Virtual Reality
Virtual Reality
Virtual Reality
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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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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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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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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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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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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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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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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.
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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.
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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.
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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.
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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.
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Funsites.com is not responsible for the content of any of the listed links. You control your own
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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,
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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.
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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.
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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.
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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.
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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.
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The original development kit was a strong starting point that showed the world a glimpse.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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(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.
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Larger version + story L See all our movies L See also: Gravity tablet makes 3D drawing "as easyA as
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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 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
lxxxvii
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
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
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