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Virtual Interface Technology
Selected Citations from the Literature
Technical Report B-93-2

Also, report is available anonymous ftp [ftp.hitl.washington.edu] Path: /pub/tech-reports/b-93-2/b-93-2-emerson.txt (or .rtf)


* Magazine Articles

Akay, M. (1996). The VRT Revolution. IEEE: Engineering in Medicine and Biology Magazine, 15 (2), 31-33.

Akins, A. S. (1994, March-April). Golfers Tee Off into the Future. The Futurist: A Journal of Forecast, Trends, and Ideas about the Future, 28 (2), pp. 39-42.

Alexander, J. and Long, M. (1995, May/June). Nintendo's New Baby Boy. VR World, 3(3), p. 14.

Alexander, J. and Long, M. (1995, August). Cyber Sports. VR World, 3(4), p. 12.

Alexander, J., Close, J., Galore, J. and Long, M. (1995, May/June). Welcome to the Next Level: VR Goes Mass Market in 1995. VR World, 3(3), pp. 17-21.

Alexander, J., Close, J., Galore, J., and Long, M. (1995, August). Welcome to the Next Level: Part II. VR World, 3(4), pp. 86-88.

Anderson, P. I. (1995, July). From Telepresence to True Immersive Imaging: Into Real-Life Video - Now!. Advanced Imaging, 10(7), pp. 48-95.

Andrews, I. and Ellis, S. (1994, May). Bringing Virtual Worlds to Life. Al Expert, 9(5), pp. 15-17.

Antonoff, M. (1992, August). Virtual Acoustics. Popular Science, p. 37.

Antonoff, M. (1993, June). Living in a Virtual World. Popular Science, pp. 82-86, 124-125.

Applewhite, H. L. (1993, March). Acoustic Positioning Systems. Virtual Reality Systems, 1 (1), pp. 26-30.

Arakawa + Madeline Gins (1995, Nov.-Dec.). Reversible Destiny City. Architectural design [Profile No. 118, Architects in Cyberspace], 65(11-12), pp. 86-89.

Arthur, C. (1992, May 23). Virtual Reality: Did Reality Move For You? New Scientist, pp. 22-27.

ARX: Fax Architecture. (1993, November). Architecture New York, 1 (3), p. 58.

Asch, T. (1992, August). Designing Virtual Worlds. AI Expert, 7 (8), pp. 22-35.

Asch, T. (1993, July). Designing Virtual Worlds. Virtual Reality 93 Special Report. AI Expert, pp. 19-32.

Asch, T. (1994, May-June). CyberTron: First Permanent Immersive VR Systems Installed at Disney World. Virtual Reality World, 2(3), pp. 18-20.

Ascott, R. (1995, Nov.-Dec.) The Architecture of Cyberception. Architectural design [Profile No. 118, Architects in Cyberspace], 65(11-12), pp. 38-41.

Ashford, J. (1992, October). Reaching for 3-D. MacUser, pp. 221-223.

Aukstakalnis, S. (1993, August). Go With the Flow: Visualizing Complex Waterway Designs with Virtual Reality. CADalyst. 10(8), pp. 56-58.

Aukstakalnis, S. (1993, August). Out of This World: the Fundamentals of Immersive Virtual Reality. CADalyst. 10(8), pp. 37-44.

Aukstakalnis, S. (1993, August). Too Hot to Handle: Using CAD, Virtual Reality and Telepresence to Manage Nuclear Waste. CADalyst. 10(8), pp. 46-50.

Azuma, R. (1993, July). Tracking Requirements for Augmented Reality. Communications of the ACM, 36(7), pp. 50-51.

Azuola, R., Kaye, J. M. and Ting, B. J. (1994). Infrastructure for Human Modeling in VR. Virtual Reality Systems, 1(3), pp. 28-32.

Balch, D. C. (1995, July/August). Practicing Telemedicine in Rural North Carolina. Virtual Reality Special Report, 2(3), pp. 31-35.

Barker, Q. (1994, March). Virtual Reality Market Analysis. Virtual Reality World, 2(2), pp. 55-64.

Baum, D. (1995, July). Assets in Wonderland. Byte, pp. 111-117.

Beer, J. (1992, November). 3-Dimensional Desktop Animation: Fake Reality is Coming to a PC Near You. CD-ROM Professional, 5(6), pp. 33-34, 36, 38.

Begault, D. (1993, October). The Evolution of 3-D Audio. MIX, 17(10), pp. 42-46.

Benedikt, M. (1993, November). Unreal Estates. Architecture New York, 1(3), pp. 56-57.

Bennett, R. (1995, Spring). Walking Virtually: Help for Parkinson's Disease. Virtual Reality Special Report, 2(1), pp. 27-30.

Bennett, R. P. (1995, July/August). Wheelchair Programs Pick Up Speed. Virtual Reality Special Report, 2(3), pp. 9-14.

Bennett, R. P. (1996). The Rhythm of Virtual Dance. Virtual Reality Special Report, 3(4), pp. 39-40.

Bennett, R.P. (1996). VR Moves Homes, but Beware the Dangers: VR will enrich the lives of the disabled, but how will the psyche respond to an alternate reality? Virtual Reality Special Report, 3 (2), 13-15.

Berg, T. (1994). Virtual Reality Resource Guide. Virtual Reality Special Report, 1(4), pp. 33-50.

Berg, T. (1994, Fall). Virtual Reality Resource Guide. Virtual Reality Special Report, 1(3), pp. 39-56.

Berg, T. D. (1995, Spring). Virtual Reality Resource Guide. Virtual Reality Special Report, 2(1), pp. 42-64.

Berg, T.D. (1996). Virtual Reality Resource Guide. Virtual Reality Special Report, 3(3), pp.24-56.

Bertera, J. H. (1992, July). Oculomotor Adaption With Virtual Reality Scotomas. Simulation, 59 (1), pp. 37-44.

Bick, F. A. (Ed.). (1993, November). Technologies Tomorrow, 1 (3) [special issue on Virtual Reality].

Billinghurst, M. (1995, Spring). Do You See What I See? Virtual Reality Special Report, 2(1), pp. 21-26.

Billinghurst, M. (1995, July/August). Enter the Age of the Digital Doctor. Virtual Reality Special Report, 2(3), pp. 49-52.

Birt, J. and Furness, T. A. (1974, April). Visually-Coupled Systems. Air University Review, 20 (3), pp. 28-40.

Blackburn, D. (1994). The Convergence of Sports and VR. Virtual Reality - Special Report, 1, pp. 57-60.

Blanchard, D. (1995, June). VR News. Intelligent Systems Report, 12(6), pp. 3-5.

Blau, B. and Yurica, K. (1994, September/October). Designing VR Applications for the Desktop. Virtual Reality World, 2(5), pp. 17-21.

Bleecker, S. E. (1994, March-April). The Virtual Organization. The Futurist: A Journal of Forecast, Trends, and Ideas about the Future, 28 (2), pp. 9-12, 14.

Blow, R. (1995, January/February). Dr. Dolphin: Why Does Swimming with Dolphins Help Humans Heal? Mother Jones, 20(1), pp. 28(4).

Boman, D. K. (1995, June). International Survey: Virtual-Environment Research. Computer, pp. 57-65.

Boman, D. K. (1995, June). International Survey: Virtual-Environment Research. Computer, pp. 57-65.

Bottoms, W. R. (1994, July). Virtual Reality: Top of the Food Chain. The Red Herring, (12), pp. 40-42.

Brennan, J. P. and Brennan, J. A. (1994). Virtual Reality in the Delivery Room. Virtual Reality Systems, 1(3), pp. 24-27.

Bressi, T. (1995, July). The Real Thing? We're Getting There. Planning, pp. 16-20.

Bricken, W. and Jacobson, L. (1992, July). Virtual Environment Operating System. Virtual Reality Special Report. AI Expert, pp. 55-58.

Brill, L. (1993, June). Kicking the Tires of VR Software. Computer Graphics World. 16(6), pp. 40-53.

Brill, L. (1993, Spring). Metaphors for the Traveling Cybernaut - Part I. Virtual Reality World [Virtual Reality World is an insert in Multimedia Review}, 1(1), pp. q-s.

Brill, L. M. (1992, April). Facing Interface Issues. Special Report: Virtual Reality. Computer Graphics World, 15(4), pp. 48-55.

Brill, L. M. (1992, September). An Interactive Trip into Virtual Paradise. Computer Graphics World, 15(9), pp. 22.

Brill, L. M. (1993, November/December). Looking Glass Playgrounds Hit the Entertainment Bullseye. Virtual Reality World, 1(3 and 4), pp. 41-49.

Brill, L. M. (1994, January). The Networked VR Museum: Where Art Meets Cyberspace. Virtual Reality World, 2 (1), pp. 12-17.

Brill, L. M. (1994, July). Location Based Entertainment: Trend or Fad? The Red Herring, (12), pp. 44-46.

Brill, L. M. (1994, March). Electronic Playgrounds, Living Room Style. Virtual Reality World, 2(2), pp. 18-32.

Brill, L. M. (1994, May). Metaphors for the Traveling Cybernaut - Part II. Virtual Reality World, 2(3), pp. 30-33.

Brill, L. M. (1994, May). Virtual Reality: Designing Authoring, and Toolkit Cyber Software. Virtual Reality World, 2(3), pp. 22-29.

Brill, L. M. (1994, November/December). Museum-VR: Opening the Gateway to Cyberspace, Pt. 1. Virtual Reality World, 2(6), pp. 33-40.

Brill, L. M. (1995, January/February). Museum VR: Part II. VRWorld, 3(1), pp. 36-41.

Brill, L. M. (1995, March). Somewhere Over the Rainbow: Creating Virtual Realities. DV, pp. 32-42.

Brill, L. M. (1995, May/June). Michael Getlan: Funmeister of the Arcades. VR World, 3(3), pp. 24-27.

Brill, L. M. (1995, Spring). Playgrounds of the Digital Domain. Virtual Reality Special Report, 2(1), pp. 65-72.

Brill, L. M. (1995, July). From Viewing to Doing. AV Video, 17(7), pp. 12-16.

Brittan, D. (1995, February/March). Knowing Where Your Head is At: Use of Inertial Tracker for Virtual Reality Systems. Technology Review, 98(2), pp. 10(2).

Brown, D. J., Cobb, S. V., Eastgate, R. M., Gibson, I. and Smith, P. A. (1992, April). Research Applications of Virtual Reality. Interactive Learning International, 8 (2), pp. 161-163.

Browning, J. and Barrett, P. (1993, December). Hype or Hyper-reality? Focus, pp. 22-29.

Buckert-Donelson, A. (1994, May). VR People Profile: Mark Long of Zombie, Inc. Virtual Reality World, 2(3), pp. 35-39.

Buckert-Donelson, A. (1994, September/October). Profile: Beth Marcus, PH. D. of Exos Corp. Virtual Reality World, 2(5), pp. 26-31.

Buckert-Donelson, A. (1995, August). VR People: Creves Maples, Sandia National Labs. VR World, 3(4), pp. 25-30.

Buckert-Donelson, A. (1995, May/June). Linda Rhoades, Virtual I/O: Experienced in Developing Strategic Business Alliances. VR World, 3(3), pp. 34-39.

Burke, R.R. (1996, March-April). Virtual shopping: Breakthrough In Marketing Research. Harvard Business Review, 74( 2), pp. 120-132.

Bylinsky, G. (1991, June 3). The Marvels of 'Virtual Reality'. Fortune, 123 (11), pp. 138-153.

Cartwright, G. F. (1994, March-April). Virtual or Real? The Mind in Cyberspace. The Futurist: A Journal of Forecast, Trends, and Ideas about the Future, 28 (2), pp. 22-26.

Cash, D. (1993, August/September). Touching is Believing: Work on Virtual Reality Involving Touch. Technology Review, 96 (6), p. 9.

Chaplin, S. (1995, Nov.-Dec.). Cyberspace: Lingering on the Threshold. Architectural design [Profile No. 118, Architects in Cyberspace], 65(11-12), pp. 32-35.

Chapnick, P. (1993, July). 2D Reading on 3D Subjects. Virtual Reality 93 Special Report. AI Expert, pp. 43-46.

Chapnick, P. and Vikoren, S. (1994). Books: VR Becomes Actual Reality. Virtual Reality - Special Report, 1, pp. 27-32.

Chinnock, C. (1996, March). Virtual Reality Goes to Work. Byte, 21(3), pp. 26-27.

Christel, M. (1992, July-August). Virtual Reality Today on a PC. Instruction Delivery Systems, 6, pp. 6-9.

Churbuck, D. C. (1992, September 14). Applied Reality. Virtual Reality Becomes an Industrial Tool. Forbes, 150 (6), pp. 486-492.

Clark, R. S. (1993, August). Virtual Reality: A World of Applications. OE Reports, (116). pp. 1, 6.

Clark, R. S. (1993, September). Virtual Worlds Face the Markets of the Future. OE Reports, (117).

Clarke, T. (1994, January). Keeping Your Virtual Feet on the Ground. PCVR Magazine, (13), pp. 13-19.

CM Research. (1994, March). Thermal Feedback. PCVR Magazine, (14), pp. 14-18.

Cochran, W. (1994, Fall). How Do I See Thee? Let Me Count the Ways. Virtual Reality Special Report, 1(3), pp. 33-38.

Cohn, D. (1993, August). Not Just Another Pretty Interface. CADalyst, 10 (8), pp. 52-55

Compton, M. (1993, August). Virtual Fun. Engineering, (25), pp. 36-39.

Constanzo, L. (1993, June). Walking Through Design. Engineering, 233 (6), pp. 13-15.

Cook, R. (1992, May). Serious Entertainment. Special Report: Virtual Reality. Computer Graphics World, 15 (5), pp. 40-48.

Cooper, P. (1992, May). The Navigator's Viewpoint. Virtual Reality News, 1 (2), pp. 1-5.

Corliss, R. (1993, Nov. 1) Virtual, man! Time, 142 (18), pp. 80-84.

Coull, T. (1993, March). Virtual Reality and the Personal Computer: Bringing the Frontier Closer to Home. Virtual Reality Systems, 1 (1), pp. 16-17.

Coull, T. (1993, March). VR Applications: From Wall Street to Virtual Museums. Virtual Reality Systems, 1 (1), pp. 9-10.

Coull, T. and Rothman, P. (1993, August). Virtual Reality for Decision Support Systems. AI Expert, pp. 22-25.

Coyne, J. P. (1993, November/December). Virtual Reality and Relational Databases. Virtual Reality World, 1 (3 and 4), pp. 50-52.

Crowe, B. (1994, January). Pteranodon Sighting at SIGGRAPH '93. Virtual Reality World, 2 (1), pp. 4-10.

D'Amato, B. (1996, January). Virtual Kitsch. Artforum, 34(5), pp. 35-36.

Dagit, C. (1995, August). Virtual Reality: VR is a Powerful Presentation Technology for Real Estate Sales. VR World, 3(4), pp. 34-36.

Darton, E. (1994). Free City and the Art of Memory: The Novel as Artificial Reality. Leonardo, 27(4).

Dave Warner, Neuroscientist: Evangelizing the Need to Bring Advanced VR Technologies to Medicine. (1994, November/December). Virtual Reality World, 2(6), pp. 24-28.

Davis, D. B. (1991, June). Reality Check: How Far Has Virtual Reality Technology Come, and Where Is It Going? Computer Graphics World, 14 (6), pp. 49-52.

De Groot, M. (1990, August). Virtual Reality: New Interface Technologies. UNIX Review, 8 (8), pp. 32-36.

Dede, C. J. (1992, May). The Future of Multimedia: Bridging to Virtual Worlds. Educational Technology, 32, pp. 54-60.

Delaney, B. (1993, July). Where Virtual Rubber Meets the Road. Virtual Reality 93 Special Report. AI Expert, pp. 15-18.

Delaney, B. (1993, September). A Survey of Head Mounted Displays. Virtual Reality '93: Fall Special Report. AI Expert, pp. 21-24.

Delaney, B. (1994). The Perfect VR Application. Virtual Reality Special Report, (1), pp. 15-18.

Delp, S. L. (1994). Building Biomechanical Models of the Musculoskeletal System for Surgical Simulations. Virtual Reality Systems, 1(3), 14-16.

Denne, P. (1994, May-June). Virtual Motion. Virtual Reality World, 2(3), pp. 41-44.

Dery, M. (1993, September). Cyber Cafe. New Media, 3(9), pp. 118-119.

Digiano, C. J. and Buxton, W. A. S. (1993, March). Using Non-Speech Audio at the Interface. Virtual Reality Systems, 1(1), pp. 60-61.

Dilworth, D. C. (1993, July). Virtual Reality: Coming Soon to a Courtroom Near You? Trial, pp. 13-15.

Ditlea, S. (1989, November). Inside Artificial Reality. PC Computing, pp. 91-102.

Dobrow, R. (1994, January). Special Report: Virtual Reality Blasts Off. Gadgetworld, 1(1), p. 2.

Dohanish, G. (1994, January). Commercial 3D Model Libraries. 3D Artist, (14), 24-29.

Donovan, J. (1993, March). Marketing Virtual Reality. Virtual Reality Systems, 1 (1), pp. 21-24.

Dorozynski, A. (1993, July 30). Computers Bring Back a Long-Lost French Abbey (Cluny Abbey). Science, 261(5121), pp. 544-546.

Dove, T. (1994). Theater Without Actors--Immersion and Responses in Installation. Leonardo, 27(4).

du Pont, P. (1995, May/June). VR for Thermal Visualization: Analyzing Air and Tempature Flow. VR World, 3(3), pp. 58-59.

Dumay, A.C.M. (1995). Beyond Medicine. IEEE: Engineering in Medicine and Biology Magazine, 15 (2), 34-40.

Duncan, D. (1994, March). Reflections on Jenny Holzer at the Guggenheim. Virtual Reality World, 2(2), pp. 72-73.

Duncan, D. (1995, May/June). A New Economic Paradigm. VR World, 3(3), p. 72.

Dunn, F. (1992, July). Sun's Virtual Lathe. VR Monitor, 1(4), pp. 2-7.

Dunn-Roberts, R. (1994, January). "The Grandmother Museum": An Essay on the Human Hopes and Problems of VR. Virtual Reality World, 2(1), pp. 46-47.

Dunne + Raby. (1995, Nov.-Dec.). Fields and Thresholds. Architectural design [Profile No. 118, Architects in Cyberspace], 65(11-12), pp. 60-65.

Dutton, G. (1992, May). VEOS: A Virtual Operating System to Handle Virtually Anything. IEEE Software, 9 (3), pp. 100-102.

Duvanenko, V. J. and Robbins, W. E. (1993, April). Algorithms for Stereoscopic Imaging. Dr. Dobb's Journal, 18(4), pp. 18-29.

Dysart, J. (1994, November/December). VR Goes to Hollywood. Virtual Reality World, 2(6), pp. 18-23.

Dysart, J. (1994, September/October). Wall Street Meets VR: Animated Investment Tracking. Virtual Reality World, 2(5), pp. 22-25.

Dysart, J. (1995, January/February). Madison Avenue Discovers VR. VR World, 3(1), pp. 28-29.

Dysart, J. (1995, January/February). VR Channel Surfing. VRWorld, 3(1), pp. 44-45.

Dysart, J. (1995, May/June). Not Just Kid Stuff Anymore: Adult Entertainment Complexes Feature Sophisticated VR Experiences. VR World, 3(3), pp. 22-23.

Dysart, J. (1995, May/June). Only a NY Cab Ride is Scarier. VR World, 3(3), pp. 32-33.

Dysart, J. (1995, August). Detroit Creates a Beach Head for VR. VR World, 3(4), p. 20.

Dysart, J. (1995, August). Virtual Maintenance. VR World, 3(4), p. 22.

Dysart, J. (1995, August). VR.5: a License to Dream Again. VR World, 3(4), pp. 17-18.

Dysart, J. (1996). Low-cost Shutterglasses Could Benefit Consumers. Virtual Reality Special Report, 3(4), p. 64.

Dysart, J. (1996). The Price of Fun Just Got Cheaper: A whirlwind tour of the latest in location-based entertainment. Virtual Reality Special Report, 3 (2), pp. 29-30.

Edelman, V. (1996, Jan.-Feb.). Touch Goes High-Tech. Psychology Today, 29(1). pp. 59-63.

Eglowstein, H. (1990, July). Reach Out and Touch Your Data. Byte, 15(7), pp. 283-289.

Eiderhold, M.D. and Wiederhold, B.K. (1996). From Virtual Worlds to the Therapist's Office. IEEE: Engineering in Medicine and Biology Magazine, 15 (2), pp. 44-46.

Eisenberg, B., Hine, B. and Rasmussen, D. (1993, September). Telerobotic Vehicle Control: NASA Preps for Mars. Virtual Reality '93: Fall Special Report. AI Expert, pp. 35-39.

Electrotecture: Architecture and the Electronic Future. (1993, November). Architecture New York, 1(3), pp. 44-53.

Elsner, S. (1994, January). A Simple 3D Tracker. PCVR Magazine, (13), pp. 20-23.

Emmett, A. (1992, March). Down to Earth: Commercial Applications of Virtual Reality. Computer Graphics World. Special Report: Virtual Reality, 15(3), pp. 43-48.

Emmett, A. (1993, September). The Quest for "True" 3D. Computer Graphics World, 16 (9), pp. 35-42.

Eprainian, B. (1995, March 14). Dressing for VR. PC Magazine, 14(5), pp. 183(7).

Estvanik, S. (1994, May). Artificial Intelligence in Wargames. Al Expert, 9(5), pp. 22-31.

Faulkner, F. and Krauss, M. (1996). Guidelines for Establishing a Virtual Reality Lab. IEEE: Engineering in Medicine and Biology Magazine, 15 (2), pp/ 86-93.

Feiner, S. (1993, March). Virtual Worlds Research at Columbia University. Virtual Reality Systems, 1 (1), pp. 63-66.

Feldman, S. and Starr, M. (1994). The Lightscape Visualization System. Virtual Reality Systems, 1(3), pp. 80-82.

Fenn, J. (1993, September). In the Eye of the Beholder. Virtual Reality '93: Fall Special Report. AI Expert, pp. 51-53.

Ferrington, G. and Loge, K. (1992, April). Virtual Reality: A New Learning Environment. The Computing Teacher, 19, pp. 16-19.

Fischetti, M. (1993, July). The Sound of Data: Virtual Acoustics. Technology Review, 96(5), pp. 17-19.

Fisher, S. S. and Tazelaar, J. M. (1990, July). Living in a Virtual World. Byte, pp. 215-221.

Fleischmann, M. (1993, Spring). A Virtual Walk Through Berlin Visiting a Virtual Museum. Virtual Reality World. 1(1), pp. n-p.

Flohr, U. (1996, March). Put the Space in Cyberspace: Virtual Reality Markup Language. BYTE, .21(3), pp. 61-62, 64.

Forcade, T. (1993, October). Evaluating 3D on the High End (part one of a two-part series). Computer Graphics World, 16(10), pp. 44-56.

Frame, P. (1993, November 1). 'Agile' Factories May Turn Dealers into Order-Takers. Automotive News, (5524), pp. 3-5.

Franck, K. A. (1995, Nov.-Dec). When I Enter Virtual Reality, What Body Will I Leave Behind? Architectural design [Profile No. 118, Architects in Cyberspace], 65(11-12), pp.20-23.

Frazer, J.H. (1995, Nov.-Dec.). The Architectural Relevance of Cyberspace. Architectural design [Profile No. 118, Architects in Cyberspace], 65(11-12), pp. 76-79.

Frazer, J.H., Rastogi,,, M. and Graham, P. (1995, Nov.-Dec.). The Interactivator. Architectural design [Profile No. 118, Architects in Cyberspace], 65(11-12), pp. 80-81.

Frenkel, K.A. (1995, July). A Conversation with Jaron Lanier. Interactions, II(3), pp. 46-64.

Fricke, K. (1994). Introduction : Virtual Reality - Venus Return or Vanishing Point. Leonardo, 27(4).

Friedman, D. (1993, March). Virtual Reality in the Real World. Virtual Reality Systems, 1 (1), pp. 11-12.

Fritz, M. (1991, February). The World of Virtual Reality. Training, 1, pp. 45-50.

Furness, T. A. (1985, June 30). Virtual Panoramic Display for the LHX. Army Aviation, pp. 63-66.

Furness, T. A. (1986, December). Fantastic Voyage. Popular Mechanics, pp. 63-65.

Furness, T. A. (1988, August 15). Super Cockpit Amplifies Pilot's Senses and Actions. Government Computer News, pp. 76-77.

Furness, T. A. (1993). Cobwebs in a Virtual Attic. CSERIAC Gateway, 4(3), pp. 9-10.

Gambelin, A. M. (1993, August). Virtual Reality. [special issue]. IRIS Universe. (25).

Garcia, B. J. and Greenstein, R. J. (1994). True-Stereoscopic Video from Monoscopic Sources: The DeepVision System for Minimally Invasive Surgery. Virtual Reality Systems, 1(3), pp. 52-57.

Gay, E. (1994, November/December). Virtual Reality at the Natrona Country School System: Building Virtual Worlds on a School Budget. Virtual Reality World, 2(6), pp. 44-47.

Gay, E. (1994, Winter). Is Virtual Reality a Good Teaching Tool? Virtual Reality Special Report, 1(4), pp. 51-60.

Geissen, S. A. (1995, Winter). A Simulating Success. IRIS Universe, (30), pp. 8-10.

Gembecki, M. and Rousseau, D. (1993). Naval Applications of Virtual Reality. Virtual Reality '93 Special Report. AI Expert, pp. 67-72.

Glidden, R. (1994, January). Immersion Probe. 3D Artist, (14), p. 8.

Glovsky, P. (1995, May/June). State of Funding for VR: Little Activity in the Public Market for New Age Media. VR World, 3(3), p. 70.

Good, M. and Tan, L. (1994, November/December). VR in Architecture: Today's Use and Tomorrow's Promise. Virtual Reality World, 2(6), pp. 58-64.

Govers, F. (1995, August). Visualizing Abstract Concepts in VR. VR World, 3(4), pp. 38-39.

Gradecki, J. (1994, March). Designing Heavy Virtual Objects. PCVR Magazine, (14), pp. 7-10.

Gradecki, J. (1994, March). VGA-TO-NTSC Conversion. PCVR Magazine, (14), pp. 35-36.

Gradecki, J. D. (1994, January). Build Your Own Arm-Based Head Tracker. PCVR Magazine, (13), pp. 6-12.

Gradecki, J. D. (1994, January). Interfacing the Stuntmaster. PCVR Magazine, (13), pp. 25-32.

Gradecki, J. D. (1994, January). REND386 Version 5.0: Introduction. PCVR Magazine, (13), pp. 34-36.

Gradecki, J. D. (1994, January). Survey of Available Head Trackers. PCVR Magazine, (13), p. 24.

Greenfield, R. (1994, Fall). Navy VR Flight Simulator. Virtual Reality Special Report, 1(3), pp. 61-64.

Greenfield, R. P. (1992, August). Laser Beam Display Holds Hope for VR. (Human Interface Laboratory Researches Improved Virtual Reality Imaging). Computer Graphics World, 15(8), p. 22.

Greenleaf, W. J., Tovar, M. A., and Weghorst, S. (1995, Spring). Augmenting Reality in Rehabilitation Medicine. Virtual Reality Special Report, 2(1), pp. 9-14.

Greenleaf, W.J. (1996). Developing the Tools for Practical VR Applications. IEEE: Engineering in Medicine and Biology Magazine, 15 (2), pp. 23-30.

Groping at Atoms: Virtual Reality. (1992, July 18). The Economist, 324, pp. 87-89.

Gross, N. (Ed.). (1995, March 27). A Seeing-Eye Helper for the Internet. Business Week, p. 182.

Gunderson, M. (1996). The Virtual Bookkshelf. Virtual Reality Special Report, 3(3), pp. 11-13.

Haigron, P., Le Berre, G., Coatrieux, J.L. (1996). 3D Navigation in Medicine. IEEE: Engineering in Medicine and Biology Magazine, 15 (2), pp. 70-78.

Hamilton, J. (1992, October 5). Virtual Reality. BusinessWeek, (3286), pp. 96-105.

Hamit, F. (1995, July). Telemedicine Before Medical Telepresence: Promise and Challenges. Part 1 of 2. Advanced Imaging, 10(7), pp. 36-44.

Hann, R. L. (1993). A Conversation with Thomas A. Furness. CSERIAC Gateway, 4 (3), p. 11.

Haverstock, M. (1993, July). Virtual Gaming. PCM: Personal Computer Magazine, XI (1), pp. 16-23.

Head Mounted Display Survey: A Comprehensive Round-up of Products. (1995, August). Real Time Graphics, 4(2), pp. 8-13.

Heath, J. (1994). Virtual Reality Resource Guide. Virtual Reality - Special Report, 1, pp. 39-54.

Heath, J. (1994, May). Virtual Reality Resource Guide. Al Expert, 9(5), pp. 32-45.

Hedberg, S. (1993, July). See, Hear, Learn: Combining Multimedia and Virtual Reality's Audiovisual Environments with Knowledge-Based Systems. Byte, 18(8), pp. 119-125.

Hedberg, S. (1994). Combining AI and Multimedia. Virtual Reality Special Report, 1(4), pp. 77+.

Hedberg, S. (1994). VR Art Show at the Guggenheim. Virtual Reality Special Report, 1, pp. 73-76.

Hedberg, S. (1994, Fall). Desktop-based VR: Requirements and Costs. Virtual Reality Special Report, 1(3), pp. 17-26.

Hedberg, S. (1995, Spring). Catepillar's Virtual Designer. Virtual Reality Special Report, 2(1), pp. 31-34.

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