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dc.contributor.authorMarks, S
dc.contributor.authorEstevez, JE
dc.contributor.authorConnor, AM
dc.date.accessioned2014-12-09T23:59:05Z
dc.date.available2014-12-09T23:59:05Z
dc.date.copyright2014-11-18
dc.identifier.citationIn Proceedings of the 29th International Conference on Image and Vision Computing New Zealand (IVCNZ2014), Michael Cree (Ed.). ACM, New York, NY, USA, 42-47. DOI=10.1145/2683405.2683424
dc.identifier.urihttp://hdl.handle.net/10292/8215
dc.description.abstractIn this paper, we describe the development and operating principles of an immersive virtual reality (VR) visualisation environment that is designed around the use of consumer VR headsets in an existing wide area motion capture suite. We present two case studies in the application areas of visualisation of scientific and engineering data. Each of these case studies utilise a different render engine, namely a custom engine for one case and a commercial game engine for the other. The advantages and appropriateness of each approach are discussed along with suggestions for future work.
dc.publisherACM
dc.relation.urihttp://sci.waikato.ac.nz/about-us/engineering/image-and-vision-computing-new-zealand-2014-conference/programme
dc.rights© ACM, 2014. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in PUBLICATION (see Citation), (see Publisher’s Version)
dc.subjectVirtual reality
dc.subjectVisualization
dc.subjectImmersion
dc.titleTowards the Holodeck: fully immersive virtual reality visualisation of scientific and engineering data
dc.typeConference Contribution
dc.rights.accessrightsOpenAccess
dc.identifier.doi10.1145/2683405.2683424
pubs.elements-id173559


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