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@PHDTHESIS{anthes09phd,
  author = {Christoph Anthes},
  title = {A Collaborative Interaction Framework for Networked Virtual Environments},
  school = {Institute of Graphics and Parallel Processing at JKU Linz, Austria},
  year = {2009},
  address = {Institute of Graphics and Parallel Processing at JKU Linz, Austria},
  month = {August},
  owner = {canthes},
  timestamp = {2009.12.14}
}

@TECHREPORT{anthes09space2,
  author = {Christoph Anthes and Philipp Aumayr and Clemens Birklbauer and Roland
	Hackl and Marlene Hochrieser and Roland Hopferwieser and Simon Opelt
	and Christoph Payrhuber and Mika Satomi and Stefan Simmer and Georg
	Stevenson and Roland Landertshamer and Bernhard Lehner and Marina
	Lenger and Martin Lenzelbauer and Clemens Mock and Alexander Wilhelm},
  title = {Space Trash -- Development of a Networked Immersive Virtual Reality
	Installation},
  institution = {Institut f{\"u}r Graphische und Parallele Datenverarbeitung, Johannes
	Kepler University Linz},
  year = {2009},
  number = {TR-GUP-01-09},
  month = {June},
  abstract = {Virtual Reality (VR) and new media art are two topics that have always
	been closely intertwined.VR as an ideal tool to stimulate the users
	sense in order to create immersion and presence, and new media art
	using this technology form a natural symbiosis in order to foster
	creativity and circulate ideas. By combining three different groups
	from the areas of VR software development, interface design and 3D
	modeling a development process was established in order to design
	and create a VR application using novel input devices.
	
	The Space Trash game was developed to demonstrate the capabilities
	of VR technology, software aspects of Networked Virtual Environments
	(NVEs), design considerations of novel input devices
	
	as well as modeling approaches for real-time 3D objects. In this report
	the development of this interactive stereoscopic installation, which
	combines aspects from game, interface and visual design as well as
	VR software engineering, is presented.
	
	This document will in detail describe the previously mentioned approaches
	and design aspects.},
  owner = {canthes},
  timestamp = {2008.11.18}
}

@INPROCEEDINGS{anthes04navigation,
  author = {Christoph Anthes and Paul Heinzlreiter and Gerhard Kurka and Jens
	Volkert},
  title = {Navigation Models for a Flexible, Multi-Mode VR Navigation Framework},
  booktitle = {ACM SIGGRAPH on Virtual Reality Continuum and Its Applications in
	Industry (VRCAI '04)},
  year = {2004},
  pages = {476--479},
  address = {Singapore},
  month = {June},
  publisher = {ACM Press},
  abstract = {Navigation is a key issue for Virtual Reality (VR) applications because
	it forms an integral part of the feeling of presence, which should
	be conveyed by VR applications. This paper presents several VR navigation
	modes which are useful for orientation and interaction in Virtual
	Environments (VEs). Due to the existence of different kinds of applications
	several navigationmodes are required.},
  keywords = {Navigation},
  url = {http://delivery.acm.org/10.1145/1050000/1044693/p476-anthes.pdf?key1=1044693&key2=2674925511&coll=ACM&dl=ACM&CFID=15151515&CFTOKEN=6184618}
}

@INPROCEEDINGS{anthes08developing,
  author = {Christoph Anthes and Roland Landertshamer and Hemut Bressler and
	Jens Volkert},
  title = {Developing VR Applications for the Grid},
  booktitle = {European Conference on Parallel and Distributed Computing (Euro-Par
	'08)},
  year = {2008},
  address = {Las Palmas de Gran Canaria, Spain},
  month = {August},
  publisher = {Springer},
  url = {http://www.springerlink.com/content/d7115v7915v76441/?p=0c7bf88fe49143d9a84ee4ebdfe78e3e&pi=2}
}

@INPROCEEDINGS{anthes07managing,
  author = {Christoph Anthes and Roland Landertshamer and Helmut Bressler and
	Jens Volkert},
  title = {Managing Transformations and Events in Networked Virtual Environments},
  booktitle = {ACM International MultiMedia Modeling Conference (MMM '07)},
  year = {2007},
  volume = {4352},
  series = {Lecture Notes in Computer Science (LNCS)},
  pages = {722--729},
  address = {Singapore},
  month = {January},
  publisher = {Springer},
  abstract = {In the recent years a growing interest in Collaborative Virtual Environments
	(CVE) can be observed. Most of these systems use event-object driven
	architectures for consistent and clear communication inside these
	systems and in between them. Networked Virtual Reality (VR) applications
	make heavy use of position tracking data and process a vast amount
	of transformation matrices during their simulation steps. This observation
	leads to a novel approach on how communication in Networked Virtual
	Environments (NVEs) could take place by considering events as well
	as transformation data to allow for higher responsiveness within
	Virtual Worlds.},
  url = {http://www.springerlink.com/content/c8q145v05211807h/}
}

@INPROCEEDINGS{anthes07physically,
  author = {Christoph Anthes and Roland Landertshamer and Jens Volkert},
  title = {Physically--Based Interaction for Networked Virtual Environments},
  booktitle = {International Conference on Computational Science (ICCS '07)},
  year = {2007},
  editor = {Yong Shi and Geert Dick van Albada and Jack Dongarra and Peter M.
	A. Sloot},
  volume = {4488},
  series = {Lecture Notes in Computer Science (LNCS)},
  pages = {776--783},
  address = {Beijing, China},
  month = {May},
  publisher = {Springer},
  url = {http://www.springerlink.com/content/a8936723k757p35q/}
}

@INPROCEEDINGS{anthes09space,
  author = {Christoph Anthes and Mika Satomi and Alexander Wilhelm and Christa
	Sommerer and Jens Volkert},
  title = {Space Trash – An Interactive Networked Virtual Reality Installation.},
  booktitle = {11th Virtual Reality International Conference (VRIC ’09)},
  year = {2009},
  pages = {107--118},
  address = {Laval, France},
  month = {April},
  owner = {canthes},
  timestamp = {2009.06.08}
}

@INPROCEEDINGS{anthes06invrs,
  author = {Christoph Anthes and Jens Volkert},
  title = {inVRs - A Framework for Building Interactive Networked Virtual Reality
	Systems},
  booktitle = {International Conference on High Performance Computing and Communications
	(HPCC '06)},
  year = {2006},
  editor = {Michael Gerndt and Dieter Kranzlm{\"u}ller},
  volume = {4208},
  series = {Lecture Notes in Computer Science (LNCS)},
  pages = {894--904},
  address = {Munich, Germany},
  month = {September},
  publisher = {Springer},
  abstract = {In the recent years a growing interest in Collaborative Virtual Environments
	(CVEs) can be observed. Users at different locations on the Globe
	are able to communicate and interact in the same virtual space as
	if they were in the same physical location. For the implementation
	of CVEs several approaches exist. General ideas for the design of
	Virtual Environments (VEs) are analyzed and a novel approach in the
	form of a highly extensible, flexible, and modular framework - inVRs
	- is presented.},
  url = {http://www.springerlink.com/content/33827n4429815n27/?p=54e8f795e8d5487db3c6149fad6a8026&pi=12}
}

@INPROCEEDINGS{anthes07netodrom,
  author = {Christoph Anthes and Alexander Wilhelm and Roland Landertshamer and
	Helmut Bressler and Jens Volkert},
  title = {{Net'’O'’Drom -- An Example for the Development of Networked Immersive
	VR Applications}},
  booktitle = {International Conference on Computational Science (ICCS '07)},
  year = {2007},
  editor = {Yong Shi and Geert Dick van Albada and Jack Dongarra and Peter M.
	A. Sloot},
  volume = {4488},
  series = {Lecture Notes in Computer Science (LNCS)},
  pages = {752--759},
  address = {Beijing, China},
  month = {May},
  publisher = {Springer},
  abstract = {Developing Networked Virtual Environments (NVEs) is a challenging
	task. Designers and programmers of such an application can encounter
	many pitfalls. For a public event, a night of science, a networked
	Virtual Reality (VR) application had to be designed and implemented.
	This paper will describe the technical and conceptual design of this
	application - The Net’O’Drom game. Possible pitfalls during the design
	and implementation of NVEs will be pointed out and suggestions on
	how to overcome these issues will be given. A closer look at the
	problem areas of physics, network communication and graphical effects
	is taken.},
  url = {http://www.springerlink.com/content/90g02136471468h3/}
}

@INPROCEEDINGS{bressler06efficient,
  author = {Helmut Bressler and Roland Landertshamer and Christoph Anthes and
	Jens Volkert},
  title = {An Efficient Physics Engine for Virtual Worlds},
  booktitle = {medi@terra '06},
  year = {2006},
  pages = {152--158},
  address = {Athens, Greece},
  month = {October},
  abstract = {Modern games try to become more interactive and realistic. For this
	reason physics engines are used to create more compelling and vivid
	game experiences. 3D collision tests and collision response are expensive
	to compute and have to be performed constantly to guarantee a accurate
	simulation. Depending on the application domain it is possible to
	perform a collision test in two-dimensional space and calculate and
	display the state of the simulated world in three dimensional space.
	For a mapping between 2D and 3D space height maps and collision maps
	are needed. This paper describes how to create such an efficient
	physics simulation for a 3D environment.}
}

@INPROCEEDINGS{haffegee05tools,
  author = {Adrian Haffegee and Ronan Jamieson and Christoph Anthes and Vassil
	N. Alexandrov},
  title = {Tools For Collaborative VR Application Development},
  booktitle = {International Conference on Computational Science (ICCS '05)},
  year = {2005},
  editor = {Vaidy S. Sunderam and Geert Dick van Albada and Peter M. A. Sloot
	and Jack J. Dongarra},
  volume = {3516},
  series = {Lecture Notes in Computer Science (LNCS)},
  pages = {350--358},
  address = {Atlanta, GA, USA},
  month = {May},
  publisher = {Springer},
  abstract = {This paper introduces a tool set consisting of open source libraries
	thatare being developed to facilitate the quick and easy implementation
	ofcollaborative VR applications. It describes functionality that
	can be usedfor generating and displaying a Virtual Environment (VE)
	on varied VR platforms.This is enhanced to provide collaboration
	support through additional modulessuch as networking. Two existing
	VR applications which make use of thesetools are described. Both
	were developed effortlessly over a short periodof time, and demonstrate
	the power of these tools for implementing a diverserange of applications.},
  url = {www.springerlink.com/index/J3X0M7AKP3QW3RBF.pdf}
}

