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VRML. VRML (Virtual Reality Modeling Language, pronounced vermal or by its initials, originally—before 1995—known as the Virtual Reality Markup Language) is a standard file format for representing 3-dimensional (3D) interactive vector graphics, designed particularly with the World Wide Web in mind. It has been superseded by X3D.[1] WRL File Format Standardization The Web3D Consortium has been formed to further the collective development of the format.

VRML (and its successor, X3D), have been accepted as international standards by the International Organization for Standardization (ISO). The first version of VRML was specified in November 1994. Emergence, popularity, and rival technical upgrade In 1997, a new version of the format was finalized, as VRML97 (also known as VRML2 or VRML 2.0), and became an ISO standard. SGI ran a web site at vrml.sgi.com on which was hosted a string of regular short performances of a character called "Floops" who was a VRML character in a VRML world. Alternatives. Methods of virtual reality. There are a number of methods by which virtual reality (VR) can be realized. Simulation-based VR[edit] Avatar image-based VR[edit] Projector-based VR[edit] Desktop-based VR[edit] Desktop-based virtual reality involves displaying a 3-dimensional virtual world on a regular desktop display without use of any specialized movement-tracking equipment.

Many modern computer games can be used as an example, using various triggers, responsive characters, and other such interactive devices to make the user feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no sense of peripheral vision, limiting the user's ability to know what is happening around them. True Immersive Virtual Reality[edit] Hypothetical virtual reality as immersive as consensus reality. See also[edit] Simulated reality External links[edit]

Simulated reality. Simulated reality is the hypothesis that reality could be simulated—for example by computer simulation—to a degree indistinguishable from "true" reality. It could contain conscious minds which may or may not be fully aware that they are living inside a simulation. This is quite different from the current, technologically achievable concept of virtual reality. Virtual reality is easily distinguished from the experience of actuality; participants are never in doubt about the nature of what they experience. Simulated reality, by contrast, would be hard or impossible to separate from "true" reality. There has been much debate over this topic, ranging from philosophical discourse to practical applications in computing.

Types of simulation[edit] Brain-computer interface[edit] Virtual people[edit] In a virtual-people simulation, every inhabitant is a native of the simulated world. Arguments[edit] Simulation argument[edit] 1. 2. 3. Relativity of reality[edit] Computationalism[edit] Dreaming[edit] Mixed reality. Mixed reality (MR), sometimes referred to as hybrid reality[1] (encompassing both augmented reality and augmented virtuality), refers to the merging of real and virtual worlds to produce new environments and visualisations where physical and digital objects co-exist and interact in real time.

Not taking place only in the physical world or the virtual world,[1] but a mix of reality and virtual reality, encompassing augmented reality and augmented virtuality.[2] An Example Mixed Reality: Virtual characters mixed into a live video stream of the real world.[3] Definition[edit] Virtuality Continuum and Mediality continuum[edit] In 1994 Paul Milgram and Fumio Kishino defined a mixed reality as "...anywhere between the extrema of the virtuality continuum.

" (VC)[2], where the Virtuality Continuum extends from the completely real through to the completely virtual environment with augmented reality and augmented virtuality ranging between. Reality-Virtuality Continuum Interreality Physics[edit] Augmented virtuality. Augmented virtuality (AV) (also referred to as mixed reality) refers to the merging of real world objects into virtual worlds.[1] As an intermediate case in the Virtuality Continuum, it refers to predominantly virtual spaces, where physical elements, e.g. physical objects or people (Stratties), are dynamically integrated into, and can interact with the virtual world in real-time.

This integration is achieved with the use of various techniques. Often streaming video from physical spaces, e.g. via webcam, (see The Distributed Interactive Virtual Environment (DIVE)), or using 3-dimensional digitalisation of physical objects (see Tele-Immersion@UC Berkeley). The use of real-world sensor information (e.g. gyroscopes) to control a virtual environment is an additional form of Augmented Virtuality, in which external inputs provide context for the virtual view. See also[edit] References[edit] External links[edit] Augmented reality. NASA X38 display showing video map overlays including runways and obstacles during flight test in 2000. Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data.

It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality.[1] By contrast, virtual reality replaces the real world with a simulated one.[2][3] Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. Technology[edit] Hardware[edit] Hardware components for augmented reality are: processor, display, sensors and input devices. Display[edit] Head-mounted[edit] Eyeglasses[edit] HUD[edit] EyeTap[edit] List of augmented reality software. The following is a list of augmented reality software including programs for application development, content management, gaming and integrated AR solutions. Open source[edit] Proprietary[edit] AR development toolkits[edit] AR content management systems[edit] End-to-end branded app solutions[edit] Games[edit] Certain gaming devices, such as the PlayStation Eye, Kinect, Nintendo 3DS, PlayStation Portable, PlayStation Vita and some mobile devices, use cameras to augment computer graphics onto live footage.

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