI). The project demonstrates effective tutoring in immersed virtual environments and effective tutor development for these environments. University of Tokyo - Hirose Lab - Our laboratory belongs to the Department of Mechano-Informatics, the Faculty of Engineering, The University of Tokyo. The major topic of our research is Virtual Reality. University of Virginia - Proffitt Perception Lab - Research attempting to gain an understanding of how people perceive and think about space. The goals are to create new knowledge, build careers, be useful, and have fun! Human Interface Technology
Lab (HIT Lab) - We are a research and development lab at the University
of Washington focusing on human computer interfaces and virtual interface
technology. University of Waterloo - Computer Graphics Lab - The Computer Graphics Lab of the University of Waterloo concentrates on research in curve and surface design, rendering, colour imaging, and user interfaces. CGL is characterized by its eclectic approach to computer graphics and user interface research, which in turn has spawned a creative and dynamic environment. University of Wisconsin - Spcae Science and Engineering Center (SSEC) - SSEC is concerned mainly with scientific research and technology development that enhances understanding of the atmosphere of Earth and other planets. We explore the universe from space-based telescopes, sometimes helping to probe other planets in our solar system, but more often looking down to gain information and insights into weather, climate, and other aspects of Earth's global environment. We distribute data and develop software for use by researchers and operational meteorologists all over the world. Vienna University of Technology - Virtual Environment Group - Our research projects focus on virtual reality, real-time rendering, user interfaces, multi-user systems and distributed virtual environments. Virtual Environments and Computer Graphics Group - Home of Collaborative Virtual Environments (COVEN). Visualization and Virtual Reality Group (VVRG) - Conducts research in visualization and virtual environment technologies in order to demonstrate the utility and feasibility of visual displays of information to industry and government. The group works to ensure that technology advances in three-dimensional information visualization and data exploration can be used effectively for the access, manipulation and exchange of complex information. The group achieves this mission by: working with private industry, academia, and government to develop evaluation methodologies and reference sets, conducting research in visualization to support the development of these test and evaluation methods, and building visualization and VR prototype systems for application areas such as manufacturing, information retrieval, and collaborative work. VR Research Group - The goal of our current activities in the area of 3D worlds is the extension of VR (as an enabling platform) in order to support collaboration of multiple users, potentially distributed world-wide. Our current research focus is the enhancement and development of standards, techniques and prototypes to support distributed VR on the Internet. Yale University - Haskins Laboratory - This website provides an overview of the rapidly growing international effort to create talking heads (physiological / computational / cognitive models of audio-visual speech), the historical antecedents of this effort, and related work. Links are provided (where possible) to the sites of many researchers and commercial entities working in this diverse and exciting area. |
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