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Titlebook: Virtual Worlds; First International Jean-Claude Heudin Conference proceedings 1998 Springer-Verlag Berlin Heidelberg 1998 Digital Realism.

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The Scan&Track Virtual Environmenttual environments. Some of these are: (a) correspondence problem across multiple camera images, (b) discriminating multiple participants in virtual environments, (c) avatars (synthetic actors) representing participants, (d) occlusion. We also address a fundamental issue: can virtual environments be powerful enough to understand human-participants.
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Effect of Stereoscopic Viewing on Human Tracking Performance in Dynamic Virtual Environmentstime) down to 14 fps. Stereoscopic viewing extended this stabilty to 9 fps, and decrease task completion time by 50 % for frame rate under 7 fps. We observed that stereoscopic viewing did not much increase performance for high frame rates.
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ALife Meets Web: Lessons Learned appeal, smart animations, and clever interactive rules. In this paper we exemplify these observations by surveying a number of meeting points between artificial life and the Web. We touch on a few implementation issues and attempt to draw some lessons to be learned from these early experiences.
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Information Flocking: Data Visualisation in Virtual Worlds Using Emergent Behavioursystem, the visualisation of the interests of a group of users. We conclude that Information Flocking is a particularly powerful technique because it presents data in a colourful, dynamic form that allows people to easily identify patterns that would not otherwise be obvious.
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Designing Emergence in Animated Artificial Life Worldsnto the simulation on progressively deeper levels. A set of simulations are discussed to illustrate how this methodology was developed, with the most recent simulation demonstrating the effects of mate choice on the evolution of anatomies and motions in swimming creatures.
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Nerve Garden: A Public Terrarium in Cyberspaceing experience of a virtual terrarium which exhibits properties of growth, decay and cybernetics reminiscent of a simple ecosystem. The goals of the Nerve Garden project are to create an on-line “collaborative Artificial Life laboratory” which can be extended by a large number of users for purposes of education and research.
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