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Virtual world

Virtual world
The user accesses a computer-simulated world which presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of telepresence.[6] Such modeled worlds and their rules may draw from the reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses. Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms. History[edit] The concept of virtual worlds significantly predates computers. Among the earliest virtual worlds implemented by computers were virtual reality simulators, such as the work of Ivan Sutherland. Maze War was the first networked, 3D multi-user first person shooter game. Virtual world concepts[edit] Economy[edit]

Flight simulator A civil Full Flight Simulator at a pitch angle A flight simulator is a device that artificially re-creates aircraft flight and the environment in which it flies, for pilot training, design, or other purposes. It includes replicating the equations that govern how aircraft fly, how they react to applications of flight controls, the effects of other aircraft systems, and how the aircraft reacts to external factors such as air density, turbulence, wind shear, cloud, precipitation, etc. Flight simulators employ various types of hardware and software, depending on the modelling detail and realism that is required for the role in which they are to be employed. History of flight simulation[edit] Before World War I[edit] 1909 training rig for the Antoinette aircraft with pilot seat in a half-barrel. 1909 training rig for the Antoinette aircraft from the back. A training rig was developed in 1909 to help the pilot operate the control wheels before the aircraft was flown. World War I (1914–18)[edit]

TreadPort Active Wind Tunnel [1][2] The TreadPort Active Wind Tunnel (also known as the TPAWT) is a unique immersive virtual environment that integrates locomotion interfaces[3][4] with sensory cues such as visual, auditory, olfactory, radiant heat and wind display.[5] The TPAWT augments the Sarcos Treadport consisting of the Cave automatic virtual environment(CAVE)[6] with a subsonic wind tunnel built around the user environment, and adds wind to the virtual environment. The Treadport Active Wind Tunnel is one of the first virtual environments to include wind into the sensory experience of the user. Other systems considering wind display, directly use fans.[7] [edit] Jump up ^ Kulkarni, Sandip (2009). Underactuated Control and Characterization of Wind Flow in a Virtual Environment. External links[edit] The TPAWT at the University of Utah References[edit]

Projection mapping Projection mapping, also known as video mapping and spatial augmented reality, is a projection technology used to turn objects, often irregularly shaped, into a display surface for video projection. These objects may be complex industrial landscapes, such as buildings. By using specialized software, a two- or three-dimensional object is spatially mapped on the virtual program which mimics the real environment it is to be projected on. The software can interact with a projector to fit any desired image onto the surface of that object.[1] This technique is used by artists and advertisers alike who can add extra dimensions, optical illusions, and notions of movement onto previously static objects. The video is commonly combined with, or triggered by, audio to create an audio-visual narrative. History[edit] Methods[edit] After the object which will be projected on is chosen or created, a virtual replica of the entire physical set up needs to be created. See also[edit] References[edit]

Reality–virtuality continuum Reality-Virtuality Continuum. The virtuality continuum is a continuous scale ranging between the completely virtual, a virtuality, and the completely real, reality. The reality-virtuality continuum therefore encompasses all possible variations and compositions of real and virtual objects. The area between the two extremes, where both the real and the virtual are mixed, is the so-called mixed reality. Overview[edit] Mediated reality continuum showing four points: augmented reality, augmented virtuality, mediated reality, and mediated virtuality on the virtuality and mediality axes This continuum has been extended into a two-dimensional plane of virtuality and mediality.[2] Taxonomy of reality, virtuality, mediality. While the term augmented virtuality is rarely used nowadays, augmented reality and mixed reality are now sometimes used as synonyms[citation needed]. The virtuality continuum has grown and progressed past labels such as computer science and new media. See also[edit]

ARTag ARTag is a fiduciary marker system to support augmented reality. It can be used to make it easy to make virtual objects, games, and animations appear to enter the real world. Like the earlier ARToolKit system, it allows for video tracking capabilities that calculate the real camera position and orientation relative to square physical markers in real time. Once the real camera position is known a virtual camera can be positioned at the same point and 3D computer graphics models drawn exactly overlaid on the real marker. An ARTag tag appears on the Mars Science Laboratory.[1][2] A similar technique is used by NASA's Spacecraft 3D smartphone app as an educational outreach tool.[3][4] ARTag is supported by the open source Goblin XNA software.[5] See also[edit] References[edit] External links[edit]

Augmented browsing Augmented browsing allows end-users to personalize how they view web documents, and is believed by some[who?] academics to be an important emerging technology.[3][4] Usage of this term dates back to at least 1997,[5][original research?] See also[edit] References[edit]

Augmented reality-based testing Augmented reality-based testing (ARBT) is a test method that combines augmented reality and software testing to enhance testing by inserting an additional dimension into the testers field of view. For example, a tester wearing a head-mounted display (HMD) or Augmented reality contact lenses [1] that places images of both the physical world and registered virtual graphical objects over the user's view of the world can detect virtual labels on areas of a system to clarify test operating instructions for a tester who is performing tests on a complex system. In 2009 as a spin-off to augmented reality for maintenance and repair (ARMAR) [2] Alexander Andelkovic coined the idea 'augmented reality-based testing', introducing the idea of using augmented reality together with software testing. Overview[edit] The test environment of technology is becoming more complex, this puts higher demand on test engineers to have higher knowledge, testing skills and work effective. Application[edit]

Man trägt Technik | c't Wearable-Computing-Technik ist nicht automatisch deshalb spannend, weil man sie am Körper trägt – sondern weil es die erste Gerätegattung ist, die nicht mehr die volle Aufmerksamkeit der Benutzer fordert. Datenbrillen und Körperlogger bieten aber auch großes Konfliktpotenzial und führen womöglich sogar zu neuen Gesetzen. Computer fordern seit ihrer Erfindung grundsätzlich die volle Aufmerksamkeit ihrer Benutzer – auch mit aktuellen Darreichungsformen wie Tablets oder Smartphones hat sich daran nicht viel geändert. Geräte der Wearable-Gattung dagegen drängen sich nicht auf, sondern verrichten ihre Dienste dezent im Hintergrund. Es geht los Hörgeräte waren lange Zeit die einzigen wirklich im Alltag relevanten Wearables. Aktivitätstracker (hier Fitbit Zip) sind die zurzeit lukrativste Gerätegattung im Wearable-Computing-Bereich. Kein potenzielles, sondern echtes Geld wird bereits mit einer anderen Wearable-Gerätegattung verdient: Aktivitätstracker. Hardware-Hacking Glass-Cyborgs Little Brother