· title_page.html | Immersive Environments: A new media for the 21st century | |
· nm01.html | Background Analog: Introduction of Landmark Graphics at the EAEG, Oslo in 1983 | |
· nm02.html | Automobiles were a new transportation media in 1898 | |
· nm03.html | Immersive Environments are a new media in 1998 | |
· nm04.html | The impact of automobiles is everywhere | |
· nm05.html | The impact of immersive environments will be everywhere | |
· nm06.html | Implementation starts with spatial translation of existing solutions | |
· nm07.html | Boundaries are of critical importance in true 3-D environments | |
· nm08.html | Immersive Environments provide a holistic review of complexity | |
· nm09.html | Accelerated learning and improved communication helps everyone | |
· nm10.html | The suitability matrix relates environments | |
· nm11.html | Patterns create a new basis for decision making | |
· nm12.html | Lines and Boxes: the language of the new media | |
· nm13.html | Knowledge Backbones and hypertext associations | |
· nm14.html | Salt 3-D demonstrates a new way to evaluate seismic volumes | |
· nm15.html | Time-Lapse 3-D seismic provides a framework for fluid content | |
· nm16.html | Common spatial models integrate pressure fields and fluid flow | |
· nm17.html | Comprehension accompanies interactive reservoir simulation | |
· nm18.html | Immersive Environments allow us to project into surrounding worlds by spatial imagination | |
· nm19.html | Imagination is the only limitation to discovery | |
· nm20.html | Instead of mapping Utopia (no place) we can build Pantopia (every place) |
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