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Sensorama
The Sensorama was a machine that is one of the earliest known examples of immersive, multi-sensory (now known as multimodal) technology. This technology, which was introduced in 1962 by Morton Heilig, is considered one of the earliest virtual reality (VR) systems. Development Heilig, who today would be thought of as a "multimedia" specialist, in the 1950s saw theater as an activity that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He dubbed it "Experience Theater", and detailed his vision of multi-sensory theater in a 1955 paper, "The Cinema of the Future" (Robinett 1994). In 1962 he built a prototype of his vision, dubbed the Sensorama, along with five short films for it to display. The Sensorama was a mechanical device, which includes a stereoscopic color display, fans, odor emitters, stereo‐sound system, and a motional chair. It simulated a motorcycle ride through New York and created the experience by having ...
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Sensorama Patent Fig5
The Sensorama was a machine that is one of the earliest known examples of immersive, multi-sensory (now known as multimodal) technology. This technology, which was introduced in 1962 by Morton Heilig, is considered one of the earliest virtual reality (VR) systems. Development Heilig, who today would be thought of as a "multimedia" specialist, in the 1950s saw theater as an activity that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He dubbed it "Experience Theater", and detailed his vision of multi-sensory theater in a 1955 paper, "The Cinema of the Future" (Robinett 1994). In 1962 he built a prototype of his vision, dubbed the Sensorama, along with five short films for it to display. The Sensorama was a mechanical device, which includes a stereoscopic color display, fans, odor emitters, stereo‐sound system, and a motional chair. It simulated a motorcycle ride through New York and created the experience by having t ...
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Morton Heilig
Morton Leonard Heilig (December 22, 1926 – May 14, 1997) was an American pioneer in virtual reality (VR) technology and a filmmaker. He applied his cinematographer experience and with the help of his partner developed the Sensorama over several years from 1957, patenting it in 1962. Sensorama It was big, bulky, and shaped like a 1980s era video arcade game. The Sensorama was quite impressive for 1960s technology. The viewing cabinet gave the viewer the experience of riding a motorcycle on the streets of Brooklyn. The viewer felt the wind on their face, the vibration of the motorcycle seat, a 3D view, and even smells of the city. Heilig wanted to create “cinema of the future.” The Sensorama was doomed, however, from the high costs of the filmmaking. The problem was not that the apparatus addressed the wrong senses; the business community just couldn't figure out how to sell it. He was not able to find the amount of funds necessary to create new 3-D films “obtained w ...
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Virtual Reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consis ...
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Virtual World
A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds. In a virtual world, the user accesses a computer-simulated world which presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of presence. Such modeled worlds and their rules may draw from reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses. Massively mult ...
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The Sensorium
''The Sensorium'' is regarded the world's first commercial 4D film and was first screened in a Six Flags theme park in Baltimore in 1984. It was produced in partnership with Landmark Entertainment. Description The 4D film included multiple track discrete sound system, bodysonic seats and Scent-a-Vision (a series of smells released in sync with the film). The story told a series of American pastimes around the turn of the twentieth century and was narrated by the inventor Phineas Flagg - an imaginary turn-of-the-century explorer/scientist/raconteur (modeled after Jules Verne's literary world traveler character in the novel '' Around The World in Eighty Days''). The film used the ArriVision over/under 3D film system. The film was only showing at Six Flags Power Plant theme park. See also *Sensorama The Sensorama was a machine that is one of the earliest known examples of immersive, multi-sensory (now known as multimodal) technology. This technology, which was introduced in 196 ...
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Patent
A patent is a type of intellectual property that gives its owner the legal right to exclude others from making, using, or selling an invention for a limited period of time in exchange for publishing an enabling disclosure of the invention."A patent is not the grant of a right to make or use or sell. It does not, directly or indirectly, imply any such right. It grants only the right to exclude others. The supposition that a right to make is created by the patent grant is obviously inconsistent with the established distinctions between generic and specific patents, and with the well-known fact that a very considerable portion of the patents granted are in a field covered by a former relatively generic or basic patent, are tributary to such earlier patent, and cannot be practiced unless by license thereunder." – ''Herman v. Youngstown Car Mfg. Co.'', 191 F. 579, 584–85, 112 CCA 185 (6th Cir. 1911) In most countries, patent rights fall under private law and the patent holder ...
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Products Introduced In 1962
Product may refer to: Business * Product (business), an item that serves as a solution to a specific consumer problem. * Product (project management), a deliverable or set of deliverables that contribute to a business solution Mathematics * Product (mathematics) Algebra * Direct product Set theory * Cartesian product of sets Group theory * Direct product of groups * Semidirect product * Product of group subsets * Wreath product * Free product * Zappa–Szép product (or knit product), a generalization of the direct and semidirect products Ring theory * Product of rings * Ideal operations, for product of ideals Linear algebra * Scalar multiplication * Matrix multiplication * Inner product, on an inner product space * Exterior product or wedge product * Multiplication of vectors: ** Dot product ** Cross product ** Seven-dimensional cross product ** Triple product, in vector calculus * Tensor product Topology * Product topology Algebraic topology * Cap product * Cup produ ...
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Warren Robinett
Joseph Warren Robinett Jr. (born December 25, 1951) In the A. Miller interview, Robinett says he was 26 in November 1977. is a designer of interactive computer graphics software, notable as the developer of the Atari 2600's ''Adventure'' — the first graphical adventure video game — and as a founder of The Learning Company, where he designed ''Rocky's Boots'' and ''Robot Odyssey''. More recently he has worked on virtual reality projects. Robinett graduated in 1974 with a B.A. from Rice University, with a major in "Computer Applications to Language and Art". After graduating from Rice University, he was a Fortran programmer for Western Geophysical in Houston, Texas. He received an M.S. from University of California, Berkeley in 1976, and went to work at Atari, Inc. in November 1977. Atari, Inc. His first effort at Atari was '' Slot Racers'' for the Atari 2600. While he was working on it, he had discovered and played Crowther and Woods' ''Colossal Cave Adventure'' a ...
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4D Film
4D film is a high technology multisensory presentation system combining motion pictures with physical effects that are synchronized and occur in the theatre. Effects simulated in 4D films include motion, vibration, scent, rain, mist, bubbles, fog, smoke, wind, temperature changes, and strobe lights. Advanced seats in 4D venues vibrate and move during these multisensory presentations. Other common effects include air jets and water sprays. Auditorium effects may include smoke, rain, lightning, bubble Bubble, Bubbles or The Bubble may refer to: Common uses * Bubble (physics), a globule of one substance in another, usually gas in a liquid ** Soap bubble * Economic bubble, a situation where asset prices are much higher than underlying fund ...s, and scent. 4D films are exhibited in every major global market in stadium seating Multiplex (movie theater), multiplexes and are exhibited via worldwide theatrical releases. Multinational mobile 4D theatres include Cinetransformer ve ...
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Stereo Sound
Stereophonic sound, or more commonly stereo, is a method of sound reproduction that recreates a multi-directional, 3-dimensional audible perspective. This is usually achieved by using two independent audio channels through a configuration of two loudspeakers (or stereo headphones) in such a way as to create the impression of sound heard from various directions, as in natural hearing. Because the multi-dimensional perspective is the crucial aspect, the term ''stereophonic'' also applies to systems with more than two channels or speakers such as quadraphonic and surround sound. Binaural sound systems are also ''stereophonic''. Stereo sound has been in common use since the 1970s in entertainment media such as broadcast radio, recorded music, television, video cameras, cinema, computer audio, and internet. Etymology The word ''stereophonic'' derives from the Greek (''stereós'', "firm, solid") + (''phōnḗ'', "sound, tone, voice") and it was coined in 1927 by Western Ele ...
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Aroma
An odor (American English) or odour ( Commonwealth English; see spelling differences) is caused by one or more volatilized chemical compounds that are generally found in low concentrations that humans and animals can perceive via their sense of smell. An odor is also called a "smell" or a "scent", which can refer to either a pleasant or an unpleasant odor. While "odor" and "smell" can refer to pleasant and unpleasant odors, the terms "scent", "aroma", and "fragrance" are usually reserved for pleasant-smelling odors and are frequently used in the food and cosmetic industry to describe floral scents or to refer to perfumes. Physiology of smell Sense of smell The perception of odors, or sense of smell, is mediated by the olfactory nerve. The olfactory receptor (OR) cells are neurons present in the olfactory epithelium, which is a small patch of tissue at the back of the nasal cavity. There are millions of olfactory receptor neurons that act as sensory signaling ce ...
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Multimodal Interaction
Multimodal interaction provides the user with multiple modes of interacting with a system. A multimodal interface provides several distinct tools for input and output of data. Introduction Multimodal human-computer interaction refers to the "interaction with the virtual and physical environment through natural modes of communication", This implies that multimodal interaction enables a more free and natural communication, interfacing users with automated systems in both input and output. Specifically, multimodal systems can offer a flexible, efficient and usable environment allowing users to interact through input modalities, such as speech, handwriting, hand gesture and gaze, and to receive information by the system through output modalities, such as speech synthesis, smart graphics and other modalities, opportunely combined. Then a multimodal system has to recognize the inputs from the different modalities combining them according to temporal and contextual constraintsCasche ...
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