Thomas A. DeFanti

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Several common systems satisfy some but not all of the VR definition above. Flight simulators provide vehicle tracking, not head tracking, and do not generally operate in binocular stereo. Omnimax theaters give a large angle of view [8], occasionally in stereo, but are not interactive. Head-tracked monitors [4][6] provide all but a large angle of view.(More)
High speed bulk data transfer is an important part of many data-intensive scientific applications. This paper describes an aggressive bulk data transfer scheme, called Reliable Blast UDP (RBUDP), intended for extremely high bandwidth, dedicatedor Quality-of-Serviceenabled networks, such as optically switched networks. This paper also provides an analytical(More)
This article discusses the I-WAY project and provides an overview of the articles in this issue of IJSA. The I-WAY is an experimental environment for building distributed virtual reality applications and for exploring issues of distributed wide area resource management and scheduling. The goal of the I-WAY project is to enable researchers use multiple(More)
Realism in computer graphics typically requires using 24 or more bits/pixel to generate an image. This paper describes a method developed by the authors called "Color Cell Compression" or "CCC" that preserves at least a limited animation and local update capability yet yields extraordinary-looking color images in approximately two bits/pixel independent of(More)
Quanta is a cross-platform adaptive networking toolkit for supporting the data delivery requirements of interactive and bandwidth intensive applications, such as Amplified Collaboration Environments. One of the unique goals of Quanta is to provide applications with the ability to provision optical pathways (commonly referred to as Lambdas) in dedicated(More)
A room-sized, walk-in virtual reality (VR) display is to a typical computer screen what a supercomputer is to a laptop computer. It is a vastly more complex system to design, house, optimize, make usable, and maintain. 17 years of designing and implementing room-sized ‘‘CAVE’’ VR systems have led to significant new advances in visual and audio fidelity.(More)
In this paper we present an approach to applying vir tual reality in architectural design and collaborative vi sualization which emphasizes the use of multiple per spectives These perspectives including multiple men tal models as well as multiple visual viewpoints allow virtual reality to be applied in the earlier more cre ative phases of the design process(More)