Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Larry Whitman

dblp:20/6913 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
0since 2021 · last 2003
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 77% Collaborative and social computing · 23%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual environment
immersive virtual environments
0.012003
User Interaction in a Power-Wall Based Virtual Reality Environment · VR 2003
Virtual and augmented reality
multi-user interaction
0.012003
User Interaction in a Power-Wall Based Virtual Reality Environment · VR 2003
Collaborative and social computing
collaborative virtual environments
0.012003
User Interaction in a Power-Wall Based Virtual Reality Environment · VR 2003

Methods — techniques the papers use, named apart from their topics

camera-based third-person view · 0.1
YearPublicationVenuePosition
2003 User Interaction in a Power-Wall Based Virtual Reality Environment
abstract
The Industrial and Manufacturing Engineering Department at Wichita State University is developing an integrated set of virtual reality models of a manufacturing line of Boeing Wichita. The purpose of this research is to help Boeing and other aerospace manufacturers improve their manufacturing operations. In our virtual environment, a fully immersed person is working on a specific task and several (up to 20) outsiders (participants) observe the fully, immersed person and would like to comment and affect the fully immersed person's work. The lack of interaction between the fully immersed person and the participants is the most critical issue. The current communication technique used is vocal instruction, which is distracting to everyone. This paper presents a technique in which the fully immersed person and the participants can interact using a second camera directed for a third person's view of the environment. This technique attempts to provide the best of both worlds (first and third person views) so the formerly passive participants can become more immersed in the environment.
Leonidas Deligiannidis, Larry Whitman
VR2