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dc.contributor.authorDai, P.en_US
dc.contributor.authorEckel, G.en_US
dc.contributor.authorGöbel, M.en_US
dc.contributor.authorHasenbrink, F.en_US
dc.contributor.authorLalioti, V.en_US
dc.contributor.authorLechner, U.en_US
dc.contributor.authorStrassner, J.en_US
dc.contributor.authorTramberend, H.en_US
dc.contributor.authorWesche, G.en_US
dc.date.accessioned2015-11-11T12:51:58Z
dc.date.available2015-11-11T12:51:58Z
dc.date.issued1997en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egt.19971008en_US
dc.description.abstractThe motivation for providing multi-sensorial interfaces for human-machine interaction is rooted in the nature of human perception and cognition, which use several sensory channels at the time to construct what is generally referred to as reality. Naturally, the more sensory channels can be stimulated coherently in a human-machine interface, the richer the interaction models can be. The more of our innate and culturally acquired perceptual and cognitive skills can be exploited in an interface, the more refined and efficient the interaction may be. This is especially valid for interfaces which mimic to a large extent certain aspects of our everyday physical environment to create what we call virtual environments or virtual reality.en_US
dc.publisherEurographics Associationen_US
dc.titleVirtual Spaces - VR Projection System Technologies and Applicationsen_US
dc.description.seriesinformationEurographics 1997 - Tutorialsen_US


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