Abstract
The computer generated virtual environments made possible by virtual reality (VR)may be moved through and manipulated by users in real time [1], but most display methods, including computer monitors, head-mounted displays, or projection screens, have an important limitation—they do not allow users to move around the virtual environment in a natural way. Efforts to remove this limitation include the
development in the U.S. of a device similar to a stationary unicycle [3], which attempts to simulate the walking motion of a person sitting upon it. But this less than- ideal solution introduces its own restrictions on freedom of movement. By contrast,freedom of movement is not restricted with the fully immersive spherical projection system known as the Cybersphere, developed through joint research by VR
Systems and the University of Warwick, both in the U.K. Users who enter this spherical system—which represents a new approach to VR visualization—can walk, run,jump, or crawl in any direction, while at the same time being able to observe an all-encompassing virtual environment. In this article we describe where the Cybersphere fits in the world of virtual reality interfaces, and discuss ways it can be applied to a cross-sectional audience, ranging from simple component visualization to highly complex military simulations.
Original language | English |
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Pages (from-to) | 141-146 |
Number of pages | 5 |
Journal | Communications of the ACM |
Volume | 46 |
Issue number | 9 |
DOIs | |
Publication status | Published - Sept 2003 |