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         Virtual Reality:     more books (99)
  1. The 2-Second Commute: Join the Exploding Ranks of Freelance Virtual Assistants by Christine Durst, Michael Haaren, 2005-07
  2. Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds by Celia Pearce, Artemesia  , 2009-09-30
  3. Backfire: A Novel (The Virtual Reality, Book 3) by William Kritlow, 1995-06
  4. Virtual Vandals (Tom Clancy's Net Force; Young Adults, No. 1) by Tom Clancy, Steve Pieczenik, et all 1999-02-01
  5. Training and Collaboration with Virtual Worlds: How to Create Cost-Saving, Efficient and Engaging Programs by Alex Heiphetz, Gary Woodill, 2009-12-15
  6. Virtual Reality Therapy : An Innovative Paradigm by Max M. North, 1996-09
  7. Virtual Schooling: A Guide to Optimizing Your Child's Education by Elizabeth Kanna, Lisa Gillis, et all 2009-06-09
  8. The Deadly Maze: A Novel (Virtual Reality, Book 2) by William Kritlow, 1995-06
  9. Virtual Reality Therapy for Anxiety Disorders: Advances in Evaluation and Treatment by Brenda K., Ph.D. Wiederhold, Mark D., Ph.D. Wiederhold, 2004-09-30
  10. Virtual Archaeology by Maurizio Forte, 1997-02-01
  11. Learning and Teaching in the Virtual World of Second Life
  12. Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction (Jossey-Bass Guides to Online Teaching and Learning) by Clark Aldrich, 2009-09-22
  13. Virtual War: The Virtual War Chronologs--Book 1 by Gloria Skurzynski, 2008-04-14
  14. Immersed in Technology: Art and Virtual Environments (Leonardo Books)

41. Prehistoric World - Morrisburg, Ontario (360 Degree Virtual Reality Photo Tour
Prehistoric World hosts 50 fullsize reproductions of dinosaurs and other prehistoric animals in a realistic natural setting. Ontario Canada
http://www.c360.ca/morrisburg/pw
internet toolbars
Prehistoric World, - Morrisburg, Ontario
Phone: 360° Views: Dinosaurs 1 Dinosaurs 2 Dinosaurs 3
Now in its 21st. year of operation, Prehistoric World is a tourist attraction in which full-size reproductions of prehistoric animals are displayed in a realistic natural setting. Prehistoric World features over 50 exhibits and owner/builders Paul and Serge Dupuis are adding more on a continuing basis. With an emphasis on the scientific accuracy of the touchable concrete sculptures, Prehistoric World is as educational as it is awesome! Prehistoric World is open daily from June to Labour Day weekend from 10:00 to 4:00P.M. Last Admission is at 3:15 ( it takes 45 minutes to an hour to visit) Children can dig up dinosaur bones in the fossil pit and since this is not Jurassic Park you can return home in total safety.

42. Index
Free newsletter and information for the virtual reality and interactive 3D community with 7000+ readers in 60 countries.
http://www.vrefresh.com/
Independently promoting the successful commercial adoption of Virtual Reality (VR) and interactive three-dimensional (i3D) applications since 1998. Tuesday June 14, 2005 Contact Roger Frampton About Cyber-Wizard 64-Bit Version of RenderDrive Network System ART VPS has released a new 64-bit version of its RenderDrive network system that can accommodate up to 48 of the company's AR350 dedicated ray-tracing processors. The new RenderDrive RD6400 provides off-line, final-frame rendering for an unlimited number of users. It can address model sizes of 30-million polygons or more at resolutions that exceed the capabilities of current display devices and printers. Faster I/O speeds are provided by a new gigabit networking system. RenderDrive RD6400 is available in configurations of 16, 36 and 48 AR350 processors. Burrows, a design agency specializing in the automotive industry, uses RenderDrive for billboard-sized renderings and realistic animations of Ford and Mazda product s . Th ese images would be impossible to produce with software renderings, according to Derek Price, creative head at Burrows.

43. Domus-USA Providing Virtual Reality, 3D Rendering,& Modeling And Boomerang Graph
A San Franciscobased firm providing 3D rendering, virtual reality, and video for architects and builders.
http://www.domus-usa.com/
Domus - USA A new vision in communication for architecture and construction Visualization Services 3D Rendering and VR Gallery Software Solutions Boomerang graphic communications tool Company Information Contact Information

44. Multimedia - From Wagner To Virtual Reality

http://www.artmuseum.net/w2vr/contents.html

45. Multimedia – From Wagner To Virtual Reality
click to skip introduction.
http://www.artmuseum.net/w2vr/
click to skip introduction click to skip introduction

46. Text-Based Virtual Reality
Transcript of a seminar held at Meridian MOO in 1994.
http://wwwpub.utdallas.edu/~cynthiah/lingua_archive/meridian-moo-seminar.txt

47. Biosport Lab -- Bobsled Simulator
Built by the Sports Biomechanics Lab at University of California, Davis.
http://mae.engr.ucdavis.edu/~biosport/bobsleds/bobsled.html
Virtual Reality Bobsled Simulator
Research of Andrew Kelly, LeRoy Alaways, Brian Lovrin, and Darla Weiss
Version 1 Bobsled Simulator That thing in the picture is a bobsled simulator. It's kind of like a flight simulator, but simulates driving a bobsled instead of flying a plane. An IBM workstation runs code which calculates the dynamics of the sled in real time. We feed the program track data (Lillehammer, Salt Lake City, Albertville, Calgary) and driver steering input, and it solves the equations of motion and draws a picture on the screen from the driver's point of view. Data is also sent from the workstation to a motion control system which plays a CD of the sounds of a bobsled going down a real run, rolls the cockpit, and provides force feedback to the driver through the steering handles. The idea behind this project is to help train the United States Olympic Bobsled Team. With the simulator the drivers can take as many practice runs in a day as they like (as opposed to 4 or 5 runs maximum when training on ice), work on only one section of a track at a time, practice many different tracks without having to travel, compare their "lines" to other drivers, and get quantitative feedback on how they are doing after each run. There are three versions of the bobsled simulator currently in operation: one in Lake Placid, NY at the

48. Virtual Reality Croatia
Croatia is presented with the virtual reality (360 o) panoramas. Interactive clickable maps of the country.
http://www.burger.si/Croatia/IndexCroatia.html
Lokacija : Jugovzhodna Evropa. Glavno mesto: Zagreb
Location : Southeastern Europe. Capital: Zagreb
©tevilo prebivalcev: ~ 4,5 milijona
Population : ~ 4,5 million.
Povr¹ina: 56,542 km kopno: 56,414 km / vodne povr¹ine: 128 km
Country area : total: 56,542 km : land: 56,414 km / water: 128 km
Dol¾ina morske obale : 5,835 km / kopne: 1.777 km, oto¹ke: 4.058 km
Coastline : 5,835 km / mainland 1,777 km, islands 4,058 km
Najni¾ja toèka: Jadransko morje ( m ) / najvi¹ja toèka: Dinara 1,830 m
lowest point: Adriatic Sea (0 m ) / highest point: Dinara (1,830 m)

49. Virtual Reality Kg21
Provides information about Gyeonggi cultural assets using 3D virtual reality, images and panorama.
http://www.vrkg21.net/
location.href="http://www.vrkg21.net/portal/index.asp?lang=kor"

50. Free Virtual Galaxy Project
By Jim Smith's. Purpose is to provide a zero cost, interactive 3D virtual reality system.
http://www.ccm.net/~jrsmith/
Site Index
Astronomy Pages Astronomical Consideration
Stellar Distances

Spectral Classification

Variable Stars
...
Observational Techniques

Program Docs User Documentation
Navigational Technique

Extrasolar Planets

Navigating Extrasolar Planetary Systems
...
Galactic Trade Routes
Download Info Download Instructions Release Notes - FVGLite Release Notes - FVGB Miscellaneous Acknowledgements Programming Free Virtual World Digital Terrain Modelling GuestBook Sign Guestbook View Guestbook TazZone Voting Link Click here to vote! The purpose of the Free Virtual Galaxy Project (FVG) is to provide a zero cost, interactive 3D virtual reality system which allows users to "fly" to and around nearby stars in the Milky Way Galaxy. Objects represented in the system are plotted in the positions they occupy in 3-space according to the best information available. I don't claim now (and never will) that the program or the data behind it is without flaw, but I do plan to make program improvements as time permits and will post the current version number so that return visitors may download the latest and greatest if they so desire. The links at the left will take you to pages on this site which provide background information on astronomy as it relates to the project; other links offer support information describing how to use the program. It's a good idea to review the Program Docs and/or print them out prior to running the program.

51. 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! But that's not good enough, is it? My book: " Virtual Reality: Consciousness Really Explained " gives a whole answer. There are other, equally necessary and equally valid perspectives, crucial to the problem as well.
Contrary to the way it might appear, I bring a message of hope. Hope for real minds, real values, real meaning -and, ultimately, for a real decency in this strange tortured animal called "man". It will take real work, however to get there. (My answer is in the MS .) But whatever made you think that a solution to the mind-brain problem would be simple ? If it were so, you would not be reading this at all -it would be a finished problem.
I had hoped to find very bright minds on the internet -they are rare. I had hoped to find trained minds smart enough to see the flaws in the established positions and looking for some alternative , some different way of approaching the problem and willing to look even here in this unlikely place. This is not a problem, nor is it a solution that can be cast in a sound-bite. How can anyone be so arrogant as to evaluate a serious answer in seconds? I do not claim to have written this book well -though I do think I have a viable answer -the very first, I believe.

52. SpringerLink - Publication
www.springerlink.com/link.asp?id=108194 CC Virtual EnvironmentsCompetence Center Virtual Environments am Fraunhofer IAO Projekte, Publikationen, CC Virtual Environments. virtual reality Vehicle Interaction
http://www.springerlink.com/openurl.asp?genre=journal&issn=1359-4338

53. Virtual Reality Centre At Teesside Ltd – Real Time Computer
The virtual reality Centre at Teesside Ltd is a European Centre of Excellence for the creation of real time computer visualisation simulation and motion
http://vr.tees.ac.uk/

54. International Virtual Reality Association Incorporated
Online Australia Year is a Commonwealth Government initiative designed to help Australians succeed online, build online communities and involve Australians
http://www.vr.org.au/
VIRTUAL REALITY ASSOCIATION INC. January 20, 2003 AEST HOME
The VRA World
A view of a typical VRA online meeting
What is VRA? The Virtual Reality Association Incorporated is a non-profit International Association dedicated to furthering the art and science of Virtual Reality (VR) through community involvement. In 1994 Danny Stefanic saw the need for enthusiasts and experts to have a common meeting point to connect, exchange knowledge, and help promote Virtual Reality. This became the Virtual Reality Association. We have held monthly meetings ever since, and have been involved in some cool projects. The VRA is run by volunteers (read: VR fanatics) who are knowledgeable in various areas of building and using virtual reality.
Never Tried Virtual Reality Before?

55. Fire And Arson Investigations
virtual reality training for fire and arson investigators.
http://www.interfire.org/
Bomb Threat Response: Expanding the Team Approach Training Module: Inside the Interfire VR Burn Training Module: Analyzing Insurance Documentation Training Module: Accelerant Detection Canine Units ...
for fire investigators from IAAI
Welcome to interFIRE.org , the complete resource for fire services, fire insurers, law enforcement and others whose duties involve arson investigation, fire investigation safety and fire scene training. NEW!
Our online training center provides interactive tutorials on critical fire and arson investigation procedures. Our latest topic is First Response from an Investigative Perspective . This interactive tutorial will allow you to view the same incident from the experiences of fire, police and EMS professionals. While you are here, visit our fire investigation resource center by subject or date. Our resources cover fire investigation from before the fire through to follow up and legal preparation. You will be able to access fire investigation materials that include arson investigation abstracts, articles and tutorials, United States Fire Administration technical reports, fire investigation links and more. Get hands on training by assessing our calendar of fire investigation training programs covering topics from arson awareness to fire insurance fraud and fire codes and standards.

56. Fear Of Flying And Other Phobias, VRMC Official Website
VRMC currently uses virtual reality exposure therapy (3dimensional computer simulation) in combination with physiological monitoring and feedback to treat
http://www.vrphobia.com/
Toll Free:
1-866-822-VRMC frontoffice
@vrphobia.com
Virtual Reality Medical Center
VRMC currently uses virtual reality exposure therapy (3-dimensional computer simulation) in combination with physiological monitoring and feedback to treat panic and anxiety disorder s. These conditions include specific phobias such as fear of flying fear of driving fear of heights fear of public speaking ... panic disorder , and posttraumatic stress disorder due to motor vehicle accidents . General stress management and relaxation skills are taught for stress-related disorders. Virtual reality exposure therapy places the client in a computer-generated world where they "experience" the various stimuli related to their phobia. The client wears a head-mounted display with small TV monitors and stereo earphones to receive both visual and auditory cues. After an intake session and skill building sessions to teach the patient how to control automatic responses to anxiety-provoking situations, the therapist and client collaborate to create a hierarchy of anxiety-inducing situations. In careful, controlled stages, the client is exposed to these virtual experiences that elicit increasingly higher levels of anxiety. Each stage can be repeated until the client is comfortable with the experience and satisfied with their response. At every step, the therapist can see and hear what the client is experiencing in the virtual world. If the level of anxiety becomes overwhelming, the client can return to a less stressful level of treatment, or simply remove the head-mounted display and exit the virtual world.

57. Free Virtual Galaxy Project
freeware DOS Interactive 3D virtual reality Solar System which allows users to fly to and around nearby stars in the Milky Way Galaxy.
http://www.ccm.net/~jrsmith/index.html
Site Index
Astronomy Pages Astronomical Consideration
Stellar Distances

Spectral Classification

Variable Stars
...
Observational Techniques

Program Docs User Documentation
Navigational Technique

Extrasolar Planets

Navigating Extrasolar Planetary Systems
...
Galactic Trade Routes
Download Info Download Instructions Release Notes - FVGLite Release Notes - FVGB Miscellaneous Acknowledgements Programming Free Virtual World Digital Terrain Modelling GuestBook Sign Guestbook View Guestbook TazZone Voting Link Click here to vote! The purpose of the Free Virtual Galaxy Project (FVG) is to provide a zero cost, interactive 3D virtual reality system which allows users to "fly" to and around nearby stars in the Milky Way Galaxy. Objects represented in the system are plotted in the positions they occupy in 3-space according to the best information available. I don't claim now (and never will) that the program or the data behind it is without flaw, but I do plan to make program improvements as time permits and will post the current version number so that return visitors may download the latest and greatest if they so desire. The links at the left will take you to pages on this site which provide background information on astronomy as it relates to the project; other links offer support information describing how to use the program. It's a good idea to review the Program Docs and/or print them out prior to running the program.

58. NCSA VR Lab Home Page
NCSA virtual reality Facilities. Document created by Bill Sherman The NCSA virtual reality (VR) laboratory is a research facility engaged in the
http://www.ncsa.uiuc.edu/VR/VR/
NCSA Virtual Reality Facilities
Document created by Bill Sherman
Last updated: May 22, 1996
Table of Contents
Introduction
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. We also collaborate with the Electronic Visualization Laboratory at the University of Illinois at Chicago in the development of CAVE TM applications and technology (also see NCSA CAVE As part of the visualization effort at NCSA, the goal was to study, develop, and use improved methods of representating, presentating, and interacting with scientific (and other) data-sets. In 1991, the NCSA VR Lab was created to began investigating the use of Virtual Reality (VR, also refered to as Virtual Environments - VE) as a Visualization tool. The CAVE, and other VR facilities at NCSA are now managed by the NCSA Virtual Environments Group (VEG) From the beginning, we were interested in exploring the capabilities of a variety of VR devices. These devices included a VPL Head-mounted Display (HMD), a Fakespace BOOM, and a large projection display capable of stereo, and tracking. After working with the CAVE by porting one of our applications to it for its introduction in the

59. Elohim
Discussing life in a dynamic hologram with virtual reality.
http://www.geocities.com/youcreatedcosmos/elohim.html

English
Svenska/Swedish We live in a 'computer' generated universe
manipulated by a higher life form

60. Dave's CAVE Pages
The CAVE is a projection based virtual reality system developed at the Electronic Visualization Lab; it was created by Carolina CruzNeira, Dan Sandin,
http://www.evl.uic.edu/pape/CAVE/
The CAVE Virtual Reality System
The CAVE is a projection based virtual reality system developed at the Electronic Visualization Lab ; it was created by Carolina Cruz-Neira Dan Sandin , and Tom DeFanti , along with other students and staff of EVL. More recent VR systems based on the CAVE are the ImmersaDesk and the IWall . The ImmersaDesk is a one-screen, drafting table style device. The IWall is a large, single screen display using four tiled graphics pipes for increased resolution. The CAVE was first demonstrated at the SIGGRAPH '92 conference. Since then, more than two dozen CAVEs and ImmersaDesks have been installed at various sites The CAVE and ImmersaDesk are now commercial products sold by Fakespace Systems (formerly Pyramid Systems Inc ); the CAVE Library software is sold and distributed by VRCO . For information on purchasing a CAVE or IDesk, or obtaining CAVE software, contact them. Further information on the CAVE can be found in EVL's old official CAVE pages
Technical info on the CAVE
Other info
Notes from various presentations

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