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VIRTUAL REALITY

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Has a New Most-Distant Member. First Ring System Around Asteroid: Chariklo Found to Have Two
Rings.
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Virtual reality - Wikipedia, the free encyclopedia


Unsourced material may be challenged and removed. (March 2013) Virtual reality technology faces a
number of challenges, most of which involve technical matters and Simulation sickness due to virtual
reality (Oculus 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 Steam
Dev Days in 201.
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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 virtual world with technology What do you think of
when you hear the words virtual reality (VR) .
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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.
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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.
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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.
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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.
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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.
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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.
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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
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. 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.
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1980's Virtual Reality - NASA Video - YouTube


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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 simulations 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.
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Simulated reality - Wikipedia, the free encyclopedia


It has been suggested that Simulation hypothesis 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.
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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".
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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. Facebook 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.
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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.
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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.
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capture more usage 2 days ago WHAT PEOPLE ARE READING. Got a hot tip tell us about it! Send a
hot tip 1 day ago Travel without traveling: Virtual reality is officially the hottest trend of 2014
Comment Like (0) Save (0) Share Print Apr 2014 Hot on the heels of Facebooks acquisition of virtual
reality handset maker Occulus, a new VR startup has emerged from stealth with a solid positioning in
the travel industry. It s called Jaunt and it promises dcompletely immersive, 360-degree 3D video
and audio experience thanks to the company s proprietary camera technology. The most obvious
applications are in entertainment, for displaying both traditional media and a new form of
interactive, choose-your-own destiny content. Yet the immersive content journey has already begun

in travel, with startups like Sphere offering new 360-degree ways to experience travel and
destinations. However, the company is clearly aware of the wider implications of the technology.
Some of the team members previously worked at mega-publisher Cond Nast, and the website says
that dJaunt will let you travel to far away places, experience breathtaking natural vistas without
having to actually do anything besides slip on a headset. A new definition of realism.
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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.
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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 real life. 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.
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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.
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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 computing 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.
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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.

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BMW: augmented reality 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
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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.
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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.
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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 Realities, 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 Cyberspace:
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 .
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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.

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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.
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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 Microsoft 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
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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.
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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.
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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 computersimulated 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 computergenerated 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 headscratcher: $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 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. 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 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. 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 telexistence 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 wired glove, the Polhemus, and omnidirectional treadmills.
lxxii

Simulated reality - Mixed 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 portal 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 fullimmersion 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 "Cyborg scenario" will see computers in Athe brain replace wearable tech
"Immersive virtual world" by Gareth PughA and Inition installed at Selfridges Tycoon demos gesturecontrolled 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 Elon
Musk 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 perception 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 consciousness 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 highprofile 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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