HOME
*





Videoplace
In the mid-1970s, Myron Krueger established an artificial reality laboratory called the Videoplace. His idea with the Videoplace was the creation of an artificial reality that surrounded the users, and responded to their movements and actions, without being encumbered by the use of goggles or gloves. The work done in the lab would form the basis of his much cited 1983 book Artificial Reality. The Videoplace (or VIDEOPLACE as Krueger would have it), was the culmination of several iterations of artificial reality systems: GLOWFLOW, METAPLAY, and PSYCHIC SPACE; each offering improvements over the previous installation until VIDEOPLACE was a full blown artificial reality lab at the University of Connecticut. The Videoplace used projectors, video cameras, special purpose hardware, and onscreen silhouettes of the users to place the users within an interactive environment Environment most often refers to: __NOTOC__ * Natural environment, all living and non-living things occurring natu ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Artificial Reality
''Artificial reality'' is a book series by Myron W. Krueger about interactive immersive environments (or virtual realities), based on video recognition techniques, that put a user in full, unencumbered contact with the digital world. He started this work in the late 1960s and is considered to be a key figure in the early innovation of virtual reality. For 16 years Krueger was creating a computer system that connected the actions of a user to the real-time response of visual and auditory displays. ''Artificial Reality'' was published in 1983 and updated in ''Artificial Reality II'' in 1991 (both published by Addison-Wesley Addison-Wesley is an American publisher of textbooks and computer literature. It is an imprint of Pearson PLC, a global publishing and education company. In addition to publishing books, Addison-Wesley also distributes its technical titles throug ...). ''Artificial Reality II'' was to explore the concept of 'Videoplace', which is when a users body is impleme ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Artificial Reality
''Artificial reality'' is a book series by Myron W. Krueger about interactive immersive environments (or virtual realities), based on video recognition techniques, that put a user in full, unencumbered contact with the digital world. He started this work in the late 1960s and is considered to be a key figure in the early innovation of virtual reality. For 16 years Krueger was creating a computer system that connected the actions of a user to the real-time response of visual and auditory displays. ''Artificial Reality'' was published in 1983 and updated in ''Artificial Reality II'' in 1991 (both published by Addison-Wesley Addison-Wesley is an American publisher of textbooks and computer literature. It is an imprint of Pearson PLC, a global publishing and education company. In addition to publishing books, Addison-Wesley also distributes its technical titles throug ...). ''Artificial Reality II'' was to explore the concept of 'Videoplace', which is when a users body is impleme ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Myron W
Myron of Eleutherae ( grc, Μύρων, ''Myrōn'' ), working c. 480–440 BC, was an Athenian sculptor from the mid-5th century BC. He was born in Eleutherae on the borders of Boeotia and Attica. According to Pliny's '' Natural History'', Ageladas of Argos was his teacher. None of his original sculptures are known to survive, but there are many of what are believed to be later copies in marble, mostly Roman. Reputation Myron worked almost exclusively in bronze and his fame rested principally upon his representations of athletes (including his iconic ''Diskobolos''), in which he made a revolution, according to commentators in Antiquity, by introducing greater boldness of pose and a more perfect rhythm, subordinating the parts to the whole. Pliny's remark that Myron's works were ''numerosior'' than those of Polycleitus and "more diligent" seem to suggest that they were considered more harmonious in proportions (''numeri'') and at the same time more convincing in realism: ''dili ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

VR Goggles
A virtual reality headset (or VR headset) is a head-mounted device that provides virtual reality for the wearer. VR headsets are widely used with VR video games but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display (providing separate images for each eye), stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world. Some VR headsets also have eye-tracking sensors and gaming controllers. The VR glasses use a technology called head-tracking, which changes the field of vision as a person turns their head. The technology may not be perfect, as there is latency if the head moves too fast. Still, it does offer an immersive experience. History The Sega VR, announced in 1991 and seen in early 1993 at the Winter CES, was never released for consoles, but was utilized ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Wired Glove
A wired glove (also called a dataglove or cyberglove) is an input device for human–computer interaction worn like a glove. Various sensor technologies are used to capture physical data such as bending of fingers. Often a motion tracker, such as a magnetic tracking device or inertial tracking device, is attached to capture the global position/rotation data of the glove. These movements are then interpreted by the software that accompanies the glove, so any one movement can mean any number of things. Gestures can then be categorized into useful information, such as to recognize sign language or other symbolic functions. Expensive high-end wired gloves can also provide haptic feedback, which is a simulation of the sense of touch. This allows a wired glove to also be used as an output device. Traditionally, wired gloves have only been available at a huge cost, with the finger bend sensors and the tracking device having to be bought separately. Wired gloves are often used in virt ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

University Of Connecticut
The University of Connecticut (UConn) is a public land-grant research university in Storrs, Connecticut, a village in the town of Mansfield. The primary 4,400-acre (17.8 km2) campus is in Storrs, approximately a half hour's drive from Hartford and 90 minutes from Boston. UConn was founded in 1881 as the Storrs Agricultural School, named after two brothers who donated the land for the school. In 1893, the school became a public land grant college, becoming the University of Connecticut in 1939. Over the following decade, social work, nursing and graduate programs were established, while the schools of law and pharmacy were also absorbed into the university. During the 1960s, UConn Health was established for new medical and dental schools. John Dempsey Hospital opened in Farmington in 1975. The university is classified among "R1: Doctoral Universities – Very high research activity". The university has been considered a Public Ivy. UConn is one of the founding institu ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Virtual Environment
A virtual environment is a networked application that allows a user to interact with both the computing environment and the work of other users. Email, chat Chat or chats may refer to: Communication * Conversation, particularly casual * Online chat, text message communication over the Internet in real-time * Synchronous conferencing, a formal term for online chat * SMS chat, a form of text messagin ..., and web-based document sharing applications are all examples of virtual environments. Simply put, it is a networked common operating space. Once the fidelity of the virtual environment is such that it "creates a psychological state in which the individual perceives himself or herself as existing within the virtual environment" (Blascovich, 2002, p. 129) then the virtual environment (VE) has progressed into the realm of immersive virtual environments (IVEs). References * Blascovich, J. (2002).Social Influence within Immersive Virtual Environments In R. Schroeder (Ed.), Th ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]