EVL developed the CAVE™
, a room-sized virtual reality (VR) device, in 1991, and continued to enhance CAVE™ technology, by creating derivative projection-based VR devices (such as the ImmersaDesk™
- Personal Augmented Reality Immersive System).
Research in the development of “third-generation” advanced visualization devices for variable resolution, desktop / office-sized displays became EVL’s focus through the early 2000’s with emphasis upon developing multi-user display environments that are extremely high resolution - with autostereo capabilities, unencumbered tracking and intuitive user interaction. Advances in this area include the development of the 35-panel Varrier
(155 megapixel tiled display), LambdaTable
(horizontal multi-user, high-res tiled display), and most recently, TacTile
(a 52” HD, multi-touch interactive system).
In 2012, EVL premiered it’s latest development - the CAVE2™ Hybrid Reality Environment
. CAVE2 is the next-generation large-scale virtual-reality environment. A hybrid system that combines the benefits of both scalable-resolution display walls and virtual-reality systems to create a seamless 2D / 3D environment that supports both information-rich analysis as well as virtual-reality simulation exploration at a resolution matching human visual acuity.
EVL provides scientific researchers, educators, and artists access to the latest advanced visualization hardware to explore their data in highly immersive, highly interactive environments and promote computer-based art and education. Examples of such work are interactive / shared-context / collaborative, and remote collaborative exhibition pieces that involve audiences in the creation of VR environments and/or narrative.
has been deployed in a large number of Universities to support undergraduate geoscience education. While other EVL-developed systems have been featured in museum installations such as the Adler Planetarium, SciTech Museum, Field Museum, and the Science Museum of Minnesota to name a few.
The goal of EVL’s advanced visualization device research is to develop compelling prototypes / systems for improvement and reproduction by the commercial / industrial sector, as well as integration into educational programs and museum installations for public use.