The empty museum. Multi-user interaction in an immersive and physically walkable VR space

UDC.coleccionInvestigaciónes_ES
UDC.conferenceTitle2003 International Conference on Cyberworlds (CW’03)es_ES
UDC.departamentoCiencias da Computación e Tecnoloxías da Informaciónes_ES
UDC.departamentoEnxeñaría Civiles_ES
UDC.endPage452es_ES
UDC.grupoInvGrupo Integrado de Enxeñaría (GII)es_ES
UDC.grupoInvComputer Graphics & Visual Computing (XLab)es_ES
UDC.grupoInvGrupo de Visualización Avanzada e Cartografía (Videalab/Cartolab)es_ES
UDC.institutoCentroCITIC - Centro de Investigación de Tecnoloxías da Información e da Comunicaciónes_ES
UDC.startPage446es_ES
dc.contributor.authorHernández-Ibáñez, Luis A.
dc.contributor.authorTaibo, Javier
dc.contributor.authorSeoane, Antonio
dc.contributor.authorLópez, Rubén
dc.contributor.authorMihura-López, Rocío
dc.date.accessioned2024-11-06T12:42:15Z
dc.date.available2024-11-06T12:42:15Z
dc.date.issued2003
dc.description.abstract[Abstract] Until quite recently, virtual reality systems consisted of fixed devices which enabled the user to feel immersed in a spot of the virtual space by means of the adequate hardware. The recent emergence of wireless systems for motion capture, together with the increase in graphic power of laptops, and the generalisation of wireless networks has allowed the appearance of the first systems in which at last the user is able to walk physically within a given space framed in the real one, and containing the objects and elements of the virtual space. Some examples of this hybrid space have already been accomplished worldwide. However, beyond the technical problems with the development of these systems, we must bear in mind the types of contents to be shown, making the most of the possibilities offered by the fact that the user him/herself is the pointer in this kind of virtual reality, while the space itself is the interface. The authors have recently developed a system similar to the ones described. This is a totally immersive, walkable and wireless system called the Empty Museum. The paper outlines its enlargement with the purpose of making it simultaneously usable by several persons. Besides, an example of content is provided which has been specifically designed in order to be experienced in multi-user mode with this equipment: the Virtual Art Gallery.es_ES
dc.identifier.citationHernández-Ibáñez, L. A., Taibo, J., Seoane, A., López, R., López, R. (2003). The Empty Museum. Multi-user Interaction in an Immersive and Physically Walkable VR Space. In Proceedings of the 2003 International Conference on Cyberworlds (CW’03), p. 446-452, DOI 10.1109/CYBER.2003.1253488. IEEE 9780769519227es_ES
dc.identifier.urihttp://hdl.handle.net/2183/39962
dc.language.isoenges_ES
dc.publisherIEEEes_ES
dc.relation.uridoi: 10.1109/CYBER.2003.1253488es_ES
dc.rights© © 20xx IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.es_ES
dc.rights.accessRightsopen accesses_ES
dc.subjectVirtual realityes_ES
dc.subjectHeades_ES
dc.subjectHardwarees_ES
dc.subjectDisplayses_ES
dc.subjectDesign engineeringes_ES
dc.subjectVisualizationes_ES
dc.subjectIrrigationes_ES
dc.subjectGraphicses_ES
dc.subjectPortable computerses_ES
dc.subjectWireless networkses_ES
dc.titleThe empty museum. Multi-user interaction in an immersive and physically walkable VR spacees_ES
dc.typeconference outputes_ES
dspace.entity.typePublication
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