Emerging Markets for Virtual Reality

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Information Gatekeepers Inc, Jan 1, 1992
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Contents

242 Goggles and HeadMounted Displays
243 VR Gloves and VR Body Suits
244 Position Trackers
245 VR Software
246 Workstations and Computers for VR
25 ADDING SENSES TO VIRTUAL ENVIRONMENTS
251 Force Feedback
252 Tactile Feedback
253 VR and Biofeedback
254 Virtual Reality and Audio
26 VIRTUAL REALITY NETWORKING
261 VR Telepresence and Telecommunications
263 Telecommunications and Shared VR Resources
264 Technological Requirements for VR Networking
265 Symbiosis Between VR and Communications Technology
27 MARKETS RELATED TO VR
272 VR and Artificial Reality
273 Computer Visualization and Simulation
274 VR and Multimedia
275 Virtual Reality and HDTV
28 PROSPECTS FOR VIRTUAL REALITY STANDARDS
29 LEGAL AND REGULATORY ASPECTS OF VIRTUAL REALITY
210 THE CURRENT STATE OF VR
30 VIRTUAL REALITY APPLICATIONS
31 INTRODUCTION
32 VR AND DESIGN
33 VR AND SCIENTIFICMEDICAL VISUALIZATION
34 VR EDUCATION AND INDUSTRIAL TRAINING
35 VR AS A DATABASE INTERFACE
36 VIRTUAL REALITY TELEPRESENCE AND TELEROBOTICS
37 VR IN CONSUMER AND ENTERTAINMENT APPLICATIONS
38 POTENTIAL COMPARISON FOR VR APPLICATIONS
Before EMERGING VERTICAL MARKETS FOR VIRTUAL REALITY
41 INTRODUCTION
421 VR at Northrop
43 VEHICLE MANUFACTURE
44 ARCHITECTURE AND INTERIOR DESIGN
45 HEALTHCARE
451 VR and Technology for the Handicapped
452 Surgical Applications for VR
4521 VR and Surgical Training
4522 VR and Telesurgery
4523 VR and Microsurgery
453 VR and Diagnostics
46 PHARMACEUTICALS
47 PRIMARY AND SECONDARY EDUCATION
48 UNIVERSITIES
49 INDUSTRIAL TRAINING
411 THEATER AND MOVIES
4111 Virtual Actors?
4112 VR for Public Game Playing
41121 Habitat
41122 VPL and MCAUniversal
412 SHOWROOMS AND EXHIBITIONS
413 RESIDENTIAL MARKETS
414 GOVERNMENT AND MILITARY
50 PROFILE OF ORGANIZATIONS INVOLVED IN VIRTUAL REALITY PRODUCT DEVELOPMENT
51 INTRODUCTION
53 ASCENSION TECHNOLOGY
512 FAKE SPACE LABS
513 IBM
514 INTEL
515 LEEP SYSTEMS
516 LOGITECH
517 MATTEL TOYS
518 NASA
519 POLHEMUS NAVIGATION SYSTEMS
520 POPOPTIX LABS See LEEP Systems
523 SENSES
524 SHOOTING STAR TECHNOLOGY
525 SILICON GRAPHICS
526 SIMGRAPHICS
527 SRI International
528 SPECTRUM HOLOBYTE
530 TELEPRESENCE RESEARCH
532 UNIVERSITY OF CENTRAL FLORIDA
533 UNIVERSITY OF NORTH CAROLINA
534 UNIVERSITY OF VIRGINIA
5351 HIT Lab Research
536 VIRTEX VIRTUAL TECHNOLOGY
537 VIRTUAL RESEARCH
539 VIVID
5401 RealityBuiltForTwo
5402 EyePhones
5404 Other Products
541 VREAM
542 WINDUSTRIES
60 VR PATENTS
61 INTRODUCTION
63 OTHER PATENTS
632 United Technologies
634 US Philips
70 SCENARIOS AND FORECASTS FOR VIRTUAL REALITY
71 CURRENT VIRTUAL REALITY MARKET
72 PROBLEMS CONSTRAINING THE DEVELOPMENT OF VR TECHNOLOGY
EARLY AND LATE ADOPTERS
741 Overview
743 HeadMounted Displays
WHO WILL BE THE INDUSTRY LEADERS
80 OPPORTUNITIES THREATS AND STRATEGIES
81 INTRODUCTION
83 ARCHITECTURE AND DESIGN INDUSTRIES
84 BROADCASTING MOTION PICTURES AND ENTERTAINMENT
85 PERSONAL COMPUTING
86 CONSUMER ELECTRONICS
87 DOCUMENT IMAGING AND ARCHIVING
88 TRAINING AND EDUCATION
89 HEALTHCARE
90 SOURCES OF INFORMATION ON VIRTUAL REALITY
91 INTRODUCTION
921 Virtual Reality
First Steps
94 SERIAL PUBLICATIONS
941 CyberEdae Journal
PRESENCE Teleoperators and Virtual Environments
952 CompuServe
96 CONFERENCES
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