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VIRTUAL

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Virtual reality - Wikipedia, the free encyclopedia

Unsourced material may be challenged and removed. (March 2013) technology faces a number of challenges, most of which involve technical matters and sickness due to virtual reality ( Rift is working to solve simulator sickness). Users might become disoriented in a purely 'virtual' environment, causing balance issues; computer latency might affect the simulation, providing a less-than-satisfactory end-user experience; the complicated nature of head-mounted displays and input systems such as specialized gloves and boots may require specialized training to operate, and navigating the 'real' environment (if the user is not confined to a limited area) might prove dangerous without 'external' sensory information. Michael Abrash gave a talk on VR at Dev Days in 201. ii

HowStuffWorks "How Virtual Reality Works"

Games Computer Electronics Home / Tech / Electronics / Gadgets / Other Gadgets MORE STUFF LIKE THIS: Which gadget came first 10 Biggest Gadgets of 2011 Virtual Reality Pictures How Virtual Reality Works by Jonathan Strickland Page 1 Introduction to How Virtual Reality Works 2 Virtual Reality Immersion 3 The Virtual Reality Environment 4 Virtual Reality Interactivity Virtual Reality Image Gallery A virtual reality CAVE display projecting images onto the floor, walls and ceiling to provide full immersion. See more virtual reality pictures. Photo courtesy of Dave Pape Go Virtual Virtual Military. Curiosity Project: How can we create a with technology What do you think of when you hear the words virtual reality (VR) . iii

Virtual reality can be defined as an upcoming technology that makes users feel in a Virtual Environment (VE) by using computer hardware and software. It was originally conceived as a digitally created space which humans could access by donning special computer equipments. iv

Ideally, a computer simulates an environment that is complete with physics, simulated objects, sights and sounds, and then outputs that environment into the senses of the user. Modern technology has yet to live up to this ideal, and currently most virtual reality technology is limited to sight, sound and touch. Virtual reality has been popularized through several movies, books and video games, which have sometimes distorted the nature of the technology. v

What Are the Different Types of Virtual Reality Technology?

Primarily visual, virtual reality technology functions in a computer-simulated environment. Real or imaginary, a human being can interact with these visual worlds through sight, sound and other types of sensory feedback, such as touch. Using graphics, sound and video, computers bring these worlds to life, allowing humans to interact with them through the physical presence. vi

Virtual reality - Psychology Wiki

An experimental study on the role of graphical information about hand movement when interacting with objects in virtual reality environments: Interacting with Computers Vol 19(3) May 2007, 370-38 Mast, F. vii

What Is Virtual Reality - Ask.com

Virtual reality is computer software that simulates reality virtually. While virtual reality is not as good as it appears in the movies, scientists have made great strides in it's development. Often virtual reality involves the use of special VR goggles and gloves. A Related to "What Is Virtual Reality" Who Invented Virtual Reality. NOUN a realistic simulation of an environment, including three-dimensional graphics, by a computer system using interactive software and hardware. Sir Francis Galton Where Was the Amazing Mr Blunden Filmed Did lord shaftesbury have any children What Does Virtue Mean What Are the Characteristics of Good Art. viii

Advantages & Disadvantages of Virtual Reality | eHow

The idea of being immersed in a reality that is created and not natural has been the goal of many computer programmers and scientists over the years. With VR finally becoming a reality, though, there are both benefits and drawbacks to the technology. Because of devices like the Nintendo Wii remote and the Xbox 360's Kinect, VR is becoming a normal way of life for many people. ix

Full Definition of VIRTUAL REALITY : an artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment; also : the technology used to create or access a virtual reality See virtual reality defined for English-language learners L See virtual reality defined for kids L First Known Use of VIRTUAL REALITY 1987 Rhymes with VIRTUAL REALITY artificiality, confidentiality, consequentiality, constitutionality, homosexuality, hypersexuality, immateriality, individuality, intellectuality, intersexuality, superficiality, territoriality, two-dimensionality, uncongeniality, unconventionality virtual reality noun (Concise Encyclopedia) Use of computer modeling and simulation to enable a person to interact with an artificial three-dimensional visual or other sensory environment. A computer-generated environment simulates reality by means of interactive devices that send and receive information and are worn as goggles, headsets, gloves, or body suits. The of being in the created environment () is accomplished by motion sensors that pick up the user's movements and adjust his or her view accordingly, usually in real time. A computer-generated environment simulates reality by means of interactive devices that send and receive information and are worn as goggles, headsets, gloves, or body suits. The illusion of being in the created environment (telepresence) is accomplished by motion sensors that pick up the user's movements and adjust his or her view accordingly, usually in real time. The basis of the technology emerged in the 1960s in simulators that taught how to fly planes, drive tanks, shoot artillery, and generally perform in combat. x

1980's Virtual Reality - NASA Video - YouTube

2011 by ÐÐgÐkÐ Ð ÐiÐlÐiÐ Ð ÐIÐ Featured 206,590 3:22 Stanford lab makes virtual reality more life- like by SmartPlanetCBS 66,514 views 2:13 Priceless Reactions To The by Business Insider 308,975 views 1:07 Tacx Genius Review: Virtual Reality City Example by DC Rainmaker 5,954 views 4:15 Wired Golf Glove Translates Sign Language by AirForceTheCircuit 25,309 views 5:01 Virtusphere 3D Game Interface by WhiteKnightPro 249,108 views 3:08 Virtual Reality Gaming! Oculus Rift & Cinemizer OLED by Austin Evans 146,834 views 1:14 Omnidirectional Treadmill by eDailyPost 12,271 views 5 videos Play all VRMars - Virtual Reality Astronomy Software - Videos on Marsby 3dmars 0:42 Micro electric hybrid car TV ad from the 1980's by upcycle 7,378 views 10:44 1995 Virtual IO I-Glasses by Hidden Below 20,806 views 14:09 Sony 3D HeadsetHands- On Virtual Reality Review by totallyradshow 665,768 views 9:33 Classic Techniques for Immersive Virtual Reality Revisited by Thies Pfeiffer 2,258 views 2:35 A Gaming Glove That's Fast Enough for Pros by IEEE Spectrum 1,068,912 views 2:00 iCube Amazing Virtual Reality by iCookie1 75,646 views 6:45 Virtual Reality Helmet for Flight Simulator by Roger Dodger Aviation 198,726 views 9:56 Thesis - Interaction with the 5DT Data Glove 5 by sefirot66 8,265 views 7:26 Space Shuttle - Communications (1980) by AIRBOYD 1,858 views 4:42 3D Multitouch: When Tactile Tables Meet Immersive Visualization Technologies by ImmersionSAS 11,555 views 2:35 Kids of Today vs 1980's Technology (HD) by JeremySeanA 1,655,246 views Language: English Country: Worldwide Safety: Off Help Loading. Loading. Loading. About. xi

Virtual-reality | Define Virtual-reality at Dictionary.com

What Are The Uses Of Virtual Reality How Virtual Reality Works. Who Invented Virtual Reality What Are The Uses Of Virtual Reality How Is Virtual Reality Used In Technology Who Sings Virtual Reality. Computer that use 3-D graphics and devices such as the Dataglove to allow the user to interact with the simulation. More sophisticated virtual reality systems place sensors on the user's body to sense movements that are then interpreted by the system as movements in the simulated world; binocular goggles are sometimes used to simulate the appearance of objects in three dimensions. A form of network interaction incorporating aspects of role-playing games, interactive theater, improvisational comedy, and `true confessions' magazines. xii

Simulated reality - Wikipedia, the free encyclopedia

It has been suggested that be merged into this article. (Discuss) Proposed since July 201 Simulated reality is the hypothesis that reality could be simulated for example by computer simulation to a degree indistinguishable from "true" reality, and may in fact be such a simulation. It could contain conscious minds which may or may not be fully aware that they are living inside a simulation. This is quite different from the current, technologically achievable concept of virtual reality. Virtual reality is easily distinguished from the experience of actuality; participants are never in doubt about the nature of what they experience. xiii

Section 17: Virtual Reality - home | Department of Design

Spin-offs from that kind of pursuit are its greatest value" (Ivan Sutherland in "Virtual Reality Before It Had That Name," a videotaped lecture before the Bay Area Computer History Association.) Click on the images below to view a larger version (when available). Virtual Reality a three dimensional, computer generated simulation in which one can navigate around, interact with, and be immersed in another environment (John Briggs - The Futurist) Virtual Reality the use of computer technology to create the effect of an interactive three-dimensional world in which the objects have a sense of spatial presence. (Steve Bryson - NASA Ames) The actual term "Virtual Reality" is attributed to Jaron Lanier of VPL in 1986 in a conversation regarding the work of Scott Fisher. Fisher, of NASA Ames, had been referring to the field as "Virtual Environments". xiv

High Fidelity, the stealth virtual reality startup from Second Life founder Philip Rosedale, just raised $ 5 million. After debuting last April with $ 4 million in funding from True Ventures, Google Ventures, Kapor Capital, and Linden Lab, High Fidelity has raised a new, slightly larger round, according to an SEC filing today. Interestingly enough, High Fidelity continues to operate in stealth mode; only vague statements on the company s site reveal its purpose. The company began soliciting alpha-stage testers nearly two months ago on Twitter, but it has since kept relatively quiet. Considering the site s emphasis on cutting-edge virtual-reality experiments, High Fidelity feels more like an incubation company than a singular startup like Kevin Rose s Milk or the Twitter cofounder Biz Stone s Obvious Corporation. Yet there s no indication whether High Fidelity plans to release a single product or many. The company did not immediately respond to VentureBeat s request for comment on the new round. s acquisition of Oculus Rift certainly pumps more excitement into the virtual reality space, although unlike Oculus Rift, it appears High Fidelity has no interest in gaming. xv

A Palo Alto startup that came out of stealth today has other ideas for virtual reality. Great article on Jaunt, seems like they ve got a lead on anyone else that s going to be hard to close. Hopefully they can keep that competitive advantage while Oculus Rift slowly spins up to full speed. xvi

Cinematic virtual reality | LAVREB

Inside Look: Jaunt Pulls in $6.8 Million in Venture Funding for Virtual Reality Cinema Toolset. After nearly a year, Jaunt comes out of stealth mode today with what they hope will launch of new content medium: cinematic virtual reality. For many months now, they have teased on their their website: At Jaunt, we are developing a revolutionary new media experience. xvii

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Jaunt Raises $6.8 Million for Virtual Reality Movies | Re/code

The company, which launches out of stealth today, makes the algorithms necessary to stitch together recorded video and audio to give viewers a stronger sense of dbeing there. Right now, though, what dthere will be is still TBD. In an interview with Re/code, Jaunt execs said the company needs to build partnerships to get content that will take advantage of its technology. A prototype of Jaunt s near-360 camera dWe have to invent a whole new language of storytelling for this medium, CTO Arthur van Hoff said. dThat s actually one of the more interesting parts of this project, the technology to drive this. But the content part is something that we need to invent as well. As with another startup doing VR movies, Condition One, there are a lot of open questions about what will and won t make viewers uncomfortable or even nauseated when they watch VR movies. xix

Tranquility Loungers in Vault 112 d Accept your perceived reality. Tranquility Lane loading screen, Fallout 3 Virtual reality or VR simulators were a fairly new technology before the Great War and are known to have been in use only in the United States military and in at least one Vault-Tec Vault. Interestingly, the extent to which the simulators replicate reality is unknown - in some cases, being killed in the simulation results in the person being killed in . It is possible this is only an extreme case, (as it is a fail safe in Vault 112, and a method of unlocking an armory in the VSS facility.) Since, as previously stated, these simulators are known to have no civilian or entertainment applications, the question remains whether they were part of a previous training simulation or other project, possibly involving the development of power armor. Again, due to the limited information available since the bombs fell, this may never be known. Known VR simulatorsEdit. xx

Facebook made headlines when it purchased virtual reality headset maker Oculus VR Inc this week, but Ford has already found a use for this nascent technology. As election looms, Afghanistan's history offers lessons and hope As foreign troops draw down and a new president takes office, the sort of dealmaking among Afghans that could promote stability might actually grow easier. A triumphant Taliban march on Kabul or even their old stronghold of Kandahar is unlikely. xxi

Facebook buys virtual reality co. Oculus for $2B | KSL.com

NEW YORK (AP) Facebook has agreed to buy Oculus for $2 billion, betting that its virtual reality technology may be a new way for people to communicate, learn or be entertained. Zuckerberg said virtual reality technology is a platform unto itself, comparing it to personal computers, which revolutionized the world in the 1970s and 1980s, and mobile phones. Rodriguez said virtual reality could be used to enhance virtual tours of homes for potential buyers and for getting a flavor for distant locations before planning a vacation, say to Cancun. xxii

The engineers over at Ford Motors are using the virtual reality headset Oculus Rift to design cars. When the virtual reality device was first launched, the applications for it have been mostly related to gaming. Ford is using the technology to design, create prototypes, and evaluate cars in a virtual reality environment. The company collaborated with motion-capture technology firm Vicon to create a setup that enables their engineers to visualize car designs and prototypes in a three dimensional environment. With the help of motion-capture cameras, the setup tracks the user s position and movements so that when the user physically moves around, it will also reflect in the digital environment that he or she is in. xxiii

BMW: to help with car repairs

BMW have developed a concept for augmented reality glasses, which assist mechanics in performing maintenance on the company s cars. the glasses point out the part that needs replacing, the screws that need turning, while an audio track talks the mechanic through the steps of the repair. in future, the real world is set to combine with the virtual at BMW service. designboom's comment policy guidelines generally speaking, if we publish something, it's because we're genuinely interested in the subject. we hope you'll share this interest and if you know even more about it, please share! our goal in the discussion threads is to have good conversation and we prefer constructive opinions. we and our readers have fun with entertaining ones. designboom welcomes alerts about typos, incorrect names, and the like. the correction is at the discretion of the post editor and may not happen immediately. what if you disagree with what we or another commenter has to say let's hear it! but please understand that offensive, inappropriate, or just plain annoying comments may be deleted or shortened. - please do not make racist, sexist, anti-semitic, homophobic or otherwise offensive comments. - please don't personally insult the writers or your fellow commenters. - please avoid using offensive words, replacing a few letters with asterisks is not a valid workaround. - please don't include your website or e-mail address in your comments for the purpose of self-promotion. - please respect jury verdicts and do not discuss offensively on the competition results (there is only one fist prize, and designboom usually asks renown professionals to help us to promote talent. in addition to the awarded designs, we do feel that almost all deserve our attention, that is why we publish the best 100-200 entries too.) a link is allowed in comments as long as they add value in the form of information, images, humor, etc. (links to the front page of your personal blog or website are not okay). unwelcome links (to commercial products or services of others, offensive material etc. ) will be redacted. and. yes, spam gets banned. no, we do not post fake comments. xxiv

Oculus Rift shows (virtual) reality of car crashes Computerworld Australia NRMA Insurance has combined Oculus Rift virtual reality with a physical hydraulics system for a simulation that's both fun and frightening. xxv

Facebook Oculus VR acquisition: reported at $2 billion | BGR

Little more than a month after his company bought messaging app WhatsApp for $19 billion, Facebook CEO Mark Zuckerberg announced on Tuesday that Facebook was acquiring virtual reality gaming company Oculus VR for what The Wall Street Journal reports is for $2 billion. xxvi

The Oculus Rift virtual reality goggles have got people excited about what it will do for videogames, bringing forth what feels like full immersion into a different world. SFGate Google looks to the future in many ways SFGate With Google buying up smart-thermostat makers, artificial intelligence developers and logging millions of miles with self-driving cars, it's hard to envision a facet of the future where the. The Top 50 Education Blogs Every Teacher and Educator Should Know about ~ Educational Technology and Mobile Learning on Learning*Education*Technology curated by Skip Zalneraitis (The Top 50 Education Blogs Every Teacher and Educator Should Know. xxvii

Since 1992, Virtual , Ltd. has been the world s leading distributor of 3D peripheral products, input/output devices, bundled software, and integrated systems to the educational, industrial, entertainment, and military markets. In addition to selling our own product line of head mounted displays and motion tracking systems, we are also the leading reseller of many other display and tracking products. Our primary goal is to provide our customers with integrated turnkey solutions that deal with Virtual Reality applications. Whatever your industry, we can define and deliver an immersive solution that saves money, enhances safety, improves time to market, entertains, or presents your marketing message in powerful new ways. Our Skilled Team of Professionals include Technicians, Marketers, System Integrators and Hardware/Software Developers. xxviii

A Brief HIstory of Virtual Reality and its Social Applications

Few communications technologies have captured the imagination of the public as has virtual reality (henceforth, VR). For some researchers of VR technology, the quest for simulated experience that approaches the "real" has become their "Holy Grail" 2 Benedikt, in the introduction to : First Steps, declared that the technology of VR "stands at the edge of practicality and at the current limit of the effort to create a communication/communion medium that is both phenomenologically engulfing and yet all but invisible" (1991, p. And what can we learn from studying the history of its development and the development of its early and present-day applications . xxix

Virtual Reality - ThinkQuest : Library

Special graphics, video images and stereo sound make this pretend world seem real. The second form of virtual reality uses video cameras to track the image of the user in a virtual world where you can also pick up or move objects. Both these VR systems allow more than one person to take part at the same time. xxx

Virtual reality: More virtual than real | PCWorld

The idea that science could create a virtual world of sight, sound, smell and touch was hot two decades ago, then completely fizzled out. "VR made a huge splash in the 90s, but collapsed into near obscurity a few years later. The term VR even became a dirty word for some time, giving way to the less-hyped term immersion," says Paul Mlyniec, president of California-based Digital ArtForms. "There's not much new happening in virtual reality," adds Brian Blau, research director of consumer technology at Gartner. "I did a bit of research on VR recently and have been working in and around VR for many years, and there just isn't much happening these days, except maybe in education and science; certainly not much happening in the consumer space" Blau defines VR as "immersive environments where the user either wears a head mounted display that shows a completely synthetic environment, or the user is in a cave-like room where all the walls show the graphical environment, typically one that is very different from where the user is currently sitting or standing" So, what went wrong Adib Ghubril, research director of semiconductors at Gartner, believes the real problem is that VR is still trying to solve a 3D problem using 2D ideas. Wall-to-wall wrap-around displays, helmets with visors that go from temple-to-temple, active goggle displays that select which frame each eye can view none of these tackle the issue at hand, which is how to create a system that arouses the senses in the same way a natural environment does. "Such a system must generate holograms in motion, provide multi-layered audio, compound scents, and haptic (touch) feedback. xxxi The last 18 Academy Award winners for best visual effects have used a piece of reality-computing software called Autodesk Maya, the Sanskrit word for dillusion. So does the video game Halo 4, which has sold more copies in America than any other Studios title. Both of them feed off of reality scans, which is what sets them apart. While we ve had virtual realities for a while, they re usually a little too cute. MineCraft and Second Life are two worlds where players painstakingly created a built environment from scratch but they ve never rivaled the physical world in detail (or failed miserably if that was their goal). What makes reality computing different from old VR, and from run-of-the-mill 3D modeling, is its scale, speed and resolution. xxxii

Cyberspace, virtual reality, embodies the fundamental nature of computers, the creation of a diversity of realities. We have seen the shell, the narrowness of sequential computation, in the processing of one dimensional strings of symbols. Zeros and ones. Generating applications for VR in education, curricula, or most any other human activity is easy and fun. Just substitute the virtual for the actual, then get rid of the constraints of the actual. What follows are five somewhat deeper educational issues posed by VR. Wearing a computer means that input devices are directly coupled to the natural physical actions of the participant. Like clothes, VR input devices become invisible. Our natural behavior, without intervening metaphor, achieves that results we wish to achieve by initiating action. Thus, VR calls for a total re-engineering of the user interface. In fact, interface as a concept becomes obsoleted. Cyberspace, virtual reality, embodies the fundamental nature of computers, the creation of a diversity of realities. We have seen the shell, the narrowness of sequential computation, in the processing of one dimensional strings of symbols. Zeros and ones. Generating applications for VR in education, curricula, or most any other human activity is easy and fun. Just substitute the virtual for the actual, then get rid of the constraints of the actual. What follows are five somewhat deeper educational issues posed by VR. Wearing a computer means that input devices are directly coupled to the natural physical actions of the participant. Like clothes, VR input devices become invisible. Our natural behavior, without intervening metaphor, achieves that results we wish to achieve by initiating action. Thus, VR calls for a total re-engineering of the user interface. In fact, interface as a concept becomes obsoleted. xxxiii

The technology can be utilized to allow many different occupations and sciences to teach processes and perform better quality research using digital imaging. Virtual reality can be implemented in nearly any form, using computerized data, charting and modeling to build or predict certain outcomes. xxxiv

Why Use Virtual Reality? - Lincoln Electric Worldwide

RECRUIT THE NEXT GENERATION OF WELDERS Virtual reality welding provides students with an opportunity to try welding in a way that is fun, exciting and engaging. Students are not inhibited by their first interaction with a training system that may appear to them as a game. A tremendous amount of interaction and learning takes place in a digital environment today, making the VRTEXi a great way to meet students at a common ground where they are more inclined to learn and interact. Skilled welders cannot be trained solely on a welding simulator. You've got to burn rod to perfect the art and skill required in arc welding. However, initial welding career exploration exercises and training can now take place in a classroom atmosphere. SAVE MONEY The VRTEXi teaches welding without the use of base material, shielding gas, welding electrodes as well as other supplies and consumables. xxxv

What Are the Uses of Virtual Reality in Business?

Another use of virtual reality in business is in the area of employee orientation or training where this technology is used to simulate business environments for them in order to give them a more realistic feel of the different business environments with a view to understanding them better. An example of this is a situation where employees are being trained in the area of customer relations, the simulated environments generated using virtual reality would create virtual customers and give employees the opportunity to learn the basics of interacting with real world customers. Virtual reality in business is also used to give customers mini-lecturers regarding new products introduced by a company. xxxvi

Funsites.com is not responsible for the content of any of the listed links. You control your own character who will improve and become more powerful the more you play". xxxvii

Virtual reality games online free - Play all games

Free Online Makeover 2An extremely good and free makeover game for you, Get the chick pimped up with a new look and some nasty make-up. Virtual Band 2000Jam and have fun with this virtual band where you get to control all the instruments to make a very rockin' good session. Paint your Lilo and also Stich On the internet Coloring Page with the favorite colors. Paint the The free Lion King On the internet Coloring Page along reality with your favorite colors. virtual. xxxviii

Think online virtual worlds and images of avatars, 3d virtual worlds and simulations immediately come to mind. Snazzy virtual reality that you can control, varied personalities that you can take on, activities that you can indulge in and lead a second life welcome to the world of virtual online games! The virtual world here at JumpStart.com is an adventure-based learning game where kids can learn, play and socialize in a safe and secure environment. xxxix

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Although there are many different types of VR, there are three types that are particularly useful for education. The Object VR allows the user to view an object on all sides, zoom in, and zoom out. The object VR is particularly useful for identifying 3 dimensional objects such as plants, equipment components, and sculpture. The Panoramic VR is a 360 degree view of an environment. xli

emerging technology in K-16 education / Virtual Reality glove wired with sensors and connected to a computer system for gesture recognition and navigation through a virtual environment. A set of goggles or a helmet with tiny monitors in front of each eye to generate images seen by the wearer as three-dimensional. Often the HMD is combined with a head tracker so that the images displayed in the HMD change as the head moves. xlii

What is virtual reality? | ChaCha

Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment. Virtual reality is a technology that allows you to interact with a computer-simulated environment, be it a real or imagined one. xliii

Virtual reality - Wessex Institute of Technology eLibrary

Levy Abstract: Virtual reality (VR) involves technology and visual art that allows a user to interact with a computer-simulated environment. These environments can range from a simulation of an authentic situation to the creation of a wholly imagined world. While most virtual reality environments (VREs) are primarily visual experiences (computer screens, large screen displays, multiple screens and stereoscopic displays) new tools are being developed that enhance the visual experience by addressing other sensory modalities (e.g. sound, tactile feedback and smell). VR has been used effectively to train astronauts, pilots, physicians, military personnel, and now, even athletes. While the cost of creating VRE is the most expensive type of computer development, the entry of game manufacturers into the fi eld is drastically changing the cost of producing and using these environments. This chapter provides an overview of VR and focuses on the most promising developments in VR, especially in the area of sport and exercise. The implications of these innovations for other spheres of activity are also discussed. Keywords: virtual reality, virtual environments, virtual reality environments, simulation, gaming, reaction time 1 Introduction: This chapter acquaints the reader with the issues related to virtual reality (VR) in sport and human performance and also highlights the potential of these types of environments to revolutionize the approach to equipping and training athletes and coaches. Extrapolation of the impact of this promising technology to other diverse fi elds is provided. xliv

Phys.org - virtual reality

But on a Thursday in mid-December at Brown's Granoff Center, there were virtual bats flapping about in a cave of a different sort. Biology - Plants & Animals Dec 17, 2013 not rated yet 0 Pages: 1 2 3 4 5 6 7 8 9 10. Next L Virtual reality Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special or stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. xlv

Virtual Reality - Crystalinks - Crystalinks Home Page

Non-immersive virtual reality uses a normal monitor, and the person manipulates the virtual environment using a keyboard, a mouse, a joystick or a similar input device. The term was used in the early 1990s to denote 3D computer and video games, particularly first-person shooters. The first virtual reality headset that can stimulate all five senses will be unveiled at a major science event in London on March 4th. xlvi

It is the technology which allows a user to interact with a computer- simulated environment, be it real or imagined one. It is a technology that allows you to enter and interact with a world that is generated by computer. It provides trainees with a three-dimensional learning experience. ContdA Device also communicate information about the trainees movements to a computer. One advantage is that it allows the trainee to practice dangerous tasks without putting oneself & others in danger. History 1960 - The beginnings of VR. 1962 - Morton Heilig created a multi-sensory simulator. 1977 - Interaction through body movement 1982 - The first computer- generated movie 1983 - First virtual Environment. 1992 - A look at the possible negative side of VR. 1995 - Virtual Reality Modeling Language. TRAINING National Aeronautics and Space Administration (NASA) use VR technology to construct a model of the HST. It is the technology which allows a user to interact with a computer- simulated environment, be it real or imagined one. It is a technology that allows you to enter and interact with a world that is generated by computer. It provides trainees with a three-dimensional learning experience. ContdA Device also communicate information about the trainees movements to a computer. One advantage is that it allows the trainee to practice dangerous tasks without putting oneself & others in danger. History 1960 - The beginnings of VR. 1962 - Morton Heilig created a multi-sensory simulator. 1977 - Interaction through body movement 1982 - The first computer- generated movie 1983 - First virtual Environment. 1992 - A look at the possible negative side of VR. 1995 - Virtual Reality Modeling Language. TRAINING National Aeronautics and Space Administration (NASA) use VR technology to construct a model of the HST. Thank You By: Shivali Sharma HR Follow us on LinkedIn. xlvii

In the last few months alone, Mark Zuckerberg has spent $19 billion on a messaging app, and reports say he's paying $60 million for a drone company. Today he announced Facebook's latest head- scratcher: $2 billion for Oculus VR, the maker of a virtual reality gaming headset called Oculus Rift. It marks the third time Facebook has paid a billion dollars or more for a company with little to no revenue, with plans for it to operate independently. (Oculus has sold 75,000 pre-orders for development kits, which cost $350, giving it approximately $26 million in income.) Facebook (FB) will pay $400 million in cash, with 2 1 million shares of Facebook common stock valued at $ 6 billion, the company said. In addition, the deal includes a $300 million earn-out in cash and stock. xlviii

In a surprise announcement, the social networking company said it had paid $400m in cash and the rest in more than 23m shares, currently worth $ 6bn 970m , plus an additional $300m pegged to future performance. A detailed company statement said that Facebook recognised how Oculus had built a solid following among game developers, but that virtual reality technology would expand to other industries from communications and entertainment to education and media. "Mobile is the platform of today, and now we're also getting ready for the platforms of tomorrow," said Facebook founder and CEO, Mark Zuckerberg. "Oculus has the chance to create the most social platform ever, and change the way we work, play and communicate" Oculus will remain in its base at Irvine in California while the transaction closes in the second quarter of the year. xlix

The original development kit was a strong starting point that showed the world a glimpse. l

ALYSSA NEWCOMB Alyssa Newcomb More from Alyssa L Digital Reporter Follow @AlyssaNewcomb Alyssa Newcomb More from Alyssa L Digital Reporter Follow @alyssanewcomb via Good Morning America An attendee wears an Oculus Rift HD virtual reality head-mounted display as he plays EVE: Valkyrie, a multiplayer , at the booth at the 2014 International CES, Jan. 9, 2014 in Las Vegas, Nevada. Robyn Beck/AFP/Getty Images Share ABC US NewsABC Business News Copy Technology insiders who have had the chance to try Oculus Rift's virtual reality gaming headset raved about its "incredible" ability to transport users to "another world" Mark Zuckerberg announced Facebook's $2 billion acquisition of the company on Tuesday, saying he believes the virtual reality technology, which is not yet available to consumers, could help people better learn, communicate and experience entertainment in the future. Josh Luddeni, a New York City-based television finishing editor who has used Oculus Rift, told ABCNews.com it's worth the $2 billion price tag that Facebook paid. "Within moments of putting on the light headset, you knew that this was the next big thing," he said. Facebook's $2B Bet on Virtual Reality. ALYSSA NEWCOMB Alyssa Newcomb More from Alyssa L Digital Reporter Follow @AlyssaNewcomb Alyssa Newcomb More from Alyssa L Digital Reporter Follow @alyssanewcomb via Good Morning America An attendee wears an Oculus Rift HD virtual reality head-mounted display as he plays EVE: Valkyrie, a multiplayer virtual reality game, at the Intel booth at the 2014 International CES, Jan. 9, 2014 in Las Vegas, Nevada. Robyn Beck/AFP/Getty Images Share ABC US NewsABC Business News Copy Technology insiders who have had the chance to try Oculus Rift's virtual reality gaming headset raved about its "incredible" ability to transport users to "another world" Mark Zuckerberg announced Facebook's $2 billion acquisition of the company on Tuesday, saying he believes the virtual reality technology, which is not yet available to consumers, could help people better learn, communicate and experience entertainment in the future. Josh Luddeni, a New York City-based television finishing editor who has used Oculus Rift, told ABCNews.com it's worth the $2 billion price tag that Facebook paid. "Within moments of putting on the light headset, you knew that this was the next big thing," he said. Facebook's $2B Bet on Virtual Reality. Luddeni said he used Oculus Rift to play a game of Paper Boy at the Engadget Expand consumer technology event held in New York City last November. He said he was thrilled to put on the headset again in December at Wired's PopUp Experience in New York City's Meatpacking District, where he was able to tour a virtual model penthouse located steps from the famed Chrysler Building. "No longer is your New York City apartment small and cozy. li

Biography Sony Computer Enterainment Inc. Sony is joining the hot new field of virtual reality devices in an effort to find a compelling new way to play videogames and differentiate itself from its competitors. At the annual Game Developers Conference in San Francisco on Tuesday, Sony showed off a prototype device called dProject Morpheus that can be worn to create a virtual reality experience when playing games on its new PlayStation 4 console. Sony said the device, which covers a customer s eyes with a screen, creates a unique experience that makes gamers feel more connected to what s going on than if they were playing on a television. dNothing elevates the level of immersion more than VR, Shuhei Yoshida, head of PlayStation s videogame software division said at the event. dMany of us in PlayStation have dreamed of VR and what it can mean to the games we create. The device will dseamlessly integrate with the PlayStation Camera with built-in sensors to track head movement, Sony said. A player can also use the PlayStation Move handheld controller as a sword, for example, and experience the feeling of fighting off enemies in a virtual world. Sony declined to say when the device will be launched, nor how much it would cost. lii

Games systems get more and more powerful but it seems like we ve been on the cusp of a virtual reality revolution for decades now, one that will put us inside the games we play, not on the other side of a screen. Back in the mid-90s, the ill-fated headset induced more headaches than smiles and Nintendo was forced to kill it after only a year on sale and a handful of games. But a new headset from an unlikely Californian start-up run by a 20 year finally promises to change this once and for all. liii

Look at how much video games have changed since the turn of the millennium; it's hard to imagine what changes could be in store by the year 2025. Find out how gaming will be different in a dozen years! Virtual reality headsets have existed for quite some time, but the technology is finally almost affordable. Rather than using television sets or computer monitors in the future, we'll use special headsets or glasses to view all forms of media. liv

For some 20 years, we have been building and customizing virtual reality video game experiences for the most demanding clients, including museums such as The. lv PlayStation 4 Virtual Reality Headset Launches Next Week | BGR

Sony already has a sizable lead in the battle for top vendor in the current video game console generation, but that lead may soon be extended even further thanks to the promise of exciting new virtual reality technology for the PlayStation. Multiple unnamed video game developers have informed Edge Online that Sony plans to unveil its dOculus Rift-beating virtual reality headset next week. The reveal will apparently come during the annual Game Developers Conference, where Sony has multiple sponsored sessions planned. Sessions include dDriving the Future of Innovation at Sony Computer Entertainment, dCreating unique interactive experiences with the PlayStation 4, and dPanel on Indie Development Solutions for PlayStation According to the report, Sony has already provided prototypes of its virtual reality headset to several third-party developers, and some have privately said that the device is much more impressive than the Oculus Rift, which has been getting impressive early reviews. Edge Online says Sony will reveal the new VR headset during its Driving the Future of Innovation at Sony Computer Entertainment session, which is scheduled to begin at 8:45 p.m. lvi

What is virtual reality? - Definition from WhatIs.com

Virtual reality is an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment. People Who Read This Also Read. Striking gold with VDI image management techniques. Jaguar and Land Rover to use virtual reality system from Sony. lvii virtual reality - Definition of virtual reality

An that projects the user into a 3D space generated by the computer. A virtual reality system uses stereoscopic goggles that provide the 3D imagery and some sort of tracking device, which may be the goggles themselves for tracking head and body movement, or a "data glove" that tracks hand movements. The glove lets you point to and manipulate computer-generated objects displayed on tiny monitors inside the goggles. Serious Work or Entertainment Virtual reality (VR) can be used to create an illusion of reality or imagined reality and is used both for amusement as well as serious training. Flight simulators for training airplane pilots and astronauts were the first form of this technology, which provided a very realistic and very expensive simulation. Spatially Immersive Environments Virtual reality has other variants. Spatially immersive displays use multi-sided rooms that you walk into, and an "immersive theater" or "immersive wall" uses a large flat or curved screen (8-24' long) that completely fills your peripheral vision. Desktop virtual reality (desktop VR) uses a computer to play games and view environments that you move around in, although they lack the 3D reality of true VR systems. See head mounted display, 6DOF, cyberspace, VRML, augmented reality, virtual world, 3D visualization and Second Life. An artificial reality that projects the user into a 3D space generated by the computer. A virtual reality system uses stereoscopic goggles that provide the 3D imagery and some sort of tracking device, which may be the goggles themselves for tracking head and body movement, or a "data glove" that tracks hand movements. The glove lets you point to and manipulate computer-generated objects displayed on tiny monitors inside the goggles. Serious Work or Entertainment Virtual reality (VR) can be used to create an illusion of reality or imagined reality and is used both for amusement as well as serious training. Flight simulators for training airplane pilots and astronauts were the first form of this technology, which provided a very realistic and very expensive simulation. Spatially Immersive Environments Virtual reality has other variants. Spatially immersive displays use multi-sided rooms that you walk into, and an "immersive theater" or "immersive wall" uses a large flat or curved screen (8-24' long) that completely fills your peripheral vision. Desktop virtual reality (desktop VR) uses a computer to play games and view environments that you move around in, although they lack the 3D reality of true VR systems. See head mounted display, 6DOF, cyberspace, VRML, augmented reality, virtual world, 3D visualization and Second Life. lviii

Oculus Rift headset | Virtual Reality headset by Oculus Rift

The Oculus Rift lets you become part of the game you are playing. It started as a kickstarter product and got appreciation around so fast that they reached their kickstarter goal real quick (within hours). The Oculus Rift changes the way we are going to play and experience games, why Well we are going to explain that to you in detail on this site. lix

Facebook Buys Oculus Rift Virtual Reality Manufacturer - TIME

Oculus makes the Oculus Rift, a virtual-reality headset originally funded on Kickstarter. More Sorry, Sheryl: Scandal Just Made an Evil Lean In ReferenceHow Posting A Facebook Picture Saved a 3 Year Old s SightMen Charged With Toppling Ancient Rock Formation Avoid Jail Time Huffington PostHere's An Updated Tally Of All The People Who Have Ever Died From A Marijuana Overdose Huffington PostSee Honey Maid's Loving, Artistic Response to Commercial's Hateful Backlash (VIDEO) People. The deal includes $400 million in cash and $ 6 billion in Facebook stock, as well as an additional $300 million if Oculus meets certain performance targets. lx

Oculus Rift: Step Into the Game by Oculus — Kickstarter

Oculus Rift is a new virtual reality (VR) headset designed specifically for video games that will change the way you think about gaming forever. With an incredibly wide field of view, high resolution display, and ultra-low latency head tracking, the Rift provides a truly immersive experience that allows you to step inside your favorite game and explore new worlds like never before. We're here raising money on Kickstarter to build development kits of the Rift, so we can get them into the hands of developers faster. Kickstarter has proven to be an amazing platform for accelerating big and small ideas alike. lxi

It is too soon to tell, as neither Oculus Rift nor Project Morpheus is out yet. Though, with more companies in the VR consul developing race one would speculate that there has to be some demand. In terms of which one would be a better buy, it is all up to speculation. lxii

The company s first product, the Oculus Rift virtual reality headset, is currently in development and is set to launch in 201. Facebook is the world s largest social network, with over 15 billion monthly active users. Facebook was founded by Mark Zuckerberg in February 2004, initially as an exclusive network for Harvard students. It was a huge hit: in 2 weeks, half of the schools in the Boston area began demanding a Facebook network. lxiii

Sony has unveiled a prototype of a virtual reality headset for its PlayStation 4 game console, putting the company in direct competition with crowdsourced favourite Oculus Rift. Mozilla CEO under pressure to resign over homophobic beliefs. lxiv

But with the arrival of the Oculus Rift headset, VR is poised to change the way we play, work, and learn. That may sound like hyperbole, but I assure you that it s entirely justified. lxv

A Sony virtual reality headset for the PlayStation 4 has been knocking around the rumor mills since last year. Today new reports have surfaced which gives credence to the reveal of Sony s answer to the Oculus Rift during GDC later in 201 In 1992 Lawnmower Man introduced virtual reality to pop culture and Wired magazine was telling everyone how $25 VR headsets would be available at a store near you. Almost 20 years past the days of 90s sci-fi and failed initiatives the subject is again at the forefront. lxvi

Virtual reality - Wikipedia, the free encyclopedia

Virtual Environments as Techno-Social Performances: Virtual West Cambridge Case-Study, in CAADRIA2010: New Frontiers, the 15th International Conference on Computer Aided Architectural Design Research in Asia, ed. by Bharat Dave, Andrew I-kang Li, Ning Gu and Hyoung-June Park, pp. 477 d486 Slater, Mel, Usoh, Martin(1993). "The Influence of a Virtual Body on Presence in Immersive Virtual Environments" Virtual Reality International 93, Proceedings of the Third Annual Conference on Virtual Reality, London, April 1993, pages 34 d4. lxvii

Vertical Reality Simulation's Tac Pack

TacPack was there all along waiting to be unleashed. ACMI Playback: When the dust settles you'll be able to call for a tanker, fuel up behind an intelligent AI refueler flying dynamic racetrack patterns, then return to base to review the action (and lick your wounds) via TacView - an amazing ACMI playback system previously reserved for stand-alone simulations. Software Development Kit (SDK): The TacPack SDK is now available, and facilitates royalty-free, third-party TacPack integration into aircraft (or other SimObjects). Third party support for the SDK includes developers such as Aerosoft, Iris Simulations, Dino Cattaneo, Metal2Mesh and other well-known developers who are currently participating in SDK integration, but have not yet gone public (as of the time of this writing). With other TacPack-Powered aircraft becoming available, it's finally possible to obtain diverse, cheat-free, air-to-air combat with aircraft other than (or including) the Superbug. This webpage simply isn't large enough to list all the TacPack features, so please feel free to examine the 600+ page online documentation. Lethal Weapon Systems: The TacPack features many tactical enhancements for FSX, but of course the most dramatic ability of the system is the addition of acurately modeled and 100% lethal weapon systems for any aircraft which utilizes the system at the developer level. Lethal to all Simobjects: AI aircraft. lxviii

References Printer friendly version Virtual Reality Simulations in Physics Education Jong-Heon Kim, Kongju National University Sang-Tae Park, Kongju National University Heebok Lee, Kongju National University Keun-Cheol Yuk, Kongju National University Heeman Lee, Seowon University Abstract A virtual reality physics simulation (VRPS) is an educational tool using a virtual reality interface that brings together a 3D model of real apparatus and a virtual visualization of physical situations in an interactive manner. VRPS enhances students' understanding by providing a degree of reality unattainable in a traditional two-dimensional interface, creating a sensory-rich interactive learning environment. In this paper, we present a computer-based virtual reality simulation that helps students to learn physics concepts such as wave propagation, ray optics, relative velocity, electric machines, etc. at the level of high school or college physics. Introduction Virtual reality (VR) is defined as a highly interactive, computer-based multimedia environment in which the user becomes the participant in a computer-generated world. lxix

What is Simulation? | The Society for Simulation in Healthcare

Different types of simulations live, virtual reality, and computer-based may be combined to attack a question from different angles. The ultimate goal of increasing knowledge and understanding to improve training, evaluation, and design of systems is the same. Necessary research may also address two fundamental areas of need. lxx

They include The Observeri XT as the integration platform of all hardware and software, video, screen captures and data acquisition from the simulator software. Physiological readings can offer important extra information about emotions and mental load. Interesting publications A diverse collection of scientific articles citing Noldus products are published in renowned journals each week. lxxi

Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the concepts of telepresence and or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a , the Polhemus, and omnidirectional treadmills. lxxii

Simulated reality - Wiki slower than its parent reality, because its own calculations must be a subset of the parent's; or less complex than its parent reality, via simplifications of processes that are computationally intensive in the parent reality; or less complete than its parent reality, via approximations of objects that nobody is observing. The latter is the basis of the idea that quantum uncertainties are circumstantial evidence that our own reality is a simulation. However, this assumes that there is a finite limitation somewhere in the chain. lxxiii

While the word "virtual" is typically overused in the computer world, it is aptly placed in the phrase "virtual reality" According to the American Heritage Dictionary, virtual means "existing or resulting in essence or effect though not in actual fact, form, or name" It can also mean "created, simulated, or carried on by means of a computer or computer network" Therefore, virtual reality is best described as an illusion of reality created by a computer system. A person may enter a world of virtual reality by putting on special glasses and headphones attached to a computer system running the virtual reality program. These devices immerse the user with the sights and sounds of the virtual world. Some virtual reality systems allow the user to also wear gloves with electronic sensors that can be used to touch or move virtual objects. As the user moves his head or hands, the computer moves the virtual world accordingly in real-time. Virtual reality has been widely used for entertainment purposes, but the technology has found its way into the military and medical fields as well. While virtual reality systems have advanced significantly over the past decade, for the most part they are still more "virtual" than reality. Updated: N/A All "V" Computer Terms. While the word "virtual" is typically overused in the computer world, it is aptly placed in the phrase "virtual reality" According to the American Heritage Dictionary, virtual means "existing or resulting in essence or effect though not in actual fact, form, or name" It can also mean "created, simulated, or carried on by means of a computer or computer network" Therefore, virtual reality is best described as an illusion of reality created by a computer system. A person may enter a world of virtual reality by putting on special glasses and headphones attached to a computer system running the virtual reality program. These devices immerse the user with the sights and sounds of the virtual world. Some virtual reality systems allow the user to also wear gloves with electronic sensors that can be used to touch or move virtual objects. As the user moves his head or hands, the computer moves the virtual world accordingly in real-time. Virtual reality has been widely used for entertainment purposes, but the technology has found its way into the military and medical fields as well. While virtual reality systems have advanced significantly over the past decade, for the most part they are still more "virtual" than reality. Updated: N/A All "V" Computer Terms. lxxiv

Oculus Rift: A New Life for Virtual Reality : The New Yorker Cameras could easily be added to provide a back into the real world from the virtual. Luckey s garage creation, which soon was named the dOculus Rift, is not far from a smartphone with a headband. An L.C.D. screen spans across a plastic mask, sitting about an inch away from a user s eyes; a barrier divides the display in two, effectively creating one screen for each eye. lxxv

One of the clearest differences in virtual reality from traditional simulation is that the fidelity of the reproduction is generally higher. Virtual reality may display pictures on all sides of the user, for example, to account for peripheral vision and the ability to move around in one's environment. Very often, virtual reality displays are also stereoscopic, offering a three-dimensional perspective that is lacking in traditional simulations. lxxvi

Project Morpheus, A Virtual Reality System Prototype for Sony s PlayStation 4 Video Game Console by Rollin Bishop at 5:05 pm on March 19, 2014 Sony unveiled Project Morpheus, a prototype virtual reality system for their PlayStation 4 video game console, in a presentation at the recent Game Developers Conference (GDC) in San Francisco, California. In a post to the company s PlayStation blog, Shuhei Yoshida President of Worldwide Studios for Sony Computer Entertainment says that Project Morpheus is the culmination of over three years of work, and will be available for GDC 2014 attendees to check out at the Sony Computer Entertainment America booth on the expo floor. Our current prototype for Project Morpheus features a head mounted display with 1080p resolution and a 90 degree field of view. Accelerometer and gyroscope sensors built into the head mounted unit as well as PlayStation Camera accurately tracks head orientation and movement, so as your head rotates, the image of the virtual world rotates intuitively in real-time. lxxvii

The device can hold up to 98 images, comes with an LCD and allows the creation of slide shows. On the keychain, move the cursor to "USB Download" by pressing the Down button and push the Power/User menu button. lxxviii

Item is sold "As Is" and is not returnable. View information on item conditions Shipping and Returns Shipping Weight: 1 pounds (Shipping weight for this item was calculated using the greater of the item's dimensional weight or actual weight.) Shipping From: City Of Industry, CA Please carefully review our shipping and returns policy before committing to a bid. Shipping is only available within the US. The website, the services and any goods or services purchased or obtained through the website, the services or any transactions entered into through the website or services are provided on an as is and as available basis. lxxix

Virtual Reality Sound Labs VR3 Car Amplifier Model: VRA 0 200 watts 2-Channel 4-8 Ohm Stable True Mosfet Bridgable Competition Quality For use with all speaker systems subwoofers Condition: New - Unused Feel Free To Message Us With Any Questions!! Box is damaged)Virtual Reality Video Docking Station for iPod. lxxx

(CNN) -- Virtual reality, the emerging 3D technology many expect to be the next quantum leap in the video gaming world, just got a little more real. Sony, makers of the top-selling PlayStation 4, has rolled out "Project Morpheus," a virtual reality system it says will pair with its top-selling gaming console to immerse players in the virtual worlds in which they're playing. The system, announced Tuesday at the annual Game Developers Conference in San Francisco, joins Oculus Rift, a similar full- immersion VR system that has captured the imaginations of gamers since its $ 4 million debut on Kickstarter in 201 "At (Sony Computer Entertainment), we view innovation as an opportunity to build on our mission to push the boundaries of play," said Shuhei Yoshida, president of SCE Worldwide Studios, at the conference. "Project Morpheus is the latest example of innovation from SCE, and we're looking forward to its continued development and the games that will be created as development kits get into the hands of content creators" Virtual reality utilizes a headset that gives the wearer a 360-degree field of vision, allowing them to interact with their surroundings as if they were really there. Morpheus will feature a visor-style headset and interact with the camera on the Playstation 4 using sensors that track the player's head movements. Despite a multitude of other dramatic changes through the decades, the way console gamers have interacted with visuals has remained virtually unchanged. lxxxi

Larger version + story L See all our movies L See also: Gravity tablet makes 3D drawing "as easyA as doodling on a piece of paper" Facebook invests in virtual reality withA Oculus Virtual and augmented reality technologyA will converge in digital "contact lens" Advances in virtual reality will "blur tAhe line between what's virtual and what's real" Virtual reality headset by BeAnotherLab Alets users try swapping gender " scenario" will see computers in Athe brain replace wearable tech "Immersive virtual world" by Gareth PughA and Inition installed at Selfridges Tycoon demos gesture- controlled softwareA for designing 3D-printed rocket parts Rubix by Chris Kelly Newer story. Ford argues that it allows the company to assess designs far earlier in the process than before, from material finishes to colour schemes, in different light conditions and environments. Tech tycoon is already developing a virtual reality application for designing rocket components As well as sampling designed objects and spaces, virtual reality also has an application in creating them, whether in CAD or ZBrush, breaking beyond the perceptive confines of 2D displays. As an idea of how easy the new generation of virtual reality software and hardware makes manipulation of objects in 3D space, there's MakeVR. lxxxii

Mr Mehta said: "This never happens in the real world," and that the rats bought VR "lock, stock and barrel". Among buyers of the kit was Nasa, where a researcher adapted it to be used as a control system for later Mars Rover pilots. lxxxiii

Virtual Reality: Definition and Requirements - NAS Home Virtual Reality: Definition and Requirements Definition: Virtual reality has been notoriously difficult to define over the years. Many people take "virtual" to mean fake or unreal, and "reality" to refer to the real world. This results in an oxymoron. The actual definition of virtual, however, is "to have the effect of being such without actually being such". The definition of "reality" is "the property of being real", and one of the definitions of "real" is "to have concrete existence". Using these definitions "virtual reality" means "to have the effect of concrete existence without actually having concrete existence", which is exactly the effect achieved in a good virtual reality system. There is no requirement that the virtual environment match the real world. Virtual reality is the use of computer technology to create the effect of an interactive three-dimensional world in which the objects have a sense of spatial presence. In this definition, "spatial presence" means that the objects in the environment effectively have a location in three-dimensional space relative to and independent of your position. Note that this is an effect, not an illusion. The basic idea is to present the correct cues to your perceptual and cognitive system so that your brain interprets those cues as objects "out there" in the three-dimensional world. These cues have been surprisingly simple to provide using computer graphics: simply render a three-dimensional object (in stereo) from a point of view which matches the positions of your eyes as you move about. lxxxiv

Immersion (virtual reality) - Wikipedia, the free encyclopedia

The is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation. Immersion can also be defined as the state of where a "visitor" (Maurice Benayoun) or "immersant" (Char Davies) s awareness of physical self is transformed by being surrounded in an artificial environment; used for describing partial or complete suspension of disbelief, enabling action or reaction to stimulations encountered in a virtual or artistic environment. The degree to which the virtual or artistic environment faithfully reproduces reality determines the degree of suspension of disbelief. lxxxv

What Is Virtual Reality - Texas A&M University

A common variation on VR is to use a Cockpit or Cab compartment to enclose the user. The virtual world is viewed through some sort of view screen and is usually either projected imagery or a conventional monitor. The cockpit simulation is very well known in aircraft simulators, with a history dating back to the early Link Flight Trainers (1929 ). The virtual world itself needs to be defined in a 'world space'. By its nature as a computer simulation, this world is necessarily limited. The computer must put a numeric value on the locations of each point of each object within the world. lxxxvi

Are We Living in a Computer Simulated Reality?

These limitations are observable by people who live within the virtual reality. Of course, if you re on the inside looking out it s important to be able to identify these constraints. In this case, scientists turn to quantum chromodynamics (or QCD). lxxxvii

IVRE – An Immersive Virtual Robotics Environment - CIRL

Some hypotheses about how virtual reality can be useful for robotics are: Improved presence: the user can have a similar experience when interacting with the robot as if they were performing tasks in the real world. This can also involve improved situational awareness. As well, because the user can now be represented in a first person mapping to the robot, we can utilize the user s proprioceptive to accomplish tasks in a more natural way. Virtual reality can allow the user to interact with information about the robot or task in a more effective way. Virtual displays can give situationally appropriate information in a visual location that has meaning; for instance, a message about the robot could be displayed on or near the robot. Also, virtual objects and tools can provide information. For instance, a virtual box can identify an object as something the robot can manipulate, or handing the robot a virtual tool now gives the robot information about how that tool works and what the robot should do with it. Safety: Even human-safe robots are often put in environments (such as near heavy machinery) that are themselves dangerous. This means that though the user is able to physically train a robot, the environment prevents that. Virtual reality provides the same dgrab and move programming capacity without requiring any physical contact. Virtual Interactive Objects (Actables) Actable 3D virtual objects are any user-created representation of geometry in the scene. Actables can be manipulated by the user, resized, repositioned and deleted. For instance, a user might use an actable to represent a tool that the robot can use. lxxxviii

For example, the user may pick up a virtual block, turn it over in a virtual hand, and set it on a virtual table. Wired with thin fiberoptic cables, some gloves use light-emitting diodes (LEDs) to detect the amount of light passing through the cable in relation to the movement of the hand or joint. The computer then analyzes the corresponding information and projects this moving hand into the virtual reality. lxxxix

VHIL: Projects

Third, video settings only allow users to watch the instructor; immersive virtual reality allows the user to interact with the instructor and the environment, as well as to perform novel functions such as sharing body space with the instructor during learning. Digital Footprints: What Your Virtual Actions Reveal About Your Physical Self Any time people use the Internet, they leave a digital record behind (think "cookies" on browsers). Similarly, but in much greater detail, any time people enter virtual reality, they leave a "digital footprint"all the data the computer automatically collects. This can include: speech, nonverbal behavior, and location. xc

UM-VRL: Virtual Reality: A Short Introduction

Originally, the term referred to 'Immersive Virtual Reality.' In immersive VR, the user becomes fully immersed in an artificial, three-dimensional world that is completely generated by a computer. As the technologies of virtual reality evolve, the applications of VR become literally unlimited. It is assumed that VR will reshape the interface between people and information technology by offering new ways for the communication of information, the visualization of processes, and the creative expression of ideas. xci

What Is the Connection Between Multimedia and Virtual Reality?

To approximate different aspects of the world, multimedia and virtual reality are used in tandem not only to increase performance but also to allow content to be added and updated and to provide for a dynamic world. One example would be a virtual world in which movie clips are played on monitors inside the simulation. The movies being played are multimedia files that can be changed or modified outside the virtual world. xcii

Oculus VR exits first virtual reality collective - Engadget

Just five days ago we told you about the Immersive Technology Alliance, a group of companies that are working on virtual reality coming together to support the burgeoning medium. That said, the announcement was notoriously missing any official statement from the Oculus folks. xciii

The TOI tried Oculus Rift, a prototype virtual reality headset, at Consumer Electronics Show in Las Vegas in January and found it to be an impressive piece of engineering that could transform video gaming. (TOI photo by Javed Anwer) Page 1 of 4 NEW DELHI: Facebook CEO Mark Zuckerberg is definitely not finished with his shopping. Barely a month after Facebook spent $19 billion on WhatsApp, the company on Wednesday announced that it was buying. Oculus VR, a firm that was working on a virtual reality headset for video gamers. For Oculus, Facebook is forking out around $2 billion. xciv

NEW YORK (CNNMoney) Facebook is getting into the virtual reality business. The social networking giant announced plans Tuesday to buy virtual reality firm Oculus VR for $2 billion, its latest high- profile acquisition. Oculus makes the Oculus Rift headset, which covers your eyes and immerses you in a virtual environment that responds to your head movements. The Rift has demoed at tech industry events to rave reviews, though it isn't yet available to consumers. Facebook CEO Mark Zuckerberg declined to comment on when that might happen. xcv

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