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Projects

BattleTech VR Links Henkle, Charlotte

BMD-HMS: Boeing McDonnell Douglas Human Modeling System

CHARM: Comprehensive Human Animation Resource Model

ESPRIT 3-year Project completed in December, 1996. Modeling a 3D solid human body to obtain the physically-based simulation of movements and deformantions.

Collaborative Integrated Communications for Construction (CICC)

The primary objective of the CICC approach is to enable dispersed and temporary teams to work together as effectively as an established in a shared office. CICC Partners: BICC/Balfour Beatty, Bechtel, Bovis, Brunel University, BT, Europroject SA, ECRC, Institut CERDA, Ove Arup, Telefonica.

CyberTerm Project

A multi-user PC-based virtual environment with user programmable agents.

Cybertown

DoomGate

ENCCARE

The Eastern North Carolina Consortium for Assistance and Research in Education: This consortium is charged with improving educational practices and enhancing economic development. It provides training and educational leadership opportunities and conducts research on educational issues.

ESPIRIT Humanoid Project

A project to design and implement a real-time and parallel system for the simulation of virtual humans in their environment.

European Conference on Disability, Virtual Reality and Associated Technologies (ECDVRAT)

excellent site with links to other Disability sites

First International Conference on Medical Image Computing and Computer-Assisted Intervention, MICCAI '98

First International Conference on Medical Image Computing and Computer-Assisted Intervention, Massachusetts Institute of Technology, Cambridge MA, USA - October 11-13, 1998 A unified conference formed by the merger of CVRMed, MRCAS, and VBC , Computer Vision, Virtual Reality and Robotics in Medicine, Medical Robotics and Computer Assisted Surgery, Visualization in Biomedical Computing

Fujitsu CyberCity '96

Habitat

Medicine Meets Virtual Reality 7

MMVR 7, January 20-23, 1999, San Francisco Marriott Hotel Sponsored by Aligned Management Associates, Inc. Inc.

Medicine Virtual Expo

NICE: The Narrative Immersive Constructionist/Collaborative Environments project

Based in the Interactive Computing Environments Lab (ICE) and the Electronic Visualization Lab (EVL) at the University of Illinois at Chicago, NICE is a learning environment for young children, implemented in the CAVE(tm) virtual reality environment. Children can collaboratively construct artifacts in the CAVE and, in doing so, build an underlying narrative that is driven by constructionism.

Project Hippocrates

NSF-funded work is being conducted jointly by Carnegie Mellon University and Shadyside Medical Center.

Sherwood Forest Community Project

Sherwood Forest Community is an experiment in community building and culture in AlphaWorld that is being planted and populated by members of the Contact Consortium. The purpose is to build a natural setting in which to interact, grow amd work.

Soar Intelligent FORces (IFOR) project

The Soar IFOR effort is a collaborative effort between researchers at the Carnegie Mellon University School of Computer Science, the University of Michigan's Artificial Intelligence Laboratory, and the University of Southern California's Information Sciences Institute.

TAPPED IN

A multi-user virtual environment (MUVE) that enables people anywhere to engage in real-time (synchronous) collaboration.

VESAMOTEX: Virtual Education - Science and Math of TEXas

The VESAMOTX program utilizes Virtual Reality to aid in the education of students in sciences and math. VR is used either passively, with the use of 3D glasses, or actively in immersive environments, with the use of HMDs.

VET: Virtual Environments for Training

The Virtual Environments for Training project is a collaboration with Lockheed AI Center and USC Behavioral Technologies Lab developing training systems whic integrate virtual reality and intelligent tutoring technologies.

V-HAG: Virtual Humans Architecture Group

Established to examine existing Virtual Humans systems and find areas of commonality, with an eye towards developing an interchange standard.

Virtual Anesthesiology Training Simulator System

Virtual World Wide Web

has links to for BattleTec, Red Planet and the Virtual Geographic League.

WaxWeb WaxWeb 2.0 is an interactive film on the WWW that implements a dynamic version of VRML.

Persons

Adelstein, Bernard D.

Researcher, Advanced Displays and Spatial Perception Laboratory
Researcher in the Advanced Displays and Spatial Perception Laboratory), NASA Ames Research Center, Moffett Field, CA, 1991-present.

Azuma, Ron

HRL Laboratories

Bell, John

University of Michigan, VRiCheL: The Virtual Reality in Chemical Engineering Laboratory

Benford, Steve

Communications Research Group

Benjamin, Ivor

Centre for Human-Computer Interaction Design

Bergamasco, Massimo

Scuola Superiore S.Anna

Biocca, Frank

The Media Interface and Network Design Lab

Bishop, Gary

University of North Carolina

Britton, Benjamin

Britton is an artist working with electronic art tools - most recently virtual reality. He has an M.A. from Vermont College and an M.F.A. from the San Francisco Art Institute. He has exhibited his electronic art works nationally and internationally and ha

Brooks, Frederick

North Carolina, University of - Department of Computer Science

Bruckman, Amy

Electronic Learning Communities Research Group, Georgia Tech

Brutzman, Don

Naval Postgraduate School

Burdea, Grigore

Professor, CAIP VR lab

Caudell, Thomas

New Mexico, University of

Coates, George

George Coates uses 3D stereographic devices to create live performance art productions.

Coffin, Tim

Virtual Environments Group

Cremer, James

Iowa, University of - Computer Science Department

Cruz-Neira, Carolina

Litton Assistant Professor/Associate Director of ICEMT, Iowa Center for Emerging Manufacturing Technology (ICEMT)

Darken, Rudy

Assistant Professor of Computer Science, interact Research Group

Davies, Char

Char Davies is an artist and Director of Visual Research at Softimage in Montreal. Formerly a painter and filmmaker, she became involved with digital media in the mid-80's. She has been with Softimage since 1987. As Director of Visual Research she leads a team dedicated to pushing the artistically-expressive potential of immersive digital technology.

Debevec, Paul

Debevec is a Postdoctoral Fellow at the UC Berkeley Computer Vision Group. His current projects in Image-Based Modeling and Rendering include Rouen Revisited 1996 and Facade: Modeling and Rendering Architecture from Photographs 1996.

Dickson, Stewart

Stewart Dickson is a pioneer in the field of visualizing mathematical objects in three physical dimensions using computer-aided rapid mechanical prototyping technologies, such as Stereolithography. Dickson has been an SGI and Wavefront 3D modeling and animation software user since 1985. He has been an illustrator and computer graphics consultant for Wolfram Research, Inc., creators of the Mathematica(R) system for doing mathematics by computer. Dickson is the proprietor of Mathart.com With Michael Scroggins, Dickson co-created the VR installation A Topological Slide as part of the Art and Virtual Environments Project at the Banff Centre for the Arts.

Fisher, Scott

Scott S. Fisher is a media artist, producer, and director whose work focuses primarily on stereoscopic imaging, immersive "first-person" display environments, and 3D books. Currently he is managing director of Telepresence Research,Inc. , a production company focusing on the art and design of virtual environment and remote presence experiences.

Gabriel, Ulrike

Ulrike Gabriel's work is concerned with the relationship between the body and its conditions. The work realizes interactive space where body and its conditions interpenetrate, where a person's body interfaces within a virtual world as a result of being triggered from data deriving from the body in real-time.

Holzer, Jenny

Jenny Holzer uses LCD images in interactive exhibits.

Isdale, Jerry

Systems Architect, ISX

Kac, Eduard

Eduardo Kac is an artist who works with holography, telepresence, computers and the Internet. He has extensively explored the incorporation of text in holography with the production of many holopoems using computer graphics to manipulate words in holographically produced space. These pieces have been displayed world-wide and are held in many public and private collections. Kac has written extensively about his holographic work and more recent activities with electronic imaging and the Internet.

Laurel, Brenda

Interval Research Corporation
Brenda Laurel is a researcher at Interval Research Corporation and a writer whose work focuses on human-computer interaction and cultural aspects of technology. Laurel is co-director (with Rachel Strickland) of the Placeholder project, a joint project of Interval Research Corporation and the Banff Centre for the Arts.

Levin, Golan

Interval Research
Golan Levin is an artist and designer of artifacts and experiences. Before he joined Interval Research in 1994, Golan completed his self-made undergraduate degree in Media Arts and Sciences at the Massachusetts Institute of Technology. Since then, he has focused on the design of expressive instruments, tools and toys for producing and playing with media.

Roehl, Bernie

Senior software developer in the Department of Electrical and Computer Engineering, University of Waterloo

Rogala, Miroslaw

Miroslaw Rogala has received international recognition as a video and mutlimedia artist. His primary accomplishments have been interactive multimedia installation/performances which incorporate synchronized multi-channel video and electronic sound with live music, dance, and performance. At this date, he has been accepted as an Interactive Multimedia Arts Doctoral candidate in the online PhD research program at the Centre for Advanced Inquiry in the Interactive Arts at Gwent College, University of Wales.

STELARC

Stelarc is a performance artist whose work explores and extends the concept of the body and its relationship with technology through human/machine interfaces incorporating the Internet and Web, sound, music, video and computers.

Sauter, Joachim

ART + COM
Joachim Sauter is Managing director and co-founder of ART+ COM Research Center for Computer aided Design and Visualisation, based in Berlin. .He is active in the field of design and art, research and development. He was educated in film and visual communication and has received numerous awards for interactive art at home and abroad. He is professor of design with digital media at the Academy of Fine Arts in Berlin.

Scofidio, Ricardo

Ricardo Scofidio is a professor at the Irwin S. Chanin School of Architecture at Cooper Union since 1965. Scofidio formed Diller+Scofidio in 1979 with Elizabeth Diller at Princeton Unviersity. Diller+Scofidio is a collaborative team involved in interdisciplinary work that incorporates architecture as well as the performing and visual arts. They look at how media culture privileges unmediated transmissions (live or "real-time" events) and present work that occupies the space between actual and technological time: "live" and prerecorded broadcasts, "real-time" and computer-based imagery.

Scroggins, Michael

CalArts
Michael Scroggins is a pioneer in the field of performance animation. The utilization of realtime visual nstruments in the creation of visual compositions of absolute color, shape, and texture has been at the heart of his work for over 25 years. His absolute animation works have been widely exhibted. He was recently appointed Director of Computer Animation Labs at CalArts where he has been a member of the faculty since 1978.

Shaw, Jeffrey

Institute for Visual Media
Shaw studied architecture at the University of Melbourne, sculpture at Brera Academy in Milan and St. Martin's School of Art, London. He is a founding member of the Eventstructure Research Group in Amsterdam (1969-80). Since 1991 he has been director of the Institute for Visual Media at the ZKM Center for Art and Media Karlsruhe.

Stenger, Nicole

Strickland, Rachel

Interval Research Corporation
Rachel Strickland is an architect, videographer, and interaction designer at the . Strickland is co-director (with Brenda Laurel) of the Placeholder project, a joint project of the Interval Research Corporation and the Banff Centre for the Arts.

Research

Advanced Institute of Science and Technology (KAIST)

Advanced Telecommunications Research Institute International (ATR)

ATR conducts research on advanced systems for accurate and efficient processing of information.

Air Force Institute of Technology's Graduate School of Engineering, Virtual Environments, 3D Medical Imaging, and Computer Graphics Laboratory

This lab researches the design and implementation of interactive environments, 3D medical imaging, and advanced distributed simulations for military and medical uses.

Aizu, University of

Alberta, University of

Argonne Computing and Communications Infrastructure Futures Laboratory (Futures Lab)

The Futures Lab in the Mathematics and Computer Science Division (MCS) explores next-generation computing and communications infrastructure systems. "An important goal of the Futures Lab project is to understand how to incorporate advanced display and media server systems into scientific computing environments...to create new collaborative environment technologies that combine advanced networking, virtual space technology, and high-end virtual environments..."

ARL/MSRC Scientific Visualization Work Team

The Department of Defense's Major Shared Resource Center (MSRC)of the Army Research Laboratory (ARL) investigates uses of scientific visualization.

Artificial Reality Corporation

Audiovisual Institute

Banff Centre for the Arts

Bath, University of

Bauhaus-University at Weimar

Berkeley - University of California

Boeing Corporation - Research and Technology

The Research and Technology organization of Boeing Computer Services investigates augmented reality applications for enhanced aircraft assembly.

Bradford, University of

British Columbia, University of

Brown University Computer Graphics Group

The Computer Graphics Group at Brown University has as its mission "...to develop human-centered, powerful, and interactive 3D graphics tools for modeling, scientific visualization, telecollaboration, and interactive illustrations. The Computer Graphics Group is part of the 5 university Science and Technology Center (STC) for Graphics and Visualization.

California, University of - San Diego

Canadian Navy

Carnegie Mellon University

Central Florida, University of

CERN: European Laboratory for Particle Physics

Chelsea College of Art and Design

The research project began in May 1994. When the project began there had been little work done with regard to the development and adaptation of Virtual Reality technologies for artistic use. As well as doctorate level theoretical research into the subject, one of the team's major research objectives is to experiment and develop the creative potential of the medium through the production and presentation of new forms of art works.

Clemson University

Colorado School of Mines

Columbia University

Cornell University

CoVis

Learning Through Collaborative Visualization.

CRC for ACSys - Cooperative Research Centre for Advanced Computational Systems

A program investigating the application of virtual reality technologies to modelling and visualizing complex data sets.

DARPA

DigitalSpace research

Digital

East Carolina University

East London, University of - VR Laboratory

The VR Laboratory in UEL's Department of Psychology is interested in the use of virtual environments (VEs) in people with brain damage.

East London, University of

Esprit

Essex, University of

European Health Telematics Observatory

Fraunhofer Institute

FZ Karlsruhe, Institut fur Angewandte Informatik

General Motors Research & Development Center

Geneva, University of

George Washington University

Georgia Institute of Technology

Georgia Tech

GMD's Institute for Media Communication (IMK)

Grupo de Anlise de Sistemas Ambientais (GASA)

The GASA Virtual Reality Laboratory is involved with a variety of projects, including RECMUVI (Recycling in a Virtual World), Virtual GIS Room, and Coast - a Sensorial Exploration of a Coastal Ecosystem.

Harvard University - Harvard Robotics Lab

The Harvard Robotics Lab studies computational vision, neural networks, tactile sensing, motion control and VLSI systems.

Heriot-Watt University

Houston, University of

Hull, University of - Virtual Environments Graphics and Animation (VEGA)

Located in the School of Engineering and Computing at the University of Hull, VEGA promotes fundamental research, scientific and technological development and industrial exploitation in virtual environments.

i3net

The long-term technological goal of i3 is to build novel human-centred interfaces for interacting with information, aimed at the broad population.

IBM

Illinois, University of

Indiana University/Purdue University at Indianapolis

Industrial Virtual Reality Institute

Partners: Northwestern University, Electronic Visualization Laboratory, Argonne National Laboratory

INRIA

Institute for Simulations and Training

Institute of Science and Technology's Virtual Dream Laboratory

Investigating various applications of VR.

Institute of Systems Science (ISS)

Instituto Trentino di Cultura

Instituto Trentino di Cultura

Institut Universitari de l'Audiovisual

The Audiovisual Institute is part of the Pompeu Fabra University. It researches creative audiovisual languages and applications.

Interactive Discovery Learning Initiative

Develops interactive, game-like learning environments that emphasize socially responsible entertainment based on communication, collaboration, and construction.

Ioannina, University of: School of Education, Department of Primary Education

Ioannina, University of

Iowa, University of - Computer Science Department

IPO Center for Research on User-System Interaction

a center for multidisciplinary scientific research on user-system interaction, focusing on the development and design of user-friendly interfaces for products, services and systems in multimedia environments.

Istituto Trentino di Cultura (ITC)

The Interactive Classroom Project explores use of virtual reality in an interactive educational setting, including visual-acoustic localization and tracking, videoconferencing, voice control, audio and video quality and multimedia access.

JASON Foundation

Kansas, University of

Karlsruhe, University of

Kent Ridge Digital Labs

Lancaster University

Lancaster, University of

Loiusville, University of

London, University of - University College London

Loughborough University

Loughborough University of Technology

Louisville, University of

Manchester Metropolitan University

Manchester, University of

Manchester, University of - Advanced Interfaces Group

The Advanced Interfaces Group focuses on Virtual Reality system design and the use of 3D interfaces within real-world applications.

Mannheim, University of

Maryland, University of. College Park.

Massachusetts Institute of Technology

Massachusetts, University of: Amherst

Max Planck Institut

Mayo Clinic

McGill University

Medialab

Research at Medialab centers on performance animation and virtual reality.

Michigan, University of

Millersville University's Intelligent Machines Laboratory

This site provides links to course syllabi and projects being conducted by students at Millersville University within the Computer Science Department.

Minnesota, University of

Mississippi State University/NSF Engineering Research Center for Computational Field Simulation

"The MSU/NSF Engineering Research Center for Computational Field Simulation embodies that synergistic combination of effort toward providing U.S. industry with the capability for the computational simulation of large-scale, geometrically-complex physical field problems for engineering design and application."

Missouri, University of - Advanced Technology Center (ATC)

ATC researches virtual reality, scientific visualization, and multimedia for education and promotes "widespread awareness and use of advanced computing technology."

Mitsubishi Electric Research Laboratories (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. The current project is , Scalable Platform for Large Interactive Networked Environments. Past projects include Diamond Park and the Electronic Meeting Place.

Nara Institute of Science and Technology's Chihara Laboratory

Chihara Laboratory investigates applications of virtual reality in medical engineering, telecommunications systems, mobile/wearable computing, image sensing and recognition and information archaeology (restoration).

NASA: National Aeronautics and Space Administration

National Cancer Center of Japan

NCC investigates medical applications of virtual reality, including surgical simulation support and Medical VRML, the virtual medical communication project.

National Center for Atmospheric Research (NCAR)

National Computational Science Alliance (NCSA)

National Institute of Standards (NIST)

Naval Air Warfare Center Training Systems Division (NAWCTSD)

NAWCTSD is a center for learning and simulation technologies and methods

New York University

Northeastern University Virtual Environments (VE) Lab

The VE Lab conducts research on virtual environments with a focus on driving simulations, navigation and wayfinding, and autonomous vehicles.

Northwestern University's Laboratory for Intelligent Mechanical Systems (LIMS)

LIMS researches haptic interfaces and also maintains the Haptics Community Web Page.

Nottingham University

NRL

Oak Ridge National Laboratory (ORNL)

ORNL is a multiprogram science and technology lab managed by Lockheed Martin for the US Department of Energy. ORNL conducts research on energy conservation, materials development, magnetic fusion energy, nuclear safety, robotics and computing, biomedical and environmental sciences, medical radioisotope development, and basic chemistry and physics.

Office of Training and Technology (OTT)

OTT is the Navy's premier on-line resource for training technology data and information.

Ohio State University

Old Dominion University's Center for Coastal Physical Oceanography (CCPO)

CCPO researches the physical oceanography of the coastal ocean and related oceanographic processes.

Oregon Research Institute's Virtual Reality Lab

ORI's Virtual Reality Lab focuses on educational applications of virtual reality in the area of children with special needs.

Oregon, University of

Ottawa, University of

Pacific Northwest National Laboratory

Pennsylvania, University of

Purdue University

Reading, University of

Research in the Hearing Sciences, UC-Berkeley

Research Triangle Institute

Provides an online guide, Virtual Reality: A Practical Tool for Training, which is regularly updated.

Rhodes University

Rochester, University of

Rutgers University

Sandia National Laboratories

Sandia collaborates with the Center for Human Modeling and Simulation on the MediSim (Simulated Medical Corpsmen for Medical Forces Planning and Training) project. MediSim is a system that extends virtual environments to represent simulated medical personnel interacting with simulated casualties. (see also the Center for Human Modeling and Simulation)

Sandia National Laboratory (SNL)

San Jose State University

Santa Cruz Laboratory for Visualization and Graphics

SLVG investigates animal modeling and animation, environmental visualization, scientific visualization, and nomadic collaborative visualization.

Santa Fe Institute

Sant'Anna School of University Studies and Doctoral Research

Science Application International Corporation (SAIC) research

Sheffield, University of

SICS: Swedish Institute of Computer Science

SoftImage research

Sony Computer Science Laboratory (CSL)

Sony CSL was founded in 1988 for the sole purpose of conducting research related to computer science. CSL's objective is to "contribute extensively to social and industrial development through original research that looks ahead to the 21st century." Current research is concerned with distributed operating systems, computer networks, programming languages, human-computer interaction, and artificial intelligence, among other research areas.

Southern California, University of

SRI's Virtual Perception Program

The Virtual Perception Program explores hardware and software components for virtual reality system, develops VR applications, and evaluates the sensory requirements of VR systems.

SSC San Diego - Interactive Virtual Environments Laboratories (I.V.E.)

Formerly NRaD, the Space and Naval Warfare Systems Center, San Diego (SSC San Diego) is "responsible for development of the technology to collect, transmit, process, display and, most critically, manage information essential to naval operations." The I.V.E. Lab conducts research on collision detection in virtual environments, use of virtual environments for meetings and teleconferencing, and optimum training systems based on virtual environments.

Stanford University

State University of New York at Buffalo

Stathclyde in Glasgow, University of - Virtual Construction Simulation Research Group (VCSRG)

The VR Research Group focuses on visualization research in virtual reality.

Strathclyde University

Swedish Institute of Computer Science (SICS)

Swiss Federal Institute of Technology's Computer Graphics Lab (LIG)

LIG is mainly involved in computer animation and virtual reality. The laboratory partners with other research centers, including MIRALab at the University of Geneva.

Syracuse University

Systems Engineering Research Institute

Tampere University of Technology

Technical University of Denmark (DTU)

Telenor Research & Development

Telenor Research and Development is involved with digitalization, mobility, satellite communication, telemedicine, image coding and speech generation.

Tennessee, University of

Texas, University of - Laboratory for Intelligent Processes and Systems (LIPS)

Research focuses on a combination of "engineering processes, modeling techniques, tools, theory, and technology empowering agent-based systems solutions."

The Living SchoolBook (LSB) WWW Site

LSB is a collaborative project between the School of Education at Syracuse University, the Northeast Parallel Architecture Center, and the Institute for Learning Technologies at Teachers College, Columbia University. LSB develops educational resources and is involved with numerous projects.

TNO-FEL Simulators

Research focus is on simulators.

Tokyo, University of

The University of Tokyo has different laboratory research centers that focus on a variety of applications of virtual reality.

Toronto, University of

Trinity College Dublin Distributed Systems Group (DSG)

A research group in the Department of Computer Science at Trinity College Dublin. Research covers all aspects of distributed computing technology, with a particular focus on the design and use of distributed object systems.

Trinity University's Virtual Reality Project

Investigations include simulation-based models for intelligent tutoring systems, a visual system modeling interface, and a distributed intelligent tutoring system.

Tsukuba, University of

UCLA

United States Airforce. Wright-Patterson Air Force Base

U.S. Army Department of Defense (DOD)

U.S. Army Research Institute for the Behavioral and Social Sciences

"The Army's Center for Soldier-Oriented Research and Development" conducts virtual reality research focused on improvement of training systems for soldiers.

U.S. Army Research Institute Rotary Wing Aviation Research Unit

US Marketing Group

Utah State University, Center for Intelligent Systems

Part of the Electrical and Computer Engineering Department, the Center for Intelligent Systems investigates robotics, medical applications of virtual reality, and telepresence control.

Utah, University of - Biorobotics Laboratory

The Biorobotics Lab researches rapid virtual prototyping, teleoperation, locomotion and haptic interfaces, and human operator dynamics.

Virginia Tech

Virtual Reality in Clinical Medicine. VREPAR Project Applied Technology for Psychology Lab, Centro Auxologico Italiano, Virtual Reality Environments for Psychoneurophysiological Assessment and Rehabilitation.

Visualization and Media Systems Design (VMSD)

Research and development (R&D) at VMSD is focusing on media processing systems, virtual studios, scientific visualization and simulation, and responsive virtual environments. Besides scientific research, VMSD is also involved in engineering and medical applications as well as media art and culture projects.

Wales, University of

Washington State University

Washington, University of

Waterloo, University of

Wisconsin-Madison, University of

Wisconsin Program for Hearing Research

WTH Systems research

Xerox Palo Alto Research Center (PARC). Ubiquitous Computing.

Zegreb, University of

Commercial

3Dfx Interactive

3-D ImageTek Corp.

3D Incorporated

3DO

3D TV Corp

3Name3D

3Space

5, Inc.

Abrams Gentile Entertainment

Acuris

Adams Consulting Group

Adaptive Optics Assoc.

Adaptive Optics Association

Advanced Digital-Logic, Inc.

Advanced Technologies in Mainframe Applications (ATMA)

Aereal Inc.

Algorithm Inc.

AliasWavefront

Alternate Realities Corporation

Ambisonic Surround Sound

AMPK Software Ltd.

Analogus

Another Software Miracle

Anthrobotics

Applied Science Laboratories

Argus VR International

Artma Biomedical

Artma

Artmedia

Ascension Technology Corp.

Aureal

AVR

Behavior Engine Company

Bio Control Systems

Biomechanics, Inc.

BioVision

blaxxun Interactive

Boston Dynamics

BT Laboratories

Cadcentre

CAE Electronics Ltd

Caligari

Cannon - Media Tech. Lab

CATT

CCG MetaMedia

CG2, Inc.

CGSD Corporation

Chaco Communications

CHOPS & Associates Live Animation

Cicada Web Development

Cine-Med

The Cine-Med Virtual Clinic simulates endoscopic skills and procedures by providing computer-generated sensory feedback based on a physically accurate model of human anatomy and biomechanical functionality.

Circle of Fire Studios Inc.

Cirrus Logic, Inc.

CM Research

CompuServe

Concurrent Technologies Corporation (CTC)

Construct

Cosmo Software (acquired by PLATINUM)

Credo Interactive

Criterion Software

Cryo Interactive

Cyberfunk

Cyber F/X

Cybermind

Cybernet Systems Corporation

Cyberspace Technologies

Cyberware

Cyberworld Interactive

Delft Sensor Systems

Deneb Robotics

dFORM

Digital Image Design Incorporated

DigitalSpace Corporation

Dimension 3D-Systems GmbH

Displaytech, Inc.

Division

Dreamality Technologies, Inc. (DTI)

Dynagraph AB

Echtzeit-Perspectix

Electric Communities

Engineering Animation Inc. (EAI)

Eolas Technologies

ERG Engineering, Inc.

Escot Corporation

Evans & Sutherland

Fakespace, Inc.

Fifth Dimension Technologies (5DT)

Flogiston

Focal Point ™ 3D Audio

Forward Design

Forward Design

GDE Systems

General Reality Company

Genicom Consultants

Geo-metrics

Geoperception

GreyStone Technology

GreyStone Technology, Inc.

Gyration

Haptek

Haptic Technologies, Inc.

Heinz Nixdorf Institut

Holophonics

HT Medical

IBM, aplphWorks

Ilixco

Illusion Inc.

Images Company

Imaginative Entertainment

Imago Systems

Immersion Corporation

Immersive Systems Inc.

Imprint Interactive Technology (was FirstHand)

Interactive Imaging Systems

Interactive Solutions, Inc.

Interface Technologies

Intergraph

InterSense

InterVista Software (acquired by PLATINUM)

InWorldVR

i-O Display Systems

ISCAN

Iwerks Entertainment

Johnson Kinetics, Inc.

Kaiser Electro-Optics

KASAN

Kinetix

Kopin

Lake DSP

Lateiner Dataspace

Learning Sites, Inc.

Ligos Technology

Liquid Image Corporation

Magic Edge

MaK Technologies

MechDyne

MechDyne is an engineering companywith wide-ranging expertise in virtual realityhardware and software development-- specializing in providing interactive andimmersive projection display systems used inresearch, engineering, simulation, and entertainment systems.

MetaCreations

MetaVR, Inc.

MicroVision

Motek Motion Technology

Motion Analysis Corporation

MultiGen

Muscle Fish

Musculographics

MuSE Technologies

Mvox

NAMCO

Net VR

Newfire

Nissho Electronics Corporation

Northern Digital

NTT Software Corporation

NuReality

NuVision

n-Vision

Okino Computer Graphics

Okino

Online Environs

Origin Instruments Corp.

Other 90% Technologies, Inc.

Oz Interactive

Paradigm Simulation

Paragon Quest

Parallax Software

Parametric Technology

Pegasus Technologies, Ltd.

Planar Systems

Planet 9 Studios

PLATINUM technology

Polhemus Tracking Devices

Proslavia Clarus

Protozoa

Puppetworks

Pyramid Systems, Inc.

QSound

QuantumWorks Corporation

Radiance Software International

Raindrop Geomagic

Raytheon Training

Real 3D

RealiMation

Reflection Technologies

Resolution Technologies

Retinal Display

RIVA Technologies, Inc.

Robot Simulations Ltd.

Roland Corporation

RTIME

RTZ Virtual Worlds

Safework

Science Application International Corporation (SAIC)

SensAble Technologies

Sense8

SENTEL Corporation

SEOS Displays, Ltd.

Sierra OnLine, Inc.

Silicon Graphics - Games

Silicon Graphics

Simgraphics

Sky Linc

SoftImage

Softlab Ltd.

SophisTech Research

Soundscapes from the vOICe

Spacetec

Spatializer Audio Laboratories

SRS Labs

Stereographics

Superscape

Symbol Technologies, Inc.

Synoptech

Systecs

TAN Projektionstechnologie

Tecmath

Tecnomatix Technologies Ltd.

Tectrix VR

Telepresence Research, Inc.

Tenet Networks

Terraformers

TGS

The BE Software Company

The Character Shop (TCS)

Themekit

The Palace, Inc.

TIMEWARE Corporation

Transom

Trident Microsystems

Trimension Systems, Ltd.

Tucker-Davis Technologies

Uppercut Software

VARTEC

VICON

VIERTE ART

Viewpoint Data Labs

VirTech Systems

Virtual i-O, Inc.

Virtual Motion

Virtual Personalities

Virtual Presence Ltd.

Virtual Reality Publishing

Virtual Reality Source

Virtual Research Systems

Virtual Studios Ltd

Virtual Systems Inc.

Virtual Technologies, Inc.

Virtual Vision

Virtual World

Virtus Corporation

Visual Synthesis

Vivid Group

Vrex

VR Sports

VR-SYSTEMS

VR Systems UK

Warp California, Inc.

Woobo Electronics

WorldPlay Entertainment

Worlds, Inc.

WTH Systems, Inc.

Xtensory

Xybernaut

Zombie Virtual Reality Entertainment

Organizations

3001AD LLC

3D Action Gamers' Archive

Ars Electronica Center

The Ars Electronica Center provides an interdisciplinary platform for "encounters" between the arts, sciences and society. The Center is a model for exploring the impact of new technologies and media for art. The Ars Electronica Research and Residence Program is a forum for artist collaboration and networking with other institutions.

Art+Com

an interdisciplinary group concerned with the integration of computer technology, communication and design. ART+COM was founded in 1988 as a centre for computer aided design and communication, with the intention to promote co-operation between science, design and education. Since 1988 ART+COM has established itself as a melting pot for new ideas and new technologies, where specialists from the Arts, from Science and from industry come together to combine their ideas and goals. HOME PAGE at Virtual Reality Projects developed over the last 7 Years at Art+Com, Berlin: New Media in Town Planning (Teleinteractive and Televirtual Townplanning) Cyber City Fly, (Virtual Berlin) T_Vision (Virtual Earth) VR Daimler (Virtual Car) Iconoclast Networked Skin

Atlantis Cyberspace Virtual Reality Entertainment

Audio Engineering Society

The AES serves its members, the industry and the public by stimulating and facilitating advances in the constantly changing field of audio. It encourages and disseminates new developments through annual technical meetings and exhibitions of professional equipment, and through the Journal of the Audio Engineering Society, the professional archival publication in the audio industry.

Crew System Ergonomics Information Analysis Center (CSERIAC)

and Crew Chief ComputerMan :

Defense Modeling & Simulation Office (DMS)

Defense Sciences Office

Distributed Interactive Simulation (DIS)

Happy Puppy Game Site

Institute for Information Processing and Computer Supported New Media (IICM)

Institute for Interventional Informatics

Mayo Clinic

Microsoft (VRML 2.0 Viewer download)

Micro Sova

N64 Third Dimension

Netscape (download Live3D)

Now Enterprises

Sega Online

Simulation Interoperability Working Group

Takshele Corporation

The Natural History Museum

University of Antwerp

U.S. Army Research Laboratory Survivability/Lethality Directorate

Virtual Materials

Virtual Materials seeks to provide physics simulation tools to the video game and virtual reality industries. 3-D geometry is on one part of the look-and-feel of reality... the other part is physics. The web site contains somenifty MPEG videos of real-time performance ofthe Virtua Materia simulation engine.

Virtual Vegas

Virtual World Wide Web

The Virtual World Wide Web is a network of over 400 independently owned 3D pages. Pages include exhibitions, educational and training sites, amusement and other entertainments, multi user chat worlds, technology pages, promotional sites, virtual shopping, 3D art galleries and virtual cities. The site was originated by Superscape, Inc.

VRML Review Board (VRB)

The VRML Review Board (VRB) provides technical review and guidance for Working Groups, advising the VRML Consortium on recommended practices and standards.

VR Sports at Interplay

Zarf' s List of Interactive Games on the Web

Exhibits

20/20 Blake

The current (7/97) George Coates performance in which paintings and engravings selected from throughout William Blake's life appear onstage as projected stage sets. The audience wears 3D glasses to experience stereographic illusions created from digital manipulations of the paintings and engraving, enabling live performers to appear in the artworks.

Alembic

Alembic challenges conventional vr representation and interaction paradigms. Displayed at Bonington Gallery, Alembic is an interactive "virtual reality" installation using 3D image display, sound and "field sensing." A sense of immersion is produced by the synthesis of "Dynamic Form" which responds directly to the viewer's movements in an organic and analogue manner.

Angels - VR Movie (1989-1992)

" Nicole Stenger is taking advantage of VR hardware advances to create a virtual reality movie, called Angels. The movie involves the interaction of the viewer, who is equipped with Dataglove and goggles. When an angel is touched, it spins new environments and colors out of the crystals that surround it. In creating the movie, Stenger rendered original settings and eliminated some conventional Dataglove gestures." --see Haggerty, M. (1992). Serious Lunacy: Art in Virtual Worlds. IEEE Computer Graphics and Applications, 12(2), 4.

Apparitions

Apparitions is both a physical installation at the UC SanDiego University Art Gallery and a computer generated virtual environment created by Vital Signs, a collaborative group of artists and programmers.

Arena Life by Ulrike Gabriel

Each polygon generated in the "Perceptual Arena" is developed as a form of artificial life called "Being". It is generated and developed not only by the participant in his HMD and Data Glove, but also by anyone accessing it through the internet. 'Being' now becomes a matter of being manipulated by a plurality of people, a 'tribe' that create a kind of 'bottom up' circumstance for artificial life --- circumstances within circumstances. "Perceptual Arena" is a realtime virtual environment designed with OTHERSPACE. In the default state completely empty, it creates a visual space texture as a coding of the user interaction. The interaction is simply to be in the space, to perceive it, to move around and to grasp the resulting virtual clay, which defines the space and is the material for the further interaction.

(Art)^n Laboratory

Virtual Photography/PHSColograms (Art) to the Nth Power, Inc. uses digital 3D and animation hard copy technology products to display digital renderings of art in its installation gallery.

BREATH by Ulrike Gabriel

In BREATH the participant's breath was projected onto four surrounding screens in the form of changing polygons by means of abstract computer graphics.

Chimerium, by Perry Hoberman and Scott Fisher

Chimerium' is the beginning of an interactive, three-dimensional virtual world that visitors can enter and explore at the InfoART Pavilion at the Kwangju 95 Biennale site. The Biennale was curated by internationally renowned artist Nam June Paik and art and technology writer Cynthia Goodman.

CLOUDS OF: The things that float before your eyes by Robin Petterd

This installation work explores 'how images and people seem to float by, out of reach in so much of life because the experience of them has been mediated by technology'. The work also attempts to address some of the problems of how to show interactive and computer based work in a gallery setting by the addition of more elements to gallery than just a computer screen and making the interactive components of the exhibition as easy to use as possible.

Conversation with Angels by Ampcom

Presented at the Ars Electronica Festival 97, Conversation with Angels is a multi-user VRML 2.0 world in which visitors choose an avatar in which to enter the worlds and chat with a variety of robot personalities via a text interface. Ampcom is the artists Andy Best and Merja Puustinen.

CUI: Cathartic User Interface by Perry Hoberman and Nick Phillips

An interactive, multi-participant installation originally installed in the Blasthaus Gallery in 1995.

Electric Carnival

A collaboration of musicians, software developers, visual artists, and animation specialists produced a travelling road show of "digital marvels" that criss-crossed the country for nine weeks during the summer of 1994 as part of the Lollapalooza alternative rock festival.

Electronic Garden/NatuRealization by Miroslaw Rogala

A web installation which changes over time through interaction with visitors. eGarden allows the viewer to participate through an interactive audio set-up, take "pictures" of the garden, and explore the garden's history, culture, and animal life.

Faraday's Garden by Perry Hoberman

In Faraday's Garden, participants walk through a landscape of household and office appliances which function as a time travel experience, also uses 3D audio technology.

FRACTAL FLESH by Stelarc

Stelarc's work explores and extends the concept of the body and its relationship with technology through human/machine interfaces incorporating the Internet and Web, sound, music, video and computers.

GENETIC IMAGES by Karl Sims

This interactive installation is an unusual collaboration between humans and machine: the humans supply decisions of visual aesthetics, and the computer supplies the mathematical ability for generating, mating, and mutating complex textures and patterns. The viewers are not required to understand the technical equations involved. The computer can only experiment at random with no sense of aesthetics - but the combination of human and machine abilities permits the creation of results that neither of the two could produce alone.

Guggenheim Museum, LCD Display, 1989-1990 by Jenny Holzer

A museum installation by Jenny Holzer.

Host Body/Coupled Gestures-Event for Virtual Arm, Scanning Robot andThird Hand by Stelarc

Stelarc's body is the site for an integrated human/electronic performance. A data glove on one of Stelarc's hands sends finger flexion and position data to a computer-generated "manipulator" that not only functions like an arm in virtual space, but extends human performance: it has continuous wrist and finger rotation, infinite stretching, and grafting. On his other arm is a robotic Third Hand that is activated by EMG abdominal and leg muscle signals. Sensors connected to various parts of Stelarc's body track EMG signals, acoustically "amplifying" the internal functions of his body; mercury switches on Stelarc's arms allow his body to become a video switcher. An IRB 2000 robot arm towers over Stelarc, with a camera attached, circling and scanning his body.

HUMAN ENERGY: DIVIDED WE STAND by Miroslaw Rogala

An interactive video symphony in six movements.

Interface Autodrom by Tommy Lehner, Peter Hauenschild, Georg Ritter

AUTODROM is a multimedia experimental array and installation presented at the Ars Electronica Festival 97. AUTODROM involves the collision of two worlds at the intersection of Reality Road and the Cyberspace Expressway - the man-machine interface, a two-way feedback loop interlinking mankind and the virtual world. The human-controlled machines moving along an actual test track have their equivalent in virtual space in the form of 3-D characters. An additional computer-generated factor has been engineered into the behavior of these figures.

Lovers Leap by Miroslaw Rogala

An interactive multimedia installation.

MENAGERIE: A Virtual Experience by Scott Fisher:

A fully immersive virtual environment installation that is inhabited by virtual characters and presences specially designed to respond to and interact with its users. This experience allows a visitor to become visually and aurally immersed in a 3D computer generated environment. Produced by Scott Fisher of Telepresence Research in collaboration with Magic Box Productions, Inc.

Mothers of Time: Seven Paleolithic Figurines from the Louis Alexandre Jullien Collection

On view at the Canadian Museum of Civilisation, these thumb-sized, Ice-Age artifacts can be examined and manipulated by means of three-dimensional, stereoscopic viewing. The technology allows the spectator to magnify the image, turn it upside down or zoom in on a specific detail.

Ornitorrinco in Eden by Eduardo Kac and Ed Bennett

A networked telepresence installation, the result of a collaboration of Eduardo Kac and Ed Bennett.

Parasite Performance by Stelarc

In the Parasite performances the cyborged body enters a symbiotic/parasitic connection with information. Images gathered from the internet are mapped onto the body and, by a muscle stimulation system, the body becomes a reactive node in an extended nervous system. This system electronically extends the body's optical and operational parameters beyond its cyborg augmentation of third arm, muscle and computerized visual elements.

Ping datascape

Images, hypertexts, movies, noises, and objects located in the WWW are positioned on an interactive map which forms the ping datascape. A virtual camera, called the eye agent, is constantly moving through the datascape, thereby generating the Ping-movie, a live and real time flight through the Internet.

Please Change Beliefs by Jenny Holzer

An interactive exhibit in which the participants alter the "truisms" or add their own.

Rouen Revisited by Golan Levin and Paul Debevec

Rouen Revisted is an artifact about artifacts about an artifact-- an interactive and open-ended interpretation of paintings and photographs, which are themselves interpretations of an ancient Gothic artwork.

Slippery Traces

The Postcard Trail by George Legrady A non-linear narrative in which the viewer navigates through a maze of about 200 interconnected postcards that cover a range of topics such as nature, geography, colonialism, the future, work, urban environments, technology, race, gender, the supernatural, kitsch, etc. Each postcard contains approximately 5 hotspots or links, each of which when selected by the viewer, leads to a different image. The hotspots links to other images are based on literal, semiotic, psychoanalytic, metaphoric or other connections. As the viewer navigates through the images following their interest and desire, a database algorithm keeps track of each move, weaving a second level story based on the sequence of the viewer's choices. The viewer can choose to see this statistical analysis, or metaphoric trace (situated beneath the postcard image) as it is constantly updated and adjusted according to each sequential move.

TERRAIN_01 by Ulrike Gabriel

In the installation Terrain_01 the user can experience the paradoxical situation of being simultaneously the all-mighty top-down observer of a kybernetic modelworld and the affected part of it. The interaction happens through thoughts, the effect of the thoughts on the perceived and its feedback to the user, in a reciprocal dependency: The less stressed the viewer is, the more light hits the robots and the faster they therefore move. Their movement again is perceived and influences the user.

Terrain_02

Solar Robot Environment for Two Users by Ulrike Gabriel: The piece consists of a round glass table, on which live 10 solar-powered robots. Two users sit on opposite sides of the table, strapped into headbands which record their brain waves. In front of each user is a small monitor, which displays a readout of her own, and her partner's, brain. The computer compares both readouts and according to the results brightens or dims a bank of lamps above the table, thus affecting the behavior of the solar robots. The robots will move when the 2 users' brain waves balance, and will move fastest when the users minds are relaxed.

THE ADDING MACHINE

A Virtual Reality Project This site demonstrates the ways in which virtual reality technology can be used to illuminate an existing dramatic text.

The Caves of Lascaux

Although the real Caves exist, they are now closed to the public due to concern over deterioration of the thousands of paintings in the Caves. The natural traffic of visitors after the rediscovery of the Caves in 1946 brought harmful bacteria and moisture into the Caves. This exhibit, created by Benjamin Britton, allows visitors to experience the Caves without harming the paintings, as well as educates the public.

The Clearing by George Legrady

"The Clearing" is an interactive computer artwork that deals with the representation of the Bosnian conflict in the language of the Western news print media. Viewers interact with a moving hunting photograph to scan a range of topics on Bosnia. They can choose any of 30 categories to examine news quotes imbedded in the photograph. Different points of view are identified through color coding: The Bosnian Muslims, the Serbs and outside news commentaries. The viewers' experience of information search through the computer program interface is designed to reveal traces of vision technologies' origins in military and medical applications, a particular kind of seeing that can be described as "search and destroy" or "hold still while I examine."

The Invisible Shape of Things Past

"The Invisible Shape of Things Past" is an exploration of the representation of time in virtual space and the navigation through time in VR. The project enables users to transform film sequences (time-based information) into interactive virtual objects.

The Topological Slide by Michael Scroggins and Stewart Dickson

A collaboration of Michael Scroggins and Stewart Dickson in which the participant is able to "surf" mathematical topology.

"Wings" at i.e.VR

An experimental production in which the audience was outfitted with i-glasses.

Other

3D crystal structures in VRML

Aereal BOOM!

Get a random VRML world from anywhere on the Web, includes an interactive rating system for each world.

Argenic Design and Virtual Reality

Audio and Three Dimensional Sound Links

Links to 3D and Spatial Sound related resources on the Web. Reference, Research, Educational,Tools, People, Commercial Systems and Products. Links to other 3D related and general Audio Lists and Patent Resources.

CASUS Presenter

Chaco Communications' VRML test suite

Collaborative Engineering Applications

Construct's VRML Library

Crossroads 3D by Keith Rule

Dave Pape's VRML demos

CAVE Applications, Topographic Maps, and JASON Project VRML 1.0 scenes

Demonstrations in Auditory Perception

A multimedia presentation of selected topics in Auditory Perception.

Distributed Interactive Simulation (DIS) Test Page

designed to collect administrative and technical data pertaining to DIS testing, and serves as a repository for DIS Test related documents and software.

DX2VRML by Christopher Kline

e~scape's VRML worlds

Express VR by Brad Anderson

Flower Gargen in VRML by Jay O'Connell

Fractal Landscape Generator by David Harvey

FreeWRL by Tuomas J. Lukka

GLView by Holger Grahn

IChem VRML Gallery

i.e.VR VRML Page

Interactive Origami in VRML

Irony Games MapMagicalTM Terrain Editor

At this site you can create 3D VRML terrains using a Java application.

Jerry Isdale's VR Page

LASER by Morgan McGuire

Laser is a free virtual reality web browser and programming system for Windows. It is a true programming language based on the established LISP dialect Scheme.

NASA: Virtual Reality Archive

Open Virtual Reality Testbed VRML Samples

Orc Inc's VRML translators

Orc Inc. has a free online 3D-file-format-to-VRML converter. Includes most common formats.

ORC Inc. VRML pages

Otto's Room

Otto's Room is a VRML demonstration of the IMPROV real-time behavior-based animation system.

Psysiological Flow Studies Laboratory

Psysiological Flow Studies Laboratory hosts a VRML version of their entire web site.

Samples of Processed 3-D Audio

SimPack Toolkit

SimPack is a collection of C++ tools (routines and programs) for computer simulation.

Space Simulators by John Hewett

UK VR-SIG 3D Object Archive

Ultimate Spatial Audio Index

This page is a resource for spatial audio as it relates to the Internet, multimedia and virtual reality.

V-Collide: Collision Detection for Arbitrary Polygonal Objects

V-Collide is a collision detection library for large environments.

Virtual COHO - Space Physics in VRML

Virtual Reality Mall in VRML

Virtual Society Gallery

VRML 2.0 tests by Mitra

VRML and Robotics Library by Jeorg Vogel

VRML in Chemistry

VRML NCSA Examples

A walk-through gallery of five VRML molecular models.

VRMLplot by Graig Sayers

VRMLplot is a Matlab function for generating interactive 3-D VRML 2.0 graphs and animations.

VRML slot machines

VRMLworks

The purpose of the VRMLworks is to get you started in Virtual Reality Modeling Language (VRML) -- or, really, to start from wherever you are and take you a little farther -- from picking a browser so you can see for yourself why we're so excited about this new technology, to building your own worlds.

VRML Worlds by Jeff Harrington

WebOOGL's VRML Zoo of Mathematical 3D Objects

What Is VR?

This is the lead-in page for my What Is VR paper. It includes pointers to my VR Links area and the magazine VR News.

WinPlace 8.1 by Gary Beene


Last Update: 1999.12.22 14:27:11.08 diderot