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Advances in Computers, Vol. 28 by Marshall C. Yovits

By Marshall C. Yovits

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Hence in the rest of this section, we will be discussing several examples of research that emphasizes new interfaces—both enriching the VW by the input into the world and the outputs from the world. To get real requires not only content inside, but also the ability to interface with the real world. Real-World-Capable Challenges Much of what we are going to discuss here are ways of filling the virtual world— but it is not enough to say it needs real content and sources of content. Rather it must be content placed in the virtual world in such a way that one can analyze it, track its usage, and experiment with it.

1992). Merging virtual objects with the real world: Seeing ultrasound imagery within the patient. Proceedings of SIGGRAPH ’92, Chicago, Illinois, July 26-31. Computer Graphics, 26(2), 203-210. Bartle, R. (1990). Interactive multi-user computer games. MUSE, Ltd. txt Bartle, R. (2003). Designing virtual worlds. Prentice-Hall. Bellman, K. (1994). Playing in the MUD: Turning virtual reality into real places. J. R. ), Proceedings of the NATO Conference on Virtual Reality: Training for Tomorrow, Portsmouth, England, February.

Prentice-Hall. Bellman, K. (1994). Playing in the MUD: Turning virtual reality into real places. J. R. ), Proceedings of the NATO Conference on Virtual Reality: Training for Tomorrow, Portsmouth, England, February. NATO Defense Research Group #16 on Training and Training Technology. Bellman, K. (1997). Sharing work, experience, interpretation, and maybe even meanings between natural and artificial agents. Proceedings of SMC’97: The 1997 IEEE International Conference on Systems, Man, and Cybernetics (pp.

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