Respondents were asked to describe their interest and activity in VR in two categories:
Reported areas of focus were:
Applications development 18 Human factors/HCI 8 VR peripherals development 4 Software architectures 3 Parallel architectures 2 Medical applications 2 Perception/action/cognitive aspects in virtual environments 2 Product promotion/Marketing 2 Socio-cognitive issues 1 Entertainment 2 Integrated manufacturing 1 Architectural design 1 Social issues of VR 1 Stereoscopic display systems 1 Eye-tracking 1 Art/Design 1 Education 2
There was a wide range of specific application areas reported, including:
Information visualization 6 Medical simulation 5 CAD/CAM 4 Architecture 3 Education and training 3 Construction planning and scheduling 2 Industrial simulation 2 Entertainment 4 Battlefield simulation 2 3D Television 1 CSCW 1 Cognitive aspects of virtual worlds 1 Collision detect 1 Driving simulation 1 Emotional iconography 1 Evacuation and safety 1 Fluid dynamics 1 Human workload when using multiple displays 1 Interactive solid modelling 1 Learning disabilities 1 Minerals industry 1 Modelling 1 Oil-rig abandonment scenarios 1 Remote inspection 1 Retinal scanning 1 Robotics 1 Spatial skills 1 Unspecified defense/military 1
Graphics Multimedia Virtual Environments Visualisation Contents