Skip to main content
Article
Enabling a Continuum of Virtual Environment Experiences
IEEE Computer Graphics and Applications (2003)
  • Larry Davis, University of Central Florida
  • Jannick P. Rolland, University of Central Florida
  • Felix G. Hamza-Lup, Georgia Southern University
  • Yonggang Ha, University of Central Florida
Abstract
We define a virtual environment as a set of surroundings that appear to a user through computer-generated sensory stimuli. The level of immersion-or sense of being in another world-that a user experiences within a VE relates to how much stimuli the computer delivers to the user. Thus, one can classify VEs along a virtuality continuum, which ranges from the real world to an entirely computer-generated environment. We present a technology that allows seamless transitions between levels of immersion in VEs. Milgram and Kishino (1994) first proposed the concept of a virtuality continuum in the context of visual displays. The concept of a virtuality continuum extends to multimodal VEs, which combine multiple sensory stimuli, including 3D sound and haptic capability, leading to a multidimensional virtuality continuum. Emerging applications will benefit from multiple levels of immersion, requiring innovative multimodal technologies and the ability to traverse the multidimensional virtuality continuum.
Keywords
  • Virtual environment,
  • Optical materials,
  • Virtual reality,
  • Switches,
  • Displays,
  • Optical computing,
  • Optical sensors,
  • Layout,
  • Augmented reality,
  • Ultraviolet sources
Disciplines
Publication Date
March 20, 2003
DOI
10.1109/MCG.2003.1185574
Citation Information
Larry Davis, Jannick P. Rolland, Felix G. Hamza-Lup and Yonggang Ha. "Enabling a Continuum of Virtual Environment Experiences" IEEE Computer Graphics and Applications Vol. 23 Iss. 2 (2003) p. 10 - 12 ISSN: 1558-1756
Available at: http://works.bepress.com/felix-hamza-lup/4/