Virtual Environments
Technology Map Contents
Explorer no longer monitors this technology area.October 2006
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

