4 | -- | 5 | F. Kenton Musgrave. Towards a Synthetic Universe |
8 | -- | 11 | Michael V. Capps, Kent Watsen, Michael Zyda. Cyberspace and Mock Apple Pie: A Vision of the Future of Graphics and Virtual Environments |
12 | -- | 15 | Ben Delaney. The NYSE s 3D Trading Floor |
16 | -- | 27 | Frederick P. Brooks Jr.. What s Real About Virtual Reality? |
28 | -- | 29 | Peter Astheimer, Lawrence J. Rosenblum. Guest Editors Introduction: A Business View of Virtual Reality |
30 | -- | 35 | Hiroo Iwata. The Torus Treadmill: Realizing Locomotion in VEs |
36 | -- | 42 | Suya You, Ulrich Neumann, Ronald Azuma. Orientation Tracking for Outdoor Augmented Reality Registration |
44 | -- | 50 | Sankar Jayaram, Uma Jayaram, Yong Wang, Hrishikesh Tirumali, Kevin W. Lyons, Peter Hart. VADE: A Virtual Assembly Design Environment |
51 | -- | 59 | Joseph L. Gabbard, Deborah Hix, J. Edward Swan II. User-Centered Design and Evaluation of Virtual Environments |
60 | -- | 69 | Andrew E. Johnson, Thomas G. Moher, Stellan Ohlsson, Mark Gillingham. The Round Earth Project-Collaborative VR for Conceptual Learning |
70 | -- | 74 | Judith R. Brown, Andy van Dam, Rae A. Earnshaw, José L. Encarnação, Richard Guedj, Jennifer Preece, Ben Shneiderman, John Vince. Human-Centered Computing, Online Communities, and Virtual Environments |
76 | -- | 81 | Gershon Elber, Myung-Soo Kim. Computing Rational Bisectors |
82 | -- | 86 | Andrew S. Glassner. Celtic Knots, Part 2 |
88 | -- | 92 | James F. Blinn. How Many Different Parametric Cubic Curves Are There? Part 2: The Same Game |