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December 2003
This article was originally published in
Presence: Teleoperators and Virtual Environments
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In this Issue
VELVET: An Adaptive Hybrid Architecture for Very Large Virtual Environments
Presence: Teleoperators and Virtual Environments (2003) 12 (6): 555–580.
Can We Sell a Virtual Object in a Virtual Society? (E-commerce Evaluations in PAWˆ2, A Personal Agent-Oriented Virtual Society
Presence: Teleoperators and Virtual Environments (2003) 12 (6): 581–598.
A Survey of Surgical Simulation: Applications, Technology, and Education
Presence: Teleoperators and Virtual Environments (2003) 12 (6): 599–614.
Effects of Handling Real Objects and Self-Avatar Fidelity on Cognitive Task Performance and Sense of Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments (2003) 12 (6): 615–628.
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Progress and Prospects for the Development of Computer Generated Actors for Military Simulation, Part 3—The Road Ahead
Presence: Teleoperators and Virtual Environments (2003) 12 (6): 629–643.
Constructing a Gazebo: Supporting Teamwork in a Tightly Coupled, Distributed Task in Virtual Reality
Presence: Teleoperators and Virtual Environments (2003) 12 (6): 644–657.
Embodiment and Spatial Behavior in Virtual Environments: Comments on Durlach et al. (2000)
Presence: Teleoperators and Virtual Environments (2003) 12 (6): 658–662.
Review: Virtual Reality Technology (2nd Edition).
Presence: Teleoperators and Virtual Environments (2003) 12 (6): 663–664.
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