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By
K. Mohr
2 years ago
Much of the research work into artificial intelligence (AI) has been focusing on exploring various potential applications of intelligent systems with successful results in most cases. In our attempts to model human intelligence by mimicking the brain structure and function, we overlook an important
By
M. Pontikakis
2 years ago
Wikipedia is an example of the collaborative, semi-structured data sets emerging on the Web. These data sets have large, non-uniform schema that require costly data integration into structured tables before visualization can begin. We present Vispedia, a Web-based visualization system that reduces t
By
J. Lyon
2 years ago
Telepresence, the perception of presence within a physically remote or simulated site, has been identified as a design ideal for synthetic environments. However, confusion exists within the literature about the precise definition of telepresence. Furthermore, there is a need for a plausible and pars
By
J. Lyon
2 years ago
Immersive Virtual Telepresence (IVT) tools are virtual reality environments combined with wireless multimedia facilities--real-time video and audio--and advanced input devices--tracking sensors, biosensors, brain-computer interfaces. For its features IVT can be considered an innovative communication
By
J. Lyon
2 years ago
In this paper, we discuss data transmission in telepresence environments for collaborative virtual reality applications. We analyze data streams in the context of networked virtual environments and classify them according to their traffic characteristics. Special emphasis is put on geometry-enhanced
By
J. Lyon
2 years ago
Virtual reality is the multi-dimensional sensorial environment produced by the computer, Users can play a part in this virtual environment by particular tools. This technology, possessing the characteristics of being lifelike, interactive and imaginative, plays more and more important part in the me
By
D. Clauzel
2 years ago
In this paper we investigate the issues of user attention management in the context of the changes of underlying metaphors in human-computer interface design. After the introductory part, we discuss the problems of staying focused as well as reconstructing the context of an interrupted task while wo

