Virtual Reality Technology
By G. Burdea, Philippe Coiffet. Presence - Teleoperators and Virtual Environments, 2003
2,004 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/e33657412d495f4332c136fc7c9d0fb6b2ba493a
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
- Matt C. Howard
- Maureen K. Holden
- Andrew Luxton-Reilly
- Min Chen
- Bin Hu
- Francesco Camastra
- Antonino Staiano
- Beryl Plimmer
In Human-Computer Interaction
Citations in the corpus
- Virtual Environments for Motor Rehabilitation: Review (2005, positive): “Following this single VR exposure, participants completed two tests: (1) a spatial recognition test, in which they guided reconstruction of the bungalow by the experimenter, using real 2-D cardboard elements; and (2) an object recognition test, in which participants were randomly presented with phot”
- A systematic review of Virtual Reality in education (2017, background): “The continual use of interactive VR can both improve student motivation and retention (Burdea & Coiffet, 2003).”
- A Survey of Glove-Based Systems and Their Applications (2008, neutral): “In the 5DT Data Glove 16, the maximum of the individual joint sensor values is taken to obtain a closed gesture, and the minimum to obtain an open gesture [24], [25] [see Fig.”
- A meta-analysis and systematic literature review of virtual reality rehabilitation programs (2017, methodology): “Most often, a standard computer monitor is used (Burdea & Coiffet, 2003; Steuer, 1992), but more cutting-edge research has applied surround-screen displays (Cruz-Neira, Sandin, & DeFanti, 1993).”
- A Survey on Information and Communication Technologies for Industry 4.0: State-of-the-Art, Taxonomies, Perspectives, and Challenges (2019, background): “According to Burdea Grigore and Coiffet [154], the quality of a VR user experience can be evaluated through three aspects: (i) immersion , (i.e. the feeling of being in a virtual scene through fully or partially real-world occulting devices); (ii) interaction (i.e. the set of actions/reactions…”
- Smart Clothing: Connecting Human with Clouds and Big Data for Sustainable Health Monitoring (2016, background): “The frontier research VR integrates multiple technologies such as computer simulation, multimedia technology, sensing technology and network technology [3, 62].”
- Virtual reality-enhanced stroke rehabilitation (2001, background): “Virtual reality (VR) technology [3] is currently being ex-”
- The potential of virtual tourism in the recovery of tourism industry during the COVID-19 pandemic (2021, background): “AR is to augment the reality at the tourism destination by projecting the computer-generated image onto a real-world view to immerse the tourists in a completely new environment (Burdea & Coiffet, 2003; Guttentag, 2010; Vince, 2004).”
- Virtual Reality and Its Applications in Education: Survey (2019, background): “It simulates the user’s physical presence in an artificially generated world that allows interacting with the environment [30].”
- Intrinsic dimension estimation: Advances and open problems (2016, background): “The fourth requirement is borrowed by Virtual Reality [10] where the work envelope (or operative range) indicates the range where a sensor gives reliable measures.”
- The Rutgers Master II-new design force-feedback glove (2002, background): “V IRTUAL reality can be defined as the user’s real-time multimodal interaction with a computer generated world [3].”
- Literature review of Industry 4.0 and related technologies (2018, neutral): “• Sampaio and Rosário (2012) prepared model supports the performance of such periodic inspections and the monitoring of interior wall maintenance.”