Cave projection research
Friday, July 22, 2011
Paper 2
In this paper named ‘ Stand Assessment through Lidar-Based Forest Visualization Using Immersive Virtual Environment Technology’. In the study the researchers examined the use of a CAVE to visualise the three dimensional measurements of a forest. In using the Cave system it greatly enhanced the accuracy of data collection of a group of graduate students when they walked through the virtual environment when compared to viewing a normal video. The virtual cave tour greatly enhanced the students’ judgement of size and scale of the three dimensional vegetation presented in the virtual walkthrough.
Paper 1
In the paper ‘The Cave, Audio Visual Experience Automatic Virtual Environment’ by Carolina Cruz-Neira, Daniel J.Sandin, Thomas A.Dfanti, Robert V.Kenyon and John C.Hart there is analysis of four different virtual display systems, the HMD (Head-Mounted Display), Cathode Ray Tube, Binocular Omni-Oriented Monitor(BOOM), Audio-Visual Experience Automatic Virtual Environment(CAVE), In the paper they described the CAVE consists of a room whose walls, ceilings and floor surround a viewer with projected images. Its design overcomes many problems other virtual reality systems and can be constructed relatively easily constructed from existing technology. The paper described in detail the elements involved in calculating how effective an immersive environment is. The elements include field of view, panorama, viewer-centered perspective, look around etc. The tables below show how each system faired in tests of their immersion issues and visualization issues.

In conclusion the authors stated that ‘The CAVE is a nonintrusive easy to learn high resolution virtual reality interface. It is superior to other virtual reality paradigms across many issues, particularly in field of view, visual acuity and lack of intrusion. Moreover, it is open to limited use for collaborative visualisation.’

In conclusion the authors stated that ‘The CAVE is a nonintrusive easy to learn high resolution virtual reality interface. It is superior to other virtual reality paradigms across many issues, particularly in field of view, visual acuity and lack of intrusion. Moreover, it is open to limited use for collaborative visualisation.’
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