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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 consist ...
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Applications Of Virtual Reality
Virtual reality applications are applications that make use of virtual reality (VR), an immersive sensory experience that digitally simulates a virtual environment. Applications have been developed in a variety of domains, such as education, architectural and urban design, digital marketing and activism, engineering and robotics, entertainment, virtual communities, fine arts, healthcare and clinical therapies, heritage and archaeology, occupational safety, social science and psychology. Architecture and urban design One of the first recorded uses of virtual reality in architecture was in the late 1990s when the University of North Carolina virtually modelled Sitterman Hall, home of its computer science department. Designers wore a headset and used a hand controller to simulate moving around a virtual space. With an Autodesk Revit model they could "walk through" a schematic. VR enables architects to better understand the details of a project such as the transition of materials ...
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Virtual Reality Headset
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 ...
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Mixed Reality
Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time. Mixed reality is largely synonymous with augmented reality. Mixed reality that incorporates haptics has sometimes been referred to as Visuo-haptic mixed reality. In a physics context, the term "interreality system" refers to a virtual reality system coupled with its real-world counterpart. A 2007 paper describes an interreality system comprising a real physical pendulum coupled to a pendulum that only exists in virtual reality. This system has two stable states of motion: a "Dual Reality" state in which the motion of the two pendula are uncorrelated, and a "Mixed Reality" state in which the pendula exhibit stable phase-locked motion, which is highly correlated. The use of the terms "mixed reality" and "interreality" is clearly defined in the context of physics and may ...
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Avatar (virtual Reality)
In computing, an avatar is a graphical representation of a User (computing), user or the user's Player character, character or persona. Avatars can be two-dimensional Computer icon, icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons (personal icons). Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games. The term ' () originates from Sanskrit, and was adopted by early computer games and science fiction novelists. Richard Garriott extended the term to an on-screen user representation in 1985, and the term gained wider adoption in Internet forums and MUDs. Nowadays, avatars are used in a variety of online settings including social media, virtual assistants, instant messaging platforms, and digital worlds such as ''World of Warcraft'' and ''Second Life''. They can take the form of an image of one's real-life self, as often seen on platforms li ...
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Pose Tracking
In virtual reality (VR) and augmented reality (AR), a pose tracking system detects the precise pose of head-mounted displays, controllers, other objects or body parts within Euclidean space. Pose tracking is often referred to as 6DOF tracking, for the six degrees of freedom in which the pose is often tracked. Pose tracking is sometimes referred to as positional tracking, but the two are separate. Pose tracking is different from positional tracking because pose tracking includes orientation whereas and positional tracking does not. In some consumer GPS systems, orientation data is added additionally using magnetometers, which give partial orientation information, but not the full orientation that pose tracking provides. In VR, it is paramount that pose tracking is both accurate and precise so as not to break the illusion of a being in virtual world. Several methods of tracking the position and orientation (pitch, yaw and roll) of the display and any associated objects or devi ...
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Augmented Reality
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory Modality (human–computer interaction), modalities, including visual, Hearing, auditory, haptic perception, haptic, Somatosensory system, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment). This experience is seamlessly interwoven with the physical world such that it is perceived as an immersion (virtual reality), immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world e ...
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Extended Reality
Extended reality is a catch-all to refer to augmented reality (AR) and virtual reality (VR). Sometimes the abbreviation “XR” is used to refer to both. The technology is intended to combine or mirror the physical world with a "digital twin world" that is able to interact with each other. The fields of virtual reality and augmented reality are rapidly growing and being applied in a wide range of ways, entertainment, marketing, real estate, training, and remote work. Multisensory extended reality Multisensory extended reality (XR) integrates the five traditional senses, including sight, hearing, smell, taste and touch. Perception involves signals that go through the nervous system, as vision involves light striking the retina of the eye, the smell is mediated by odor molecules, and hearing involves pressure waves. Sensory cues of multisensory extended reality include visual, auditory, olfactory, haptic, and environmental. Scent is prominent in multisensory extended realit ...
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Jaron Lanier
Jaron Zepel Lanier (, born May 3, 1960) is an American computer scientist, visual artist, computer philosophy writer, technologist, futurist, and composer of contemporary classical music. Considered a founder of the field of virtual reality, Lanier and Thomas G. Zimmerman left Atari in 1985 to found VPL Research, Inc., the first company to sell VR goggles and wired gloves. In the late 1990s, Lanier worked on applications for Internet2, and in the 2000s, he was a visiting scholar at Silicon Graphics and various universities. In 2006 he began to work at Microsoft, and from 2009 has worked at Microsoft Research as an Interdisciplinary Scientist. Lanier has composed contemporary classical music and is a collector of rare instruments (of which he owns one to two thousand); his acoustic album, ''Instruments of Change'' (1994) features Asian wind and string instruments such as the khene mouth organ, the suling flute, and the sitar-like esraj. Lanier teamed with Mario Grigor ...
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Reality
Reality is the sum or aggregate of all that is real or existent within a system, as opposed to that which is only imaginary. The term is also used to refer to the ontological status of things, indicating their existence. In physical terms, reality is the totality of a system, known and unknown. Philosophical questions about the nature of reality or existence or being are considered under the rubric of ontology, which is a major branch of metaphysics in the Western philosophical tradition. Ontological questions also feature in diverse branches of philosophy, including the philosophy of science, philosophy of religion, philosophy of mathematics, and philosophical logic. These include questions about whether only physical objects are real (i.e., physicalism), whether reality is fundamentally immaterial (e.g. idealism), whether hypothetical unobservable entities posited by scientific theories exist, whether a 'God' exists, whether numbers and other abstract objects exist, an ...
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Head-mounted Display
A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see Helmet-mounted display for aviation applications), that has a small display optic in front of one ( monocular HMD) or each eye (binocular HMD). An HMD has many uses including gaming, aviation, engineering, and medicine. Virtual reality headsets are HMDs combined with IMUs. There is also an optical head-mounted display (OHMD), which is a wearable display that can reflect projected images and allows a user to see through it. Overview A typical HMD has one or two small displays, with lenses and semi-transparent mirrors embedded in eyeglasses (also termed data glasses), a visor, or a helmet. The display units are miniaturized and may include cathode ray tubes (CRT), liquid-crystal displays (LCDs), liquid crystal on silicon (LCos), or organic light-emitting diodes (OLED). Some vendors employ multiple micro-displays to increase total resolution and field of view. HMDs differ in ...
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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: ''dil ...
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