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DOCTORAATSPROEFSCHRIFT - EDM - UHasselt

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2 General Introduction<br />

have boosted computer graphics and animation research, resulting in excellent<br />

real-time graphical rendering of virtual worlds with animated creatures and<br />

physically simulated objects. Auditory feedback has also been investigated<br />

thoroughly, and many contemporary applications support realistic sound effects<br />

and 3D localized sound. On the other hand, olfactory and taste feedback<br />

have gained very little attention from the VR research community and although<br />

some experimental systems exist [Davide 01, Chen 06], these domains<br />

are considered to be in their early research phase. As processing power increased<br />

over the last years, haptic feedback, stimulating the sense of touch,<br />

has gained more and more interest and has grown into a mature domain. As a<br />

result, it has been successfully applied in several practical applications in the<br />

domains of robotics, telerobotics, CAD, sculpting, medical simulations and<br />

training [Stone 00], and several kinds of haptic Input/Output (IO) devices<br />

have been developed [Berkley 03, Fisch 03].<br />

Not only computer interface technology has advanced. The advances in<br />

communication technologies have caused geographical boundaries for social<br />

interaction to be practically dissolved. The use of asynchronous information<br />

exchange systems such as the WWW and email have become omnipresent<br />

and fulfill a key role in the current workspace. The expansion of high-speed<br />

broadband Internet access, has led to the rising of synchronous communication<br />

systems such as applications for real-time communication, videoconferencing<br />

and distributed forms of VR, often referred to as Networked Virtual Environments<br />

(NVEs) or Collaborative Virtual Environments (CVEs). However, the<br />

deployment of these systems has been much less preeminent.<br />

Thus, the technology to enable realistic NVEs has advanced enormously,<br />

and the research done resulted in several standards allowing the creation and<br />

distribution of different kinds of data necessary to support such environments.<br />

Furthermore, several VR applications are successfully being used in several<br />

fields such as surgery training, flight simulators, networked shared environments<br />

for teleconferencing, human factors analysis, training, education, virtual<br />

prototyping, simulation-based design and entertainment and many more.<br />

The increasing power of contemporary computers combined with the lowering<br />

of hardware and connectivity costs permits people to have all this technology<br />

available in their homes and workplaces. So why is it that we are still working<br />

on 2D desktops? Why are we still sending emails typed on a keyboard? And<br />

how come the only widely known applications of VR are the commercial computer<br />

games? Why don’t we make use of all the technology that is available<br />

at our fingertips?

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