With the premiere of the CAVE™ Virtual Reality Theater at the SIGGRAPH 92 Showcase event came EVL’s debut of a broad range of virtual reality applications - from experiential science to A-Life experiments; data-generated, interactive modeling of viruses, weather patterns or Julia sets; collaborative design prototyping; through aesthetic/artistic experiences. For the first time, participants could experience something as small as an atom or as large as the universe - all from varying perspectives.
EVL has since continued to foster collaboration with computational scientists, engineers, researchers and colleagues to develop virtual reality experiences and projects across the spectrum of application areas. EVL students, faculty and staff regularly participate in a host of events, conferences and exhibitions to showcase the efforts of these partnerships; venues include - SIGGRAPH, Supercomputing, INET, Ars Electronica Festival, International Society for Electronic Arts - to name a few.
Since 1996, EVL has also been credited with creating award-winning applications that explore the use of virtual reality as a learning medium. Currently, virtual reality education applications are being evaluated in traditional learning environments for potential integration into elementary school curriculum.
As EVL’s research focus encompassed Networking, TeleImmersion, or networked virtual reality applications, emerged. Collaboration and sharing of virtual environments over distance presents a host of opportunities for application content development and distribution. Virtual prototyping, design review, architectural proposals, remote visualization from massive and distributed data stores, distance learning applications and more, are among the Tele-Immersion applications currently deployed.
This research explores a novel approach to the design of Mixed Reality (MR) applications, which combines elements from markerless and location-based… Read more
As a demonstration of cultural heritage, participants can view 360-degree panoramic images of Medinet Habu, the Mortuary Temple of Ramesses III… Read more
Sudden Loss is a projected software work created with Processing. At the beginning of the ideation portion of this project, I became intrigued by the… Read more
The Fall Beyond Tomorrow’s Life is an interactive environment that unites water and sound. The primary components of the piece are a horizontal… Read more
vision is an open source C++ programming library for the development of audiovisual interactive applications. It is designed to provide a high level… Read more
CytoViz is an artistic, real-time information visualization driven by statistical information gathered during gigabit network transfers to the… Read more
In this advanced technological age, digitally-driven collaborative activities suffer from inadequate multi-user platforms. Few existing computer… Read more
Setting of Instant Glory 2309 is in the future of Earth, in the year 2309, where racecar driving had turned in Wind Sail Racing (cars have now turned… Read more
The focus of the Burrow Chase game is for a big creature to catch a small creature running through tunnels that are being dynamically created as they… Read more
The objective of the Virtual Bronzeville Project is to create a virtual model of the history of Bronzeville, Chicago. This model will illustrate… Read more
Kites Flying In and Out of Space is a seminal work, as the first high bandwidth virtual-reality art piece ever created. The content is a study and… Read more
EVL is working with Central Missouri State University, the University of Missouri and the University of Arizona on the Virtual Harlem project, a… Read more
This project involved a collaboration between historians, artists and computer scientists to create a virtual cultural and artistic exhibit of the… Read more