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Virtual-reality
Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety, or military training) and business (such as virtual meetings). VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some 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 consisting of a head-mo ...
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Applications Of Virtual Reality
There are many applications of virtual reality (VR). Applications have been developed in a variety of domains, such as architectural and urban design, industrial designs, restorative nature experiences, healthcare and clinical therapies, digital marketing and activism, education and training, engineering and robotics, entertainment, virtual communities, fine arts, heritage and archaeology, occupational safety, as well as social science and psychology. Virtual Reality (VR) is revolutionizing industries by enabling immersive, interactive simulations that greatly improve the work of professionals in these industries. VR is changing how experts approach problems and come up with creative solutions in a variety of fields, including architecture and urban planning, where it helps visualize intricate structures and simulate entire cities, and healthcare and surgery, where it enhances accuracy and patient safety. As evidenced by successful collaborative operations using VR platforms, ...
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Virtual Reality Headset
A virtual reality headset (or VR headset) is a Head-mounted display, head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with Virtual reality game, 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), Stereophonic sound, stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose tracking, pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world. Augmented reality (AR) headsets are VR headsets that enable the user to see and interact with the outside world. Examples of AR headsets include the Apple Vision Pro and Meta Quest 3. VR headsets typically use at least one MEMS IMU for three degrees of freedom (3DOF) motion tracking, and optionally more tracking t ...
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Augmented Virtuality
Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted display. 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, compared to virtual reality, which aims to completely replace the user's real-world environment with a simulated one. Augmented reality is typically visual, but can span multiple sensory Modality (human–computer interaction), modalities, including Hearing, auditory, haptic perception, haptic, and Somatosensory system, somatosensory. The primary value of augmented reality is the manner in which components of a digital world blend into a person's perception of the real world, ...
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Pose Tracking
In 3D human-computer interaction, positional tracking, also called pose tracking, is a process that tracks the position and/or orientation of head-mounted displays, controllers, or other input devices within Euclidean space. Pose tracking is often referred to as 6DOF tracking, for the six degrees of freedom in which the objects are often tracked. 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 a display and any associated objects or devices have been developed to achieve this. Many methods utilize sensors which repeatedly record signals from transmitters on or near the tracked object(s), and then send that data to the computer ...
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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 vision, binocular HMD). HMDs have many uses including gaming, aviation, engineering, and medicine. Virtual reality headsets are a type of HMD that track 3D position and rotation to provide a virtual environment to the user. 3DOF VR headsets typically use an Inertial measurement unit, IMU for tracking. 6DOF VR headsets typically use sensor fusion from multiple data sources including at least one IMU. An optical head-mounted display (OHMD) 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 ...
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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 Grigorov to ...
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Reality
Reality is the sum or aggregate of everything in existence; everything that is not imagination, imaginary. Different Culture, cultures and Academic discipline, academic disciplines conceptualize it in various ways. Philosophical questions about the nature of reality, existence, or being are considered under the rubric of ontology, a major branch of metaphysics in the Western intellectual tradition. Ontological questions also feature in diverse branches of philosophy, including the philosophy of science, philosophy of religion, religion, philosophy of mathematics, mathematics, and philosophical logic, logic. These include questions about whether only physical objects are real (e.g., physicalism), whether reality is fundamentally immaterial (e.g., idealism), whether hypothetical unobservable entities posited by scientific theories exist (e.g., scientific realism), whether God exists, whether numbers and other abstract objects exist, and whether possible worlds exist. Etymology a ...
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VPL Research
VPL Research was one of the first companies that developed and sold virtual reality products. It was founded by computer scientist Jaron Lanier in 1984. "VPL" stood for "Virtual Programming Languages". In 1990, VPL Research filed for bankruptcy and in 1998 all of its patents were bought by Sun Microsystems Sun Microsystems, Inc., often known as Sun for short, was an American technology company that existed from 1982 to 2010 which developed and sold computers, computer components, software, and information technology services. Sun contributed sig .... VPL's funding came in part from Marvin Minsky. Products The DataGlove This device originally started as an input system for computers. It was later used for virtual reality systems. Thomas Zimmerman invented the prototype of the DataGlove and began looking for other people to help work on it. The device used 6502 microcontrollers. Zimmerman met Mitch Altman and asked him to join VPL part-time because Altman knew how to pr ...
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Reality Check ESA384313
Reality is the sum or aggregate of everything in existence; everything that is not imagination, imaginary. Different Culture, cultures and Academic discipline, academic disciplines conceptualize it in various ways. Philosophical questions about the nature of reality, existence, or being are considered under the rubric of ontology, a major branch of metaphysics in the Western intellectual tradition. Ontological questions also feature in diverse branches of philosophy, including the philosophy of science, philosophy of religion, religion, philosophy of mathematics, mathematics, and philosophical logic, logic. These include questions about whether only physical objects are real (e.g., physicalism), whether reality is fundamentally immaterial (e.g., idealism), whether hypothetical unobservable entities posited by scientific theories exist (e.g., scientific realism), whether God exists, whether numbers and other abstract objects exist, and whether possible worlds exist. Etymology a ...
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THE VIEW (Virtual Reality)
''The'' is a grammatical article in English, denoting nouns that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archaic pronoun '' the ...
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