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Medicine in virtual environments
Technology and Health Care, 1995Virtual Environments allow a human to interact with a (computer) system in such a way that a high level of presence in a computer-synthesised world is experienced. In principle, all human senses are involved with the interaction. Many applications may benefit from this type of human-machine interfacing, however, few have emerged so far for medicine. In
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Cooperative virtual environments
Proceedings of the 1996 ACM conference on Computer supported cooperative work, 1996Existing Cooperative Virtual Environments present the same shared world to each of the cooperating users. This is analogous to the use of strict-WYSIWIS in early 2D interfaces. Research in the area of shared 2D interfaces has shown a strong trend to support individual tailoring of the shared views, and move away from the strict-WYSIWIS abstraction ...
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2020
This article by no means serves to account for theories on virtual technologies or virtual design but, rather, offers a distinct exploration on the role of the body in virtual experiences and spaces. Selected works account for embodiment literature and emergent considerations of the body in what may be considered a post-body, or post-human, era of ...
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This article by no means serves to account for theories on virtual technologies or virtual design but, rather, offers a distinct exploration on the role of the body in virtual experiences and spaces. Selected works account for embodiment literature and emergent considerations of the body in what may be considered a post-body, or post-human, era of ...
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Federated Virtual Environment (FVE): a virtual collaborative environment
2008FVE (Federated Virtual Environment) is a software environment that allows people to collaborate online. It evolved from CVW (Collaborative Virtual Workspace) and FCVW (Federated Collaborative Virtual Workspace). A partially implemented prototype of FVE, FVE 0.1, was developed earlier at Acadia University. This thesis presents FVE 1.0, the first working
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Virtual Identities from Virtual Environments
2011The creation of identities in immersive online digital environments has become commonplace in consumer behavior. Consumers frequently enter into socially networked, computer mediated environments (CME’s) as avatars. A user can design his or her avatar by choosing typologies of facial features, body types and clothing styles. The chapter concerns Avatar
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M.D. computing : computers in medical practice, 1994
T B, Sheridan, D, Zeltzer
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T B, Sheridan, D, Zeltzer
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