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Explorer

Virtual Environments

Technology Map Contents

Explorer no longer monitors this technology area.

October 2006

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Technology Map Detailed Contents

Recent Developments

  • Research on Inexpensive Three-Dimensional Sound
  • Leading Research on Haptics for Virtual Environments
  • Development of Multicore Microprocessor Chips for Virtual Environments
  • Haptics for Teaching Anatomy
  • Virtual Environments for Treating Posttraumatic-Stress Syndrome in Soldiers
  • Virtual-Reality Systems for Stroke Rehabilitation
  • Video Games and Neurofeedback for Children with Attention Deficit Hyperactivity Disorder
  • Realistic Sound Modeling of Virtual Instruments
  • Motion Capture for VE-Based Distance Education
  • Research Prototype for Three-Dimensional Tele-Immersive Videoconferencing
  • Synergies between Contextual Natural-Language Interfaces and VEs
  • VirtuSphere Interface for Full-Body Immersion
  • Specialized Computer-Game Treatment for “Lazy Eye”
  • Perception of Motion without Physical Movement
  • Augmented Reality System Using Infrared Vision for Improved Vision in Adverse Conditions
  • Virtual Environments for Self-Guided Academic and Professional Learning
  • Specialist MUVE for Health-Care Practitioners

Updates

Importance of the Technology

The Technology in Brief

  • Advantages and Limitations
  • VE Requirements
  • Hardware and Software Components
  • Immersive Virtual Environments
  • Cave Automatic Virtual Environments
  • Immersive Versus Nonimmersive VEs
  • Massively Multiplayer Online Role-Playing Games
  • Data and Information Visualization
  • Movement toward a 3-D Web
  • Telepresence
  • Augmented Reality

Commercial Development Parameters

  • Demand Factors
  • General Constraints
  • Synergistic Technologies
  • Competing Technologies
  • Required Resources
  • Regulatory Factors

Areas to Monitor

  • Input Devices: Wearable Devices versus Free-Space Gestures
  • Augmented Reality
  • Intellectual-Property Rights
  • Navigating in Virtual Worlds
  • Gambling in Virtual Environments
  • Networks
  • Collaborative Technology Environments
  • Presence
  • Future Advanced Interfaces
  • Performance Evaluation
  • Human Perception and Physiology
  • Cybersickness
  • Gender-Based Differences in VEs
  • Blending of Real and Virtual Boundaries and Financial, Legal, and Property Issues
  • Virtual Surgery and Telesurgery using Haptics

Implications of Commercialization

  • Sensory Communication Tools
  • Virtual Realities and Smart Mobs
  • Seeing; Not Believing
  • Cyberspace and Virtual Communities
  • Management of Users' Expectations
  • Actual versus Virtual Reality

Market Development

  • Entertainment
  • Industrial Applications

Applications

  • Entertainment and Media
  • Simulation And Training
  • Design
  • Retail
  • Advertising
  • Financial Analysis
  • Information Visualization and Navigation
  • Medical Diagnosis and Treatment
  • Medical Engineering, Prostheses, and Human Factors
  • Education
  • Communications
  • Military and Aerospace Applications
  • Art
  • Tele-Immersion
  • Courtroom
  • Virtual Prototyping
  • Smart Textiles

Players


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