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
, 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
, 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.