Lessons about Virtual-Environment Software Systems from 20 years of VE building

In 2010, I and several other VR researchers distilled some of the knowledge from our experience building virtual environment systems into an article that was published in the journal Presence.

Figure 1 below is a modified VR-space tree from Robinett & Holloway’s 1992 I3D paper, including nodes enabling flying, scaling, and grabbing in head-mounted, CAVE-based, and “fish tank” VR systems. The article itself includes sets of discussions, field experiences, nuggets, and case studies that span space management (including calibration), display hardware support, object interaction, event management, representing and managing time, separating computation from rendering, and other topics.

The link to the original article is here and the link to the full text is available on PubMed Central here.