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Cityspace
CitySpace was an internet-based virtual world launched at SIGGRAPH 1993 by educator and project director Zane Vella. CitySpace was one of the earliest online virtual 3D environments and first came to attention via mainstream news media in late 1993. CitySpace was also the first user-generated virtual world, similar to virtual worlds like Second Life, and enabled participants to contribute 3D computer graphics and digital imagery to a collaborative real-time rendered 3D virtual world in which participants interacted with each other via avatars. CitySpace was active from 1993-1996 and won the 1996 NII Award for Arts and Entertainment. Early CitySpace installations at the Boston Computer Museum (1993), Exploratorium (1994 and 1995) and Ontario Science Center (1995) combined educational computer graphics workshops and introduction to internet communications for young people ages 8 to 18.{{cite news, author=Blackwell, Gerry, title=Class act Oakville school is at the forefront in b ...
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Virtual World
A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds. In a virtual world, the user accesses a computer-simulated world which presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of presence. Such modeled worlds and their rules may draw from reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses. Massively multi ...
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Silicon Graphics
Silicon Graphics, Inc. (stylized as SiliconGraphics before 1999, later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and software. Founded in Mountain View, California in November 1981 by Jim Clark, its initial market was 3D graphics computer workstations, but its products, strategies and market positions developed significantly over time. Early systems were based on the Geometry Engine that Clark and Marc Hannah had developed at Stanford University, and were derived from Clark's broader background in computer graphics. The Geometry Engine was the first very-large-scale integration (VLSI) implementation of a geometry pipeline, specialized hardware that accelerated the "inner-loop" geometric computations needed to display three-dimensional images. For much of its history, the company focused on 3D imaging and was a major supplier of both hardware and software ...
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Coco Conn
Coco commonly refers to: * Coco (folklore), a mythical bogeyman in many Hispano- and Lusophone nations Coco may also refer to: People * Coco (given name), a first name, its shorthand, or unrelated nickname * Coco (surname), a list of people with the name * Coco (footballer) (born 1969), Spanish footballer * Coco (cartoonist) (born 1982), French cartoonist * Coco the Clown (Nicolai Poliakoff; 1900–1974), Russian-British clown Arts and entertainment Characters * Coco Bandicoot, from the video game series ''Crash Bandicoot'' *Coco Hernandez, from the TV series Fame * Coco Pommel, from the American/Canadian cartoon series ''My Little Pony: Friendship Is Magic'' * Coco Wexler, from ''Zoey 101'' * Coco, from the American cartoon series ''Foster's Home for Imaginary Friends'' * CoCo, in the anime series ''Boku no Pico'' * '' Coco'', from the manga series ''Toriko'' * Coco, in ''Tintin in the Congo'' * Coco, great-grandmother of protagonist Miguel in the Pixar animated movie ''Coco' ...
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Peer-to-peer
Peer-to-peer (P2P) computing or networking is a distributed application architecture that partitions tasks or workloads between peers. Peers are equally privileged, equipotent participants in the network. They are said to form a peer-to-peer network of nodes. Peers make a portion of their resources, such as processing power, disk storage or network bandwidth, directly available to other network participants, without the need for central coordination by servers or stable hosts. Peers are both suppliers and consumers of resources, in contrast to the traditional client–server model in which the consumption and supply of resources are divided. While P2P systems had previously been used in many application domains, the architecture was popularized by the file sharing system Napster, originally released in 1999. The concept has inspired new structures and philosophies in many areas of human interaction. In such social contexts, peer-to-peer as a meme refers to the egalitarian so ...
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Real-time Rendering
Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface ( GUI) to real-time image analysis, but is most often used in reference to interactive 3D computer graphics, typically using a graphics processing unit (GPU). One example of this concept is a video game that rapidly renders changing 3D environments to produce an illusion of motion. Computers have been capable of generating 2D images such as simple lines, images and polygons in real time since their invention. However, quickly rendering detailed 3D objects is a daunting task for traditional Von Neumann architecture-based systems. An early workaround to this problem was the use of sprites, 2D images that could imitate 3D graphics. Different techniques for rendering now exist, such as ray-tracing and rasterization. Using these techniques and adv ...
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Electronic Visualization Laboratory
The Electronic Visualization Laboratory (EVL) is an interdisciplinary research lab and graduate studies program at the University of Illinois at Chicago, bringing together faculty, students and staff primarily from the Art and Computer Science departments of UIC. The primary areas of research are in computer graphics, visualization, virtual and augmented reality, advanced networking, and media art. Graduates of EVL either earn a Masters or Doctoral degree in Computer Science. History EVL represents one of the oldest art and engineering collaborations in the United States. It was founded in 1973 by Tom DeFanti (then of the UIC Chemistry Department, later Computer Science) and Dan Sandin (of the Art Department). The lab was originally known as the ''Circle Graphics Habitat'', in reference to the then-name of UIC, the ''University of Illinois at Chicago Circle''. DeFanti and Sandin served as Co-Directors of the lab, joined by Maxine D. Brown as Associate Director 1987. In 2001, ...
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Videoconferencing
Videotelephony, also known as videoconferencing and video teleconferencing, is the two-way or multipoint reception and transmission of audio signal, audio and video signals by people in different locations for Real-time, real time communication.McGraw-Hill Concise Encyclopedia of EngineeringVideotelephony McGraw-Hill, 2002. Retrieved from the FreeDictionary.com website, January 9, 2010 A videophone is a telephone with a video camera and Display device, video display, capable of simultaneous video and audio communication. Videoconferencing implies the use of this technology for a group or organizational meeting rather than for individuals, in a videoconference.Mulbach et al, 1995. pg. 291. Telepresence may refer either to a high-quality videotelephony system (where the goal is to create the illusion that remote participants are in the same room) or to meetup technology, which can go beyond video into robotics (such as moving around the room or physically manipulating objects). Vide ...
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Macintosh
The Mac (known as Macintosh until 1999) is a family of personal computers designed and marketed by Apple Inc., Apple Inc. Macs are known for their ease of use and minimalist designs, and are popular among students, creative professionals, and software engineers. The current lineup includes the MacBook Air and MacBook Pro laptops, as well as the iMac, Mac Mini, Mac Studio and Mac Pro desktops. Macs run the macOS operating system. The Macintosh 128K, first Mac was released in 1984, and was advertised with the highly-acclaimed 1984 (advertisement), "1984" ad. After a period of initial success, the Mac languished in the 1990s, until co-founder Steve Jobs returned to Apple in 1997. Jobs oversaw the release of many successful products, unveiled the modern Mac OS X, completed the Mac transition to Intel processors, 2005-06 Intel transition, and brought features from the iPhone back to the Mac. During Tim Cook's tenure as CEO, the Mac underwent a period of neglect, but was later reinv ...
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Supercomputer
A supercomputer is a computer with a high level of performance as compared to a general-purpose computer. The performance of a supercomputer is commonly measured in floating-point operations per second ( FLOPS) instead of million instructions per second (MIPS). Since 2017, there have existed supercomputers which can perform over 1017 FLOPS (a hundred quadrillion FLOPS, 100 petaFLOPS or 100 PFLOPS). For comparison, a desktop computer has performance in the range of hundreds of gigaFLOPS (1011) to tens of teraFLOPS (1013). Since November 2017, all of the world's fastest 500 supercomputers run on Linux-based operating systems. Additional research is being conducted in the United States, the European Union, Taiwan, Japan, and China to build faster, more powerful and technologically superior exascale supercomputers. Supercomputers play an important role in the field of computational science, and are used for a wide range of computationally intensive tasks in var ...
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SGI Onyx
SGI Onyx is a series of visualization systems designed and manufactured by SGI, introduced in 1993 and offered in two models, deskside and rackmount, codenamed Eveready and Terminator respectively. The Onyx's basic system architecture is based on the SGI Challenge servers, but with graphics hardware. The Onyx was employed in early 1995 for development kits used to produce software for the Nintendo 64 and, because the technology was so new, the Onyx was noted as the major factor for the impressively high price of – for such kits. The Onyx was succeeded by the Onyx2 in 1996 and was discontinued on March 31, 1999. CPU The deskside variant can accept one CPU board, and the rackmount variant can take up to six CPU boards. Both models were launched with the IP19 CPU board with one, two, or four MIPS R4400 CPUs, initially with 100 and 150 MHz options and later increased to 200 and 250 MHz. Later, the IP21 CPU board was introduced, with one or two R8000 microprocessor ...
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CU-SeeMe
CU-SeeMe is an Internet videoconferencing client. CU-SeeMe can make point to point video calls without a server or make multi-point calls through server software first called a "reflector" and later called a "conference server" or Multipoint Control Unit (MCU). Later commercial versions of CU-SeeMe could also make point-to-point or multi-point calls to other vendor's standard H.323 endpoints and servers. History CU-SeeMe was originally written by Tim Dorcey of the Information Technology department at Cornell University. It was first developed for the Macintosh in 1992 and later for the Windows platform in 1994. Originally it was video-only with audio added in 1994 for the Macintosh and 1995 for Windows. CU-SeeMe's audio came from Maven, an audio-only client developed at the University of Illinois at Urbana-Champaign. The platform was introduced to the public on April 26 1993, as part of an NSF funded education project called the Global Schoolhouse. In July 1993, now defu ...
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