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dc.contributor.authorJaynes, C.en_US
dc.contributor.authorSeales, W. B.en_US
dc.contributor.authorCalvert, K.en_US
dc.contributor.authorFei, Z.en_US
dc.contributor.authorGriffioen, J.en_US
dc.contributor.editorAndreas Kunz and Joachim Deisingeren_US
dc.date.accessioned2014-01-27T10:33:39Z
dc.date.available2014-01-27T10:33:39Z
dc.date.issued2003en_US
dc.identifier.isbn978-3-905674-06-4en_US
dc.identifier.issn1727-530Xen_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGVE/IPT_EGVE2003/115-124en_US
dc.description.abstractImmersive projection-based display environments have been growing steadily in popularity. However, these systems have, for the most part, been confined to laboratories or other special-purpose uses and have had relatively little impact on human-computer interaction or user-to-user communication/collaboration models. Before large-scale deployment and adoption of these technologies can occur, some key technical issues must be resolved. We address these issues in the design of the Metaverse. In particular, the Metaverse system supports automatic self-calibration of an arbitrary number of projectors, thereby simplifying system's setup and maintenance. The Metaverse also supports novel communication models that enhance the scalability of the system and facilitate collaboration between Metaverse portals. Finally, we describe a prototype implementation of the Metaverse.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleThe Metaverse - A networked collection of inexpensive, self-configuring, immersive environmentsen_US
dc.description.seriesinformationEurographics Workshop on Virtual Environmentsen_US


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