SIGGRAPH 1991
- 1. 3dm, A 3-Dimensional Modeling System
- University of North Carolina at Chapel Hill
- Immersive, two-user system for creating 3D models based upon designer / client collaboration.
- 2. Assembly Modeler - A Manufacturing and Engineering Operations Simulator
- SimGraphics Engineering Corporation
- Immersive, two-user collaborative engineering simulation for virtual prototyping.
- 3. Be Here Now
- Fakespace Labs, Inc.
- Exploration of highly practical virtual-environment systems for visualization and entertainment.
- 4. Beethoven's Ninth Symphony
- The Voyager Company
- Hypermedia interactive CD audio disc of Beethoven's Ninth Symphony.
- 5. The Boeing VSX: Operations with Virtual Aircraft in Virtual Space
- Boeing Advanced Technology Center
- Conceptual demonstration for virtual-environment design of Boeing aircraft systems.
- 6. ClickOn MSU
- Michigan State University
- Interactive hypermedia presentation of Michigan State University.
- 7. The Computer Sciences Electronic Magazine
- IBM Corporation
- Distributed-information hypermedia interface for worldwide IBM researchers.
- 8. EAT - A Virtual Dining Environment
- Naimark & Company
- Virtual dining art installation.
- 9. EXPO'92 Guest Information System
- IBM Corporation
- Multilingual information kiosk system for a 1992 Universal Exposition in Seville, Spain.
- 10. Flying Through Protein Molecules
- University of North Carolina at Chapel Hill
- Immersive environment for atomic-level exploration of different molecular presentations.
- 11. An Interactive Building Walkthrough System
- University of North Carolina at Chapel Hill
- Immersive walkthrough application for architect and client design visualization.
- 12. Interactive Color: A Guide for Color in Computer Graphics
- San Diego Supercomputer Center
- Hypermedia instructional program for teaching principles of digital color.
- 13. Life On A Slice
- Reiser
- Interactive multimedia poetry that explores algorithmic poetic art generation.
- 14. The Mandala VR System
- The Vivid Group
- An Amiga-driven multimedia virtual reality system with gesture-recognition interface.
- 15. Mars Navigator
- Volotta Interactive Video
- Hypermedia installation for exploring the Jet Propulsion Laboratory's Viking Orbiter Mars database.
- 16. A Mountain Bike with Force Feedback for Indoor Exercise
- University of North Carolina at Chapel Hill
- Immersive virtual environment for exercise and entertainment.
- 17. NPSNET: A 3D Visual Simulator for Virtual World Exploration and Experience
- Naval Postgraduate School
- Multi-player, realtime, 3D virtual environment simulation for distributed systems.
- 18. Performance Cartoons
- SimGraphics Engineering Corporation
- Prototype demonstration of a virtual production studio and virtual theater.
- 19. Plasm: Above the Drome
- Silicon Graphics Computer Systems
- Multiplayer cooperative virtual arena for 3D dance with artificial life forms and other participants.
- 20. Portrait One
- Université de Montréal
- Dialog with a virtual woman from Montréal, Québec.
- 21. PROvision
- DIVISION Limited
- Virtual environments for designing, exploring, and touching synthetic objects.
- 22. Radiation Therapy Treatment Planning with a Head-Mounted Display
- University of North Carolina at Chapel Hill
- Immersive medical application for radiotherapy beam targeting in a virtual environment.
- 23. Simulation of Acute Myocardial Infarction
- Medical College of Ohio
- Interactive hypermedia simulation of heart attacks for medical students.
- 24. SuperImage
- Medical College of Ohio
- Hypermedia tutorial for teaching medical students and technical professionals digital imagery basics.
- 25. Throwing Real Objects Into Virtual Space
- Incredible Technologies
- Pool-table simulation with physical cue ball and pool-cue gesture interface.
- 26. The Time Table of Science and Innovation
- XIPHIAS
- Hypermedia presentation of science and invention history.
- 27. Treasures of the Smithsonian
- Hoekema Interactive
- Interactive CD application for home exploration of the Smithsonian Institution.
- 28. VBK - A Moviemap of Karlsruhe
- Naimark & Company
- Surrogate moviemap travel program of the Karlsruhe tramway system in Germany.
- 29. VIDEODESK Teletutoring
- Artificial Reality Corporation
- Remote collaboration through a simultaneous, gesture-driven telecommunication interface.
- 30. Virtual Acoustic Environments: The Convolvotron
- NASA Ames Research Center, Crystal River Engineering
- Real-time interactive simulation of simple room audio dynamics.
- 31. Watch Yourself
- School of Visual Arts
- Hypermedia installation for visualizing and interacting with historical art.
SIGGRAPH 1992
- 32. CreANIMate: A Biology Tutor
- Northwestern University
- Interactive hypermedia for teaching elementary school children about animals and animal survival.
- 33. DARPA High Resolution Video Workstation
- Sun Microsystems, Inc., David Sarnoff Research Center
- Prototype demonstration of high-resolution video on a technical workstation.
- 34. A Fast and Accurate Light Reflection Model
- Los Alamos National Laboratory
- SIGGRAPH's first multimedia technical paper.
- 35. Free Range Chicken
- Rhode Island School of Design
- Realtime digital painting through a remotely controlled paint-carrying output device.
- 36. IBVA Biofeedback Hypermedia Workstation
- Psychic Lab Inc.
- Audio and visual control of a hypermedia environment through biofeedback.
- 37. Knowledge From Beauty: Applying Expert Systems to Aesthetic Judgment
- University of Illinois at Chicago
- Constraint-based expert system for 3D model design.
- 38. Landslides and Debris Flows: An Interactive Animation
- U.S. Geological Survey
- Interactive multimedia presentation on landslides and debris flows for public education.
- 39. A Memory Project: An electronic collage about memory and forgetting
- Hypermedia Productions
- Interactive art exploration of memory and forgetfulness in humans and computers.
- 40. Notes Toward a Mental Breakdown - An Interactive Fiction
- Art & Science, Inc.
- Hypermedia presentation of 1976 story by English author J.G. Ballard.
- 41. A System for Distributed Physical Interactions
- Massachusetts Institute of Technology
- Nearly linear-efficient computing demonstration of real-time distributed simulations.
- 42. Virtual Environments of Actual Places through Field Recording and Human Crafting
- Naimark & Company
- Spatial reconstruction of virtual environments through human techniques.
- 43. The Virtual Museum
- Apple Computer, Inc.
- Interactive exploration of a virtual museum.
SIGGRAPH 1993
- 44. ALIVE: An Artificial Life Interactive Video Environment
- Massachusetts Institute of Technology
- Installation for interacting with artificial life forms through a gesture interface.
- 45. B*rbie's_Virtual_Playhouse@CityOfTheFuture.node.entertainment: A Very Low-Tech Pseudo-Immersive Reality
- See
- Critical look at the advent of virtual reality and its impact on society.
- 46. Books of Change: Meditations on Metamorphosis
- School of Visual Arts
- Provocative art installation focused on the nature of change.
- 47. DesignSpace
- Center for Design Research
- Prototype of future collaborative design technologies to better map manual skills to data operations.
- 48. Electro-Healing
- California College of Arts and Crafts
- A collaborative interdisciplinary virtual healing environment.
- 49. The Exquisite Mechanism of Shivers
- University of New South Wales
- Hypermedia poetic art installation.
- 50. Formal Elegance and Multi-modal Command Objects
- University of California, Los Angeles
- Poster series on multi-modal command objects as seen in reality.
- 51. Hands on Hawaii
- Michigan State University
- Partially immersive information kiosk with hands-inclusive interface.
- 52. An Interactive Exploration of Computer Music Research
- IRCAM
- Interactive demonstration of psycho-acoustical virtual environments with spatial sound.
- 53. ITeN: Egypt Prototype Program
- Carnegie Mellon University
- Hypermedia multi-disciplinary learning environment for unified and integrated learning resources.
- 54. KA-O-RI
- Hitachi, Ltd.
- Realtime virtual actress demonstration with realistically expressive features.
- 55. Mandala: Virtual Cities
- National Film Board of Canada
- Urban environment study for networked young students through the Mandala VR system.
- 56. Mandala: Virtual Village
- The Vivid Group
- Collaborative virtual village design through the Mandala VR system.
- 57. MATRIX: Women Networking
- Arts Wire
- Collaborative cultural event that focuses on inclusion with lowest-common-denominator systems.
- 58. Menagerie
- Telepresence Research, Inc.
- Immersive virtual environment inhabited with interactive synthetic life forms.
- 59. The Mohawk: A New Concept in Architectural Representation
- ACME Design
- Progressive hypermedia project demonstrating new ideas in architectural design.
- 60. NPSNET and AFIT-HOTAS: Interconnecting Heterogeneously Developed Virtual Environments
- Naval Postgraduate School
- Demonstration of collaborative heterogeneous simulation projects using common communications protocols.
- 61. Plasm: A Country Walk
- The 3DO Company
- Immersive interactive art installation for walking a virtual dog down a country lane.
- 62. Portraits of People Living with AIDS
- Hazen B. Reed Productions
- Interactive essay and documentary kiosk.
- 63. Projecto ESE (Electronically Simulated Environment): An Interactive Virtual World of Ancient Aztec Temples in a Sculpture Garden plus a Contemporary Mexican and Chicano Museum
- LEEP Systems, Inc.
- Virtual environment walkthrough simulation of Aztec temples and a contemporary museum.
- 64. Surface Tension
- Transition State Theory
- Interactive art installation for exploring the boundaries of reality and virtuality.
- 65. VActor Animation Creation System
- SimGraphics Engineering Corporation
- First commercially available real-time character animation product.
- 66. Virtual Environments for Public Exhibitions
- Fakespace Labs, Inc.
- Immersive virtual environments for extending and exploring museums.
- 67. Virtual Table with Lamp
- Illinois Institute of Technology
- PHSCologram digital 3D imaging process for backlit, unassisted stereo viewing.
- 68. WaveMaker: A Computer Simulation for the Classroom of Tomorrow
- Harvard-Smithsonian Center for Astrophysics
- Interactive computer graphics simulator for teaching high school physics.
SIGGRAPH 1994
- 69. A-Volve: A Real-Time Interactive Environment
- National Center for Supercomputing Applications
- Virtual environment for synthetic life forms.
- 70. ARCHiTEXTURE by SUPREME PARTICLES 1994
- SUPREME PARTiCLES
- Interactive virtual entertainment installation with synthesized plasmatic being.
- 71. CyberFin(tm)
- AquaThought Foundation
- Immersive location-based entertainment installation for underwater frolicking with digital dolphins.
- 72. Desktop Force Display
- University of Tsukuba
- Interactive force-feedback display system for the desktop.
- 73. The Edge Observatory: An Airborne Telepresence System
- Tschesnok
- Radio-controlled telepresence platform with a helium blimp.
- 74. Guerrilla Gallery
- Johnson
- Digital imaging studio program.
- 75. Human/Dolphin Virtual Reality World Concept
- Human Performance Institute
- Immersive virtual environment for underwater exploration with a dolphin.
- 76. IDEA-ON>!: Database of Experience
- Innocent
- Interactive art installation focused on ideas and experiences.
- 77. Inside/Out Figurative Sculpture
- Arizona State University
- Digital sculpture created with 3D digitizing lasers and rapid prototyping technology.
- 78. MindSet: Neurological Man/Machine Interfacing, An Emergent Technology From Human-Dolphin Interaction Research
- AquaThought Foundation
- Exhibit on man/machine neural interfacing through imaging and feedback systems.
- 79. NorthWater World
- ToolBox Productions, ERG Engineering, Inc.
- Interactive virtual environment for experiencing life as alternate life forms such as an Arctic wolf or seal.
- 80. The Personal Flogistabarium Release 1.0 Name of Experience: Waving
- Flogiston Corporation
- Immersive personal motion platform through a neutral posture chair.
- 81. PolyShop
- University of Central Florida
- Immersive virtual design environment that encorporates real-world reference surfaces such as desktops.
- 82. Proyecto Xochicalco: A Networked Virtual Environments System Featuring an Ancient Aztec/Mayan Ball Game Played on the Replicated Virtual Site of Xochicalco, Mexico
- Studio Xo and Spatial Relations
- Educational and entertainment simulation.
- 83. RENGA (Linked Images)
- Sapience Corporation
- Collaborative derivative art through networked interactions.
- 84. The Responsive Workbench: A Virtual Working Environment for Architects, Designers, Physicians, and Scientists
- German National Research Center for Computer Science
- Non-immersive virtual environment workbench designed for real-world practitioners.
- 85. ROVER - Remote audiO/Video Explorer Robot
- University of Central Florida
- Experimental robotic telepresence unit.
- 86. She Loves It, She Loves It Not: Women and Technology
- San Francisco State University
- Interactive hypermedia CD about women's use of technology in the past, present, and future.
- 87. SMDK: Simulation-Space Mosaic of Mobile Data Sounds
- Knowbotic Research
- Interactive immersive installation for exploring spatial sound through virtual environments.
- 88. Softworld 2.1: The Imperial Message
- Softworlds
- Anti-wa" game inspired by the Kafka parable, "An Imperial Message."
- 89. Turbulence: An Interactive Installation Exploring Artificial Life
- McCormack
- Art that views relationships between logic, purpose, vitalism, destiny, and human consciousness.
- 90. uniVRsum VRASP: The Virtual Reality Alliance of Students and Professionals
- Burton
- Prototype API wrapper for interfacing heterogeneous virtual worlds created by unique VR toolkits.
- 91. Virtual Photography/PHSColograms
- Illinois Institute of Technology
- Digital 3D imaging process for backlit, unassisted stereo viewing.
- 92. A Virtual Shopping Mall: Coming Soon To the Crossroads of the Infobahn
- San Diego Supercomputer Center
- Research prototype of a virtual environment interface for practical commerce.
- 93. A Virtual World for an Autonomous Underwater Vehicle
- Naval Postgraduate School
- Virtual environment testbed for autonomous underwater vehicle design and evaluation.
- 94. Voice Dancers
- Krueger
- Untethered virtual immersion through wireless head-mounted displays.
- 95. Waxweb
- Blair
- Hypertext multimedia narrative.
SIGGRAPH 1995
- 96. Alive Dreams and Illusions
- Massachusetts Institute of Technology
- Interactive immersive environment with synthetic life forms as agents of change.
- 97. Audio Navigation in a Cyperspace Village
- National Center for Supercomputing Applications
- Visualized sound signatures through networked audio servers.
- 98. Better Face Communication
- University of Toronto
- Visualization of a virtual face-to-face communications environment.
- 99. Better Living Through Technology
- Rochester Institute of Technology
- Unique student-community environment called Computer Science House (CSH).
- 100. Breast Cancer Lighthouse
- Michigan State University
- Hypermedia CD and networked support group for newly diagnosed patients of breast cancer.
- 101. The Digital Learning Center for Microbial Ecology
- Michigan State University
- Hypermedia CD and networked research communities for microbial ecology.
- 102. The Electronic Postcard
- Massachusetts Institute of Technology
- Digital postcards through the emerging World Wide Web.
- 103. First Contact: An Exercise In Understanding
- ToolBox Productions
- Immersive cross-cultural experience with extraterrestrial life forms.
- 104. Frontiers of Utopia
- ZKM Medienmuseum
- Virtual time travel to explore the history and nature of idealism, technology, and design.
- 105. HotWired Lounge
- HotWired
- A new kind of publication for the emerging World Wide Web.
- 106. Interactive Exploration of Environmental Concerns on Planet Earth
- Lockheed Martin
- Demonstrations of the latest visualization and analysis for environmental and earth sciences exploration.
- 107. Magic Gigabit Testbed
- Lawrence Berkeley Laboratory
- Terrain visualization through distributed servers and gigabit networks.
- 108. Network Neuro-Baby with Handshake
- Musashino Art University
- Cross-cultural communications avatar with live link between Tokyo and Los Angeles.
- 109. One Input De Three Voices
- Sony Corporation
- Consumer reality one-input/one-output interactive systems.
- 110. OSIRIS
- United States Army
- Immersive virtual environment for night-vision battle simulation.
- 111. Ping
- ART+COM AG
- Interactive multimedia datascape through the emerging World Wide Web.
- 112. Shared Haptic World
- University of Tsukuba
- Simultaneous force-feedback virtual environment for two users.
- 113. The Snake Pit: Mental Health Care in Sharp Focus
- M. Crane Communications
- Social commentary art installation through networked hyper-resolution displays.
- 114. Solar System Modeler
- Air Force Institute of Technology
- Networked immersive virtual environment for interactive study of heavenly bodies.
- 115. T_Vision
- ART+COM AG
- Interactive networked visualization of a virtual globe through high-resolution satellite data.
- 116. The Tele-Garden: An InterActive Art Installation on the WWW
- University of Southern California
- Interactive community gardening through the World Wide Web.
- 117. Telemedicine
- East Carolina University
- Telepresence technology for remote medical consultation.
- 118. Telluride Info-Zone
- Lowenberg
- Community networking project for enhanced education, government, healthcare, business, and cultural exchange.
- 119. Virtual Discussion
- Masuda
- Interactive art installation exploring democratic communication.
- 120. Virtual Perambulator
- University of Tsukuba
- Physical walking interface for interactive immersive virtual environments.
- 121. VR MON
- NASA
- Space flight monitoring through immersive virtual environments.
- 122. Waxweb 2.0: Interactive 3D Cinema on the World Wide Web
- Blair
- Hypertext multimedia narrative for the emerging World Wide Web.
SIGGRAPH 1996
- 123. Addressing Biological Complexity Using Computer Visualization
- University of California, Berkeley
- Advanced interactive visualization and study of organisms.
- 124. Alice: Easy to Learn Interactive 3D Graphics
- University of Virginia
- Educational toolkit for creating interactive virtual environments.
- 125. Artificial Dolphins
- Hitachi, Ltd.
- Interactive communication interface with artificial life forms in a virtual environment.
- 126. Bayou Sauvage
- MäK Technologies
- Multi-user, multi-vendor virtual world using Distributed Interactive Simulation protocol.
- 127. BE NOW HERE (Welcome to the Neighborhood)
- Interval Research Corporation
- Immersive virtual environment installation about landscape and public gathering spaces.
- 128. Cypress Adventure
- Adaptive Optics Associates, Inc.
- Interactive virtual experience with optical gesture interface.
- 129. Deceiving Manipulation with a Palmtop Display
- ATR Media Integration & Communications Research Laboratories
- Virtual environment manipulator paradigm with visual and haptic feedback.
- 130. Digital Dixieland
- Kim
- Multiplayer musical jam session in collaborative environment.
- 131. Distributed Scientific Visualization of Ocean Models
- Naval Oceanographic Office
- Prototype simulation testbed for oceanographic operational planners.
- 132. Dr. Jackt's Robot Island
- Silicon Graphics, Inc.
- Interactive 3D application using emerging VRML 2.0 standard.
- 133. Global Interior Project
- Keio University
- Multi-user, multi-cultural communications playground built on a networked 3D virtual environment.
- 134. Guerrilla Gallery
- Johnson
- Digital imaging studio program.
- 135. Haptic Challenge: An I-FORCE Computer Game
- Immersion Corporation
- Multi-user virtual gaming environment with haptic feedback.
- 136. HapticWeb
- University of Tsukuba
- World Wide Web client for enabling the feel of rigidity and weight from virtual objects.
- 137. Interactive Multiplayer HoverBall
- Hewlett-Packard Company
- Networked multi-player gaming environment for arena-based virtual air hockey in spacecraft.
- 138. Interview
- Morphonix
- Interactive multimedia interview program for child victims of sexual abuse.
- 139. JOURNEYS by Telecommunity
- Arc Vertuel, Inc.
- Multicultural telecommunity project for students worldwide.
- 140. Neither Here Nor There
- University of Illinois at Chicago
- Immersive and multi-locational art installation.
- 141. Overcoming Phobias Using Virtual Reality
- Georgia Institute of Technology
- Exposure therapy approach to acrophobia (fear of heights).
- 142. Plasm: Yer Mug
- Silicon Graphics, Inc.
- Late Night Cafe art installation with interactive electronic looking glass.
- 143. Projec(tions)
- Parsons School of Design
- Multimedia interactive map of New York City.
- 144. R.O.V.E.R. II
- University of Central Florida
- Experimental robotic telepresence unit with stereo tracking and independent head tracking.
- 145. Riverworld
- Virtuality Technology Inc.
- Avatar-based meeting place in a Louisiana paddle-steamer virtual environment.
- 146. San Francisco Rush
- Atari Games Corporation
- Multiplayer physics-based driving simulator for a race across a virtual San Francisco.
- 147. Smart Spaces: The Untethered Interface
- Massachusetts Institute of Technology
- Gesture-based interactive workspace for animation and entertainment applications.
- 148. Soundscapes Entertainment
- Fakespace Labs, Inc.
- Music-driven stereoscopic virtual environment.
- 149. Space Browser: A Tool for Ubiquitous Tele-Embodiment
- University of California, Berkeley
- Mobile telepresence platforms using helium blimps for two-way communication.
- 150. Spirits of the Bayou
- NYU Media Research Lab
- Virtual environment where human-directed avatars and computer-controlled agents interact in real time.
- 151. STORZart
- Storz
- Futuristic sculpture exhibition.
- 152. Telemedicine
- East Carolina University
- Telepresence technology for remote medical consultation.
- 153. Tenochtitlan: The Clash of Empires
- Silicon Graphics, Inc.
- Web-based 3D interactive multimedia tour on emerging VRML 2.0 standard.
- 154. Traveler
- Onlive!
- Avatar-based virtual community interface through the World Wide Web.
- 155. Vibescape
- University of Illinois at Chicago
- Immersive virtual environment for soundscapes in real 3D space on a Sonic Wave Floor.
- 156. Virtual Kabuki System
- ATR Communication Systems Research Laboratories
- Real-time facial animation system for virtual Kabuki actors.
- 157. The Virtual Lego Village
- MultiGen Inc.
- Immersive virtual environment for collaborative play.
- 158. Virtual Lepidoptera
- Blue Morpho Productions
- Immersive virtual environment for studying over 350 species of butterflies.
- 159. Virtual New Orleans
- Planet 9 Studios
- Hyper-linked virtual database of New Orleans in VRML.
- 160. Virtual Playspace
- Phillips Research Laboratories
- Immersive virtual environment for a soccer game with users and autonomous agents.
- 161. Virtual Society
- Sony Pictures Imageworks
- CyberPassage Conductor creates and edits 3D virtual environments with access through VRML browsers.
- 162. The Virtual Space Fortress
- Hughes Training, Inc.
- Immersive 3D training simulation in the form of an intergalactic space game.
- 163. Visualization of Earth and Space Science Data
- California Institute of Technology
- Daily demonstrations of Jet Propulsion Laboratory's processing and visual science technologies.
- 164. wango:IW (Immortal Wire)
- San Jose State University
- Technology-based art installation that evolves through participant interaction.
- 165. Watch Your Language: Typography in Motion
- Scott Kim & Associates
- A series of unique typographic animations projected above the Digital Bayou.
- 166. Where No One Has Gone Before
- Fraunhofer Center for Research in Computer Graphics
- Collaborative immersive environment for networked virtual training scenarios.
- 167. Wizard Island
- Intel Corporation
- Avatar-based multi-user virtual environment designed for bandwidth-constrained home PC environments.
SIGGRAPH 1997
- 168. 3D Imaging Sensing Technology
- Sony Corporation
- Stereo 3D imaging systems for depth-map compositing of video inputs.
- 169. Advanced Technologies for Virtual Environments
- University of North Carolina at Chapel Hill
- Virtual environment and image-based rendering techniques.
- 170. Alice: Easy to Learn Interactive 3D Graphics
- Carnegie Mellon University
- Educational toolkit for creating interactive virtual environments.
- 171. ants under a mushroom
- California Institute of the Arts
- Interactive art installation addressing issues of reality and abstraction.
- 172. Big Head Racer
- VIVID GROUP
- Virtual environment prototype to personalize video racing entertainment experiences.
- 173. Bodymaps: Artifacts of Touch (The Sensuality and Anarchy of Touch)
- Digital EARTH
- Interactive sound and video art installation.
- 174. Cyber Bunraku
- Hitachi, Ltd.
- Experimental computer animation of traditional Japanese puppetry.
- 175. Cyber Space Adventure
- Cyber Network, Co. Ltd.
- Interactive team space adventure for children at a municipal science museum.
- 176. d-rhum
- RomeBlack, Inc.
- Interactive music installation involving mechanical drumming through sensor arrays.
- 177. Dancing Fire and Water
- Vig's Kunstlab
- Live networked art installation of Norway's Jostedal glacier and Japan's Owakudani volcano.
- 178. Direct Manipulation Scene Creation in 3D: Estimating Hand Postures from Multiple-Camera Images
- ATR Media Integration & Communications Research Laboratories
- Interactive virtual design environment with gesture-driven video interface.
- 179. Faery Garden
- Gay
- Interactive art installation with virtual life forms and environments.
- 180. Fantasy3
- University of Central Florida
- Educational design collaboration to study ties between virtual world building and animated film making.
- 181. Fixed-Base Driving Simulator
- Iowa State University
- Immersive virtual environment driving simulator with haptic feedback.
- 182. Garnet Vision
- University of Tsukuba
- Immersive display technology for limited-space environments.
- 183. The Grimm Show
- Petit
- Multimedia art installation performing a Brothers Grimm parable.
- 184. HORIZONS by TeleCommunity
- Arc Vertuel, Inc.
- Multicultural telecommunity project for students worldwide.
- 185. Journey into the Brain
- Morphonix
- Educational interactive CD about an adventure within the human brain.
- 186. Journey to Anahuac
- Filsinger
- Interactive information installation about Mexican civilizations over a 3,000 year period.
- 187. JPL Space Garden: Space Data Visualization
- Jet Propulsion Laboratory
- Daily demonstrations of Jet Propulsion Laboratory's processing and visual science technologies.
- 188. lamascope: An Interactive Kaleidoscope
- ATR Media Integration & Communications Research Laboratories
- Interactive multimedia environment of interpreted sights and sounds.
- 189. The Land of Time
- School of Visual Arts
- Interactive art installation about time and people.
- 190. Magic Morphin Mirror: Face-Sensitive Distortion and Exaggeration
- Interval Research Corporation
- Interactive virtual mirror capable of face-specific image manipulation.
- 191. MEDIA3: the Virtual Hologram
- The University of Tokyo
- Liquid-crystal display cube for viewing virtual objects.
- 192. Mind Garden
- University of California, Santa Barbara
- Bio-feedback interactive art installation.
- 193. Multi Mega Book in the Cave
- F.A.B.R.I.CATORS
- Immersive virtual environment book about 15th- and 20th-century achievements.
- 194. The Multi-Cultural Recycler
- California Institute of the Arts
- World Wide Web-based art installation contrasting recycled imagery from live camera sources.
- 195. Multiple Identities MAP
- Parsons School of Design
- Avatar-driven interactive digital map of New York City.
- 196. Nerve Garden
- BIOTA Special Interest Group of the Contact Consortium
- Virtual environment digital terrarium for growing synthetic plant and animal organisms.
- 197. Optical Gesture Recognition System
- Sony Corporation
- Real-time gesture recognition system for animation and entertainment applications.
- 198. Point of Vue, Point of You / Body to Body
- Mazeau
- Interactive remote-sensing art installations.
- 199. Project ScienceSpace
- University of Houston
- Investigation of physical immersion and multisensory perception in enhanced science education.
- 200. PRoP: Personal Roving Presence
- University of California, Berkeley
- Research in tele-embodiment (two-way presence) through sight, sound, and tele-robotic exploration.
- 201. Sunset Boulevard
- Xerox PARC
- Participatory interactive narrative for passing motorists.
- 202. Talking Head
- "The Virtual Company"
- Prototype physical avatar interface for video conferencing.
- 203. Toco the Toucan: A Synthetic Character Guided by Perception, Emotion, and Story
- Massachusetts Institute of Technology
- Interactive, story-influenced synthetic life form with autonomous emotional states.
- 204. Traffic Control
- "The Virtual Company"
- Interactive virtual environment for understanding traffic in urban environments.
- 205. Ultra Magic Paper Interface
- Sony Corporation
- Physical paper tangible interface for intuitive novice user interaction.
- 206. Virtual Basketball
- Tokyo Institute of Technology
- Interactive virtual environment with visual, auditory, and tactile feedback for virtual objects.
- 207. Virtual Environment ATC Tutor (VEAT)
- Armstrong Laboratory
- Interactive virtual environment for educational air traffic control simulations.
- 208. Virtual Explorer
- University of California, San Diego
- Interactive virtual environments for immersive science learning experiences.
- 209. Virtual Orchestra Performance
- Helsinki University of Technology
- Interactive virtual environment for symphonic performances.
- 210. Wango: COMPOST
- San Jose State University
- Interactive system for remote attendee conference experiences.
- 211. WonderSpace: Interactive 3D Animation Browser
- Matsushita Electric Industrial Co., Ltd
- Avatar-driven interactive virtual environments.
SIGGRAPH 1998
- 212. AR2 Hockey
- Mixed Reality Systems Laboratory, Inc.
- Augmented-reality collaborative-play environment for a virtual hockey game.
- 213. Direct Watch & Touch
- Laboratories of Image Information Science and Technology
- Native stereoscopic display without viewing assistance.
- 214. Foot Interface: Fantastic Phantom Slipper
- Tokyo Institute of Polytechnics
- Demonstration of tactile feedback interface for the feet.
- 215. Haptic Screen
- University of Tsukuba
- Deformable force-feedback display device for virtual objects.
- 216. HoloWall: Interactive Digital Surfaces
- Sony Computer Science Laboratories, Inc.
- Interactive information display with gesture interface.
- 217. inTouch
- Massachusetts Institute of Technology
- Tele-touch interface for remote interpersonal communication.
- 218. Mass Hallucination
- Interval Research Corporation
- Interactive virtual mirror capable of face-specific image manipulation in a group.
- 219. Media & Mythology
- Institute for Simulation & Training
- Immersive art installation for interactive story experiences.
- 220. Natural 3D Display System Using Holographic Optical Element
- Laboratories of Image Information Science and Technology
- Holographic display for unassisted stereoscopic viewing.
- 221. Natural Pointing Techniques Using a Finger-Mounted Direct Pointing Device
- The George Washington University
- Prototype demonstration of an infrared-based natural pointing interface for laptop computers.
- 222. Object-Oriented Displays
- The University of Tokyo
- Virtual-reality displays where users perceive and operate virtual objects in a real-world context.
- 223. PingPongPlus
- Massachusetts Institute of Technology
- Digitally enhanced reactive table ping-pong game.
- 224. Shall We Dance?
- ATR Media Integration & Communications Research Laboratories
- Virtual environment character animation through a gesture interface.
- 225. Stretchable Music with Laser Range Finder
- Massachusetts Institute of Technology
- Interactive graphical and gesture interface for music creation.
- 226. Swamped! Using Plush Toys to Direct Autonomous Animated Characters
- Massachusetts Institute of Technology
- Multi-user interactive environment with tangible gesture interface.
- 227. Virtual FishTank
- Koumbis
- Whimsical virtual environment populated with artificial life forms.
- 228. Virtual Head
- Echtzeit GmbH
- Prototype physical avatar interface for video conferencing.
SIGGRAPH 1999
- 229. Building Virtual Worlds
- Carnegie Mellon University
- Undergraduate course on creating interactive virtual environments with an educational toolkit.
- 230. City of News
- Massachusetts Institute of Technology
- Immersive virtual environment for creating and exploring an urban landscape of information.
- 231. Curlybot
- Massachusetts Institute of Technology
- Interactive gesture-driven robotic toy that captures and replays human inputs.
- 232. Digital Cloning System
- Virtual Celebrity Productions LLC
- Interactive real-time character animation through tracked live actors.
- 233. Emergence
- University of California, Los Angeles
- Interactive art installation for exploring the role of human presence in a world of artificial life.
- 234. Ensphered Vision
- University of Tsukuba
- Immersive display utilizing a single projector and mirrors to produce a seamless wrap-around image.
- 235. HandSCAPE
- Massachusetts Institute of Technology
- An orientation-aware digital measuring tape for computer modeling inputs.
- 236. Head-Mounted Projector
- The University of Tokyo
- Experimental augmented-reality stereo display with almost-correct occlusion visualization.
- 237. Hologram/Head-Mounted Display
- Laboratories of Image Information Science and Technology
- Experimental augmented-reality head-mounted stereo display.
- 238. HyperMask: Virtual Reactive Faces for Storytelling
- Sony Computer Science Laboratories, Inc.
- Animated facial projections on an actor's mask with orientation tracking.
- 239. Life Spacies
- ATR Media Integration & Communications Research Laboratories
- Remote interaction and communications environment through artificial life forms.
- 240. The Luminous Room: Some of It, Anyway
- Massachusetts Institute of Technology
- Projected graphical display that responds to 3D physical objects in its free-form environment.
- 241. metaField Maze
- Massachusetts Institute of Technology
- Human-scaled interactive system for immersive play with a virtual marble and maze.
- 242. Microworlds, Sirens, and Argonauts
- University of Southern California
- Interactive virtual environment for exploring the art of living narrative landscapes.
- 243. musicBottles
- Massachusetts Institute of Technology
- Tangible music interface for three corked bottles that contain the sounds of Édouard Lalo's Piano Trio.
- 244. POND
- Digital Image Design Incorporated
- Community play space in The Millennium Motel.
- 245. ROUTE66
- Magritte's Cow
- Live, interactive, MIDI-driven 3D virtual world created for The Millennium Motel.
- 246. Shared Space; Collaborative Augmented Reality
- University of Washington
- Overlapping virtual and real world interface to enhance face-to-face and remote collaboration.
- 247. Surface Drawing
- California Institute of Technology
- Intuitive gesture-driven design interface for intricate, organic 3D shapes.
- 248. Touchable 3D Display
- Communications Research Laboratory
- Reality-enhanced 3D display through synthetic parallax.
- 249. TV Guides
- Ritter
- Interactive art installation about contemporary living with television.
- 250. VisiPhone
- Massachusetts Institute of Technology
- Communication object that visualizes sounds flowing between two locations.
- 251. Visual Conductor
- Lucent Bell Laboratories
- Immersive gesture-driven virtual environment for conducting a digital symphony.
- 252. (void*): A Cast of Characters
- Massachusetts Institute of Technology
- Virtual environment for interacting with synthetic life forms through a novel gesture-driven interface.
- 253. Water Display
- The University of Tokyo
- Hemispheric, see-through display revealing images, sounds, and movement in a head-mounted system.
- 254. Zowie Powered Smart Toys
- Zowie Intertainment Inc.
- Innovative play experiences for both kids and adults.
SIGGRAPH 2000
- 255. 10,000 Year Clock Dial and Rosetta Disk
- The Long Now Foundation
- Prototype model of future 10,000 Year Clock.
- 256. 4 + 4 Fingers Direct Manipulation with Force Feedback
- Tokyo Institute of Technology
- Tactile interface with lightweight fingertip devices.
- 257. ActiveCube
- Osaka University
- Interactive bi-directional interface for constructing virtual 3D objects through real-world physical cubes.
- 258. Augmented Groove: Collaborative Jamming in Augmented Reality
- ATR Media Integration & Communications Research Laboratories
- Collaborative musical interface through a gesture-based interface.
- 259. Autostereoscopic 3D Workbench
- Communications Research Laboratory
- Virtual environments with a reality-enhanced autostereoscopic 3D workbench.
- 260. Autostereoscopic Display for an Unconstrained Observer
- New York University
- Dynamically varying parallax barrier display for unencumbered stereo visualization.
- 261. CYPHER: Cyber Photographer in Wonder Space
- ATR Media Integration & Communications Research Laboratories
- Self-referential immersive virtual environment for creating and exploring virtual worlds.
- 262. Danger Hamster 2000
- Sony Computer Science Laboratories, Inc.
- Dynamic character animation through machine tracking of a random motion hamsterball.
- 263. Gait Master
- University of Tsukuba
- Locomotion and force-feedback interface for walking on simulated irregular surfaces.
- 264. HoloSpace
- The University of Texas at Austin
- Full-color, full-parallax digital holographic stereograms for unassisted 3D viewing.
- 265. InTheMix
- AuSIM, Incorporated
- Interactive virtual aural environments from real-time 3D sound-field models.
- 266. Jamodrum Interactive Music System
- Interval Research Corporation
- Interactive communal drumming experience through an integrated tabletop system.
- 267. LaserWho
- Massachusetts Institute of Technology
- Interactive gesture-based visualization of affinity and affiliations within a community of users.
- 268. Magic Book: Exploring Transitions in Collaborative AR Interfaces
- University of Washington
- Immersive virtual environment for exploring transitions between physical, augmented, and virtual realities.
- 269. Medieval Chamber
- Sony Computer Entertainment America Inc.
- Demonstration of a real-time animation through a gesture-based tracking interface.
- 270. MicroTelepresence
- Hewlett-Packard Company
- Stereoscopic telepresence applied to a microscopic world.
- 271. Musical Trinkets: New Pieces to Play
- Massachusetts Institute of Technology
- Musical performance through a tangible interface of physical trinkets.
- 272. Muu: Artificial Creatures as an Embodied Interface
- ATR Media Integration & Communications Research Laboratories
- Artificial creatures designed to create social bonding with humans.
- 273. Networked Theater: A Movie Production System Based on a Networked Environment
- ATR Media Integration & Communications Research Laboratories
- Proposal for a networked virtual environment that supports movie-like entertainment experiences.
- 274. Panoscope 360-degrees
- Université de Montréal
- 360-degree cylindrical viewer from a single video source.
- 275. Plasm: In the Breeze
- Plasmatic Arts
- Swing experience above an interactive creek display.
- 276. Retinal Direct Imaging
- SANYO Electric Co., Ltd
- Direct stereoscopic display projector for the human eye.
- 277. RV-Border Guards: A Multi-Player Environment in Mixed Reality Space
- Mixed Reality Systems Laboratory, Inc.
- Collaborative shooting game based on state-of-the-art mixed-reality technology for virtual worlds.
- 278. Ultra-High Resolution Reality Center
- BarcoProjection
- Demonstrations of a large-format stereoscopic display.
- 279. V-TOYS: Visually Interactive Toys
- University of Maryland, College Park
- Human-sensing, visually interactive robot that understands and reacts to visual communication.
- 280. VaRionettes
- Lucent Bell Laboratories
- Interactive avatar-driven installation with gesture-recognition interface.
- 281. Virtual Hockey
- University of Washington
- Virtual hockey game through overhead visual tracking system.
- 282. X'tal Head: Face-to-Face Communications by Robot
- The University of Tokyo
- Projection-based augmented reality system with telecommunication applications.
- 283. You Were There
- Capstone Systems, Inc.
- Demonstration of a visitor tracking system within a confined space.
SIGGRAPH 2001
- 284. Alpha Wolf
- Massachusetts Institute of Technology
- Interactive virtual environment with a pack of autonomous wolves.
- 285. CircleMaze
- Carnegie Mellon University
- Interactive multi-user communal music experience.
- 286. Cylindrical 3D Display Observable From All Directions
- Telecommunications Advancement Organization of Japan
- 360-degree stereoscopic display for multiple unassisted viewers in a space.
- 287. Enhanced Desk
- The University of Tokyo
- Augmented-reality desk system with tangible gesture-driven interface for multiple users.
- 288. Enhanced Reality: A New Frontier for Computer Entertainment
- Sony Computer Entertainment America Inc.
- Enhanced-reality solution for home entertainment applications with consumer hardware and props.
- 289. Everywhere Displays
- IBM Corporation
- Projector and gesture interface that turns every surface into an interactive display.
- 290. Excerpts From Experiments In The Future Of Reading
- RED - Xerox PARC
- Interactive and augmented-reality reading experiences.
- 291. FEELEX
- University of Tsukuba
- Haptic-visual display that offers a responsive deformable surface for tactile feedback.
- 292. I-BALL: Interactive Information Display Like A Crystal Ball
- The University of Tokyo
- Object-oriented spatial display that responds to direct manipulation for viewing control.
- 293. IllusionHole
- Osaka University
- Simultaneous stereoscopic display system for multiple observers with tracked shuttered glasses.
- 294. Informative Art
- PLAY-Interactive Institute
- Integrating and blending information displays into everyday environments.
- 295. An Interface For Touching The Interface
- The University of Tokyo
- Augmented-reality force-feedback display to explore the tangible interface between two virtual liquids.
- 296. Just Follow Me: A VR-Based Motion Training System
- Pohang University of Science and Technology
- Virtual environment tutor for learning limb-motion profiles required by sports, dance, and visual arts.
- 297. Meditation Chamber
- Georgia Institute of Technology
- Biofeedback-driven virtual environment for visual, auditory, and tactile meditation therapy.
- 298. Micro Archiving: Virtual Environments for Micro-Presence with Image-Based Model Acquisition
- Keio University
- Digital archiving application for small objects like insects.
- 299. Mobile Augmented Reality Systems
- Columbia University
- Wearable interactive information display with context management.
- 300. Origami Desk
- Massachusetts Institute of Technology
- Interactive tutoring installation with machine recognition of user process requirements.
- 301. OttoAndIris.Com
- Zoesis Studios
- Interactive story-driven entertainment environment with synthetic hosts.
- 302. Pirates!
- PLAY-Interactive Institute
- Interactive multi-user proximity-aware computer game for handheld PDAs in a confined activity space.
- 303. Riding the Net
- ATR Media Integration & Communications Research Laboratories
- Speech-based image browser using voice recognition to display visual content from the World Wide Web.
- 304. RobotPHONE: RUI For Interpersonal Communication
- The University of Tokyo
- Robotic shape-sharing system for tangible communication during interpersonal tele-exchanges.
- 305. sensingChair
- Purdue University
- Pressure-sensitive chair for responsive user environments.
- 306. Ultra-Bright Ultra-High-Resolution Reality Center
- BarcoProjection
- Demonstration of simulation-based digital light-value projection technologies.
SIGGRAPH 2002
- 307. ARS Box
- Ars Electronica Futurelab
- Immersive PC-based virtual environment system with handheld intelligent PDA controller.
- 308. Audio Haptics
- University of Tsukuba
- Realizing auditory and haptic feedback for virtual object dynamics.
- 309. Augmenting the Reality with 3D Sound Sources
- Fachhochschule Hagenberg
- Manipulation of virtual 3D sound-source objects overlaid upon the real world.
- 310. Block Jam
- Sony Computer Science Laboratories, Inc.
- Collaborative, tangible, and graphical musical interface using blocks for sequencing and phrasing.
- 311. Cyberarium Knowledge Fountain
- The Center For Really Neat Research
- Portable rapid-prototyping system for teaching and exploring new human-computer interfaces.
- 312. Distributed Systems of Self-reconfiguring Robots
- Dartmouth College
- Highly adaptive autonomous units that can change system shape to suit immediate task requirements.
- 313. Focus-Plus-Context Screens: Context and Immersion on the Desktop
- Xerox PARC
- Low-resolution (context) and high-resolution (focus) embedded display for interactive data exploration.
- 314. Immersive and Interactive Rear-Projected Stereo DLP Reality Center
- BarcoProjection
- Bicubic image-warping system for stereo DLP on curved rear-projection screens.
- 315. The Interactive Window
- Massachusetts Institute of Technology
- Simple retrofit that turns a plain glass window into an interactive, touch-sensitive view surface.
- 316. Lewis the Robotic Photographer
- Washington University in St. Louis
- Autonomous robot that interactively seeks out ideal group photographs in a crowded room of people.
- 317. A New Step-In-Place Locomotion Interface for Virtual Environments With Large Display System
- Tokyo Institute of Technology
- Intuitive, self-orienting locomotion interface for virtual environment exploration.
- 318. NONA-Vision
- University of Tsukuba
- A high-resolution, wide-angle video capture and projection system for remote visualization.
- 319. Occlusive Optical See-Through Displays in a Collaborative Setup
- Communications Research Laboratory
- Head-mounted display for showing opaque virtual objects interacting with real-world objects.
- 320. Physiological Reaction and Presence in Stressful Virtual Environments
- University of North Carolina at Chapel Hill
- Research demonstration on gauging virtual environment effectiveness through physiological metrics.
- 321. Public Anemone: An Organic Robot Creature
- Massachusetts Institute of Technology
- Interactive synthetic life form designed to explore qualities of living presence that appeal to humans.
- 322. Regeneration of Real Objects in the Real World
- Nippon Telegraph and Telephone Corporation
- Interactive image-based archive and display system for real world objects.
- 323. SmartFinger
- Japan Science and Technology Corporation
- Finger-tip tactile feedback device for augmenting a user's physical perceptions of a smooth surface.
- 324. Tomorrow's Yesterday: Mapping the E-Tech Continuum
- Hewlett-Packard Company
- Navigable visual history of SIGGRAPH Emerging Technologies programs, 1991 - 2002.
- 325. TWISTER: A Media Booth
- The University of Tokyo
- Immersive full-color auto-stereoscopic display for face-to-face telecommunication systems.
- 326. Ultrasound Visualization With the Sonic Flashlight
- Carnegie Mellon University
- Hand-held real-time tomographic reflection display for in-context visualization of patient conditions.
- 327. Virtual Chanbara
- The University of Tokyo
- Immersive, force-feedback virtual environment for the ancient Japanese art of samurai sword fighting.
- 328. The Virtual Showcase: A Projection-Based Multi-User Augmented Reality Display
- Fraunhofer Center for Research in Computer Graphics
- Museum display-case technology for enhanced learning and understanding of cultural and scientific artifacts.
Last updated: 5 Jul 2002
Sponsored by ACM SIGGRAPH, Copyright © 2002 Association for Computing Machinery, Inc. (ACM)
Contact us: etech-map@siggraph.org