State of the art of virtual reality technology
By C. Anthes, R. García-Hernández, Markus Wiedemann, D. Kranzlmuller. IEEE Aerospace Conference, 2016
447 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Media Technology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/e0ec382c51a043b1996a74af96d10cda33fdf6eb
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In Computer Vision and Pattern Recognition
In Media Technology
In Human-Computer Interaction
Citations in the corpus
- A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage (2018, background): “While there are a number of general surveys of immersive-reality technologies (Adhani and Awang 2012; Anthes et al. 2016; Arth et al. 2015; Azuma et al. 2001; Azuma 1997; Carmigniani et al. 2011; Costanza et al. 2009; Papagiannakis et al. 2008; Sanna and Manuri 2016; Van Krevelen and Poelman 2010;…”
- A Review on Virtual Reality Skill Training Applications (2021, methodology): “Anthes et al. (2016) summarized the most commonly used VR hardware and software.”
- How Virtual Reality Technology Has Changed Our Lives: An Overview of the Current and Potential Applications and Limitations (2022, methodology): “The Ultimate display was an idea developed by Ivan Sutherland [6], operating on a similar concept of allowing the user to feel immersed in a computer-generated environment using multiple input and output devices [7,8].”