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Virtual reality

Virtual reality
U.S. Navy personnel using a mock VR parachute trainer. Virtual Reality (VR), which can be referred to as immersive multimedia or computer-simulated life, replicates an environment that simulates physical presence in places in the real world or imagined worlds. Virtual reality can recreate sensory experiences, which include virtual taste, sight, smell, sound, and touch. Most up to date virtual reality environments are displayed either on a computer screen or with special stereoscopic displays, and some simulations include additional sensory information and emphasise real sound through speakers or headphones targeted towards VR users. Concept origins[edit] The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s; however, the origin of the term "virtual reality" can be traced back to the French playwright, poet, actor, and director Antonin Artaud. History[edit] A 2013 virtual reality headset from Oculus VR, a company Facebook acquired in 2014 for $2 billion

Head-mounted display A head-mounted display (or helmet-mounted display, for aviation applications), both abbreviated HMD, is a display device, worn on the head or as part of a helmet, that has a small display optic in front of one (monocular HMD) or each eye (binocular HMD). There is also an optical head-mounted display (OHMD), which is a wearable display that has the capability of reflecting projected images as well as allowing the user to see through it. A binocular head-mounted display (HMD). A professional head-mounted display (HMD). Overview[edit] A typical HMD has either one or two small displays with lenses and semi-transparent mirrors embedded in a helmet, eyeglasses (also known as data glasses) or visor. Types[edit] HMDs differ in whether they can display just a computer generated image (CGI), show live images from the real world or a combination of both. Optical HMD[edit] An optical head-mounted display uses an optical mixer which is made of partly silvered mirrors. Applications[edit] Sports[edit]

الحقيقة الإفتراضية Virtual Reality ظهر مصطلح الحقيقة الإفتراضية (Virtual Reality)لأول مره في عالم 1989 م واستطاع أن يدخل ويؤثر في مجالات عده ,, فها هو يؤثر في مجال التعليم والهندسه والأحوال الجويه وصناعة الألعاب والتسوق والعقارات وعلاج الأمراض النفسيه وإجراء العمليات الجراحية و إنتاج المواقع التي تعتمد على مبدأ هذه التقنية ,, فما هي الحقيقة الإفتراضية أو ما يطلق عليها أحياناً (VR) ؟الحقيقة الإفتراضية عباره عن محاكاة للحقيقة ,, والتركيز هنا يكون على الحقيقة الواقعيه ,,, وذلك عن طريق برامج مصممه بطريقة تسمح بإشراك حواس الإنسان فيما تعرض ,, بالإعتماد على أجهزة خاصة يتم توفيرها للمستخدم حتى يتصل بجهاز الحاسب ,,ويدخل في أجواء الحقيقة .. من هذه الأدوات ,, خوذة الرأس ,, أو غطاء الرأس ,, بحيث يرتديها المستخدم ويستمع للأصوات التي تصدر من العالم الإفتراضي ,,, وفي الغالب يكون مع الخوذة نظارات تغطي العينين بشكل كامل وتعرض الصور بشكل ثلاثي الأبعاد يجعل المستخدم يراها وكأنها واقع أمامه ,, و هناك قفازات لليدين وحذاء خاص يرتديه المستخدم حتى يتم تحديد موقع اليدين في الفضاء ومكان الشخص من المحيط ,,,وكذلك عصا التحكم وغيرها من الأدوات ,,

Does fantasy offer mere escapism, or escape? – Damien Walter The only people who hate escapism are jailers, said the essayist and Narnia author C S Lewis. A generation later, the fantasy writer Michael Moorcock revised the quip: jailers love escapism — it’s escape they can’t stand. Today, in the early years of the 21st century, escapism — the act of withdrawing from the pressures of the real world into fantasy worlds — has taken on a scale and scope quite beyond anything Lewis might have envisioned. I am a writer and critic of fantasy, and for most of my life I have been an escapist. Born in 1977, the year in which Star Wars brought cinematic escapism to new heights, I have seen TV screens grow from blurry analogue boxes to high-definition wide-screens the size of walls. I played my first video game on a rubber-keyed Sinclair ZX Spectrum and have followed the upgrade path through Mega Drive, PlayStation, Xbox and high-powered gaming PCs that lodged supercomputers inside households across the developed world. And I am not alone. 12 July 2013

Computer-mediated reality Art installation illustrating the mediated reality concept. First we display what's really there, and then this allows a computer to be inserted into the "reality stream" to modify it. Mediated Reality application running on Apple iPhone Computer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device[1] such as a smart phone. Typically, it is the user's visual perception of the environment that is mediated. Computer-mediated reality has been used to enhance visual perception as an aid to the visually impaired. It has also been used for interactive computer interfaces.[2] The use of computer-mediated reality to diminish perception, by the removal or masking of visual data, has been used for architectural applications, and is an area of ongoing research (see for instance, here and here) Window managers[edit] Wireless mediated reality[edit] Applications[edit]

Virtual Worlds Education Wiki 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]

Promoting motivation with virtual agents and avatars: role of visual presence and appearance Amy L. Baylor1,2,3,* + Author Affiliations * abaylor@fsu.edu Abstract Anthropomorphic virtual agents can serve as powerful technological mediators to impact motivational outcomes such as self-efficacy and attitude change. 1. Research indicates the effectiveness of human social models in influencing another to change behaviours, beliefs or attitudes, as well as social and cognitive functioning (e.g. The focus in this paper is on the motivational (e.g. self-efficacy beliefs, attitude, interest) and affective (e.g. feelings of connection, relief of frustration) changes that result from observing or socially interacting with anthropomorphic agents that are instantiated in the role of social models. Further, there are several advantages to implementing anthropomorphic agents as social models. The advantages of accessibility in real time and customization are significant, but not if considerable time is required to construct these personalized agent social models. 2. Figure 1. Figure 2. Figure 3.

Google Glass Optical head-mounted computer glasses Google started selling a prototype of Google Glass to qualified "Glass Explorers" in the US on April 15, 2013, for a limited period for $1,500, before it became available to the public on May 15, 2014.[13] It had an integral 5 megapixel still/720p video camera. The headset received a great deal of criticism amid concerns that its use could violate existing privacy laws.[14] On January 15, 2015, Google announced that it would stop producing the Google Glass prototype, to be continued in 2017 tentatively.[15] In July 2017, Google announced the Google Glass Enterprise Edition.[16] In May 2019, Google announced the Google Glass Enterprise Edition 2.[17] Development[edit] The Google Glass prototype resembled standard eyeglasses with the lens replaced by a head-up display.[20] In mid-2011, Google engineered a prototype that weighed 8 pounds (3.6 kg);[21] by 2013 they were lighter than the average pair of sunglasses.[1] Release date[edit] Features[edit] Lisa A.

Tantric Star AR The only deck of its kind available on the worldwide web and now available for your mobile device! This free version is a taste of what the full version can give. If you like the free version, please purchase the full version. 12 randomly selected, deliciously illustrated and beautifully written oracle cards comprise the free version of this magical and jewel like app. For lovers of tarot and oracle decks worldwide, this deck will fill you with a deep and beautiful connection to the love and beauty that flows in the world around and within you. It's so very simple. The Cards will answer. This easy-to-use deck is perfect for beginners as well as those more experienced with divination card readings. With this magical and intuitive free version of the Mandala Guidance Cards App you can: - Get 'Mandala readings' anywhere, anytime on your mobile device -Choose cards in response to your inner questions by simply shaking and tapping the centre icon Excerpts from user reviews: About the Author:

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