background preloader

Virtual worlds

Virtual worlds
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. Sometimes, emoticons or 'smilies' are available to show feeling or facial expression. 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. Virtual world concepts[edit] Related:  jour 01

Second Life Multiverse: The MMO Development Platform 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 simulation is used for a variety of reasons, including flight training (mainly of pilots), the design and development of the aircraft itself, and research into aircraft characteristics and control handling qualities.[1] 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] World War I (1914–18)[edit] Air Gunnery.

OpenSim The Amazing Holographic Universe By Michael Talbot | rense.com In 1982 a remarkable event took place. At the University of Paris a research team led by physicist Alain Aspect performed what may turn out to be one of the most important experiments of the 20th century. Aspect and his team discovered that under certain circumstances subatomic particles such as electrons are able to instantaneously communicate with each other regardless of the distance separating them. Somehow each particle always seems to know what the other is doing. University of London physicist David Bohm, for example, believes Aspect's findings imply that objective reality does not exist, that despite its apparent solidity the universe is at heart a phantasm, a gigantic and splendidly detailed hologram. To understand why Bohm makes this startling assertion, one must first understand a little about holograms. To make a hologram, the object to be photographed is first bathed in the light of a laser beam. Imagine an aquarium containing a fish.

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). External links[edit] The TPAWT at the University of Utah References[edit]

Unity Web Player | WebPlayer + New .COMs $7.49/yr plus 18 cents/yr ICANN fee. Discount based on new one-year registration prices as of 4/8/2011 with sale price reflected in your shopping cart at checkout. Discount applies to new registrations and renewals and cannot be used in conjunction with any other offer or promotion. Domains purchased through this offer will renew at regular price after the initial term has expired. Offer ends May 31, 2012 5:00 pm (MST). † Good for one 1-year registration of any available .COM, .US, .BIZ, .INFO, .NET or .ORG GoDaddy.com is the world's No. 1 ICANN-accredited domain name registrar for .COM, .NET, .ORG, .INFO, .BIZ and .US domain extensions. Source: RegistrarSTATS.com 1 GoDaddy.com is rated the world's largest hostname provider according to Netcraft®.

Augmented reality 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]

ReactionGrid Grâce à cet algorithme, recréez un Picasso ou un Van Gogh en une heure ! VIDÉO - Des chercheurs allemands ont conçu un programme informatique qui peut reproduire les plus grandes œuvres, à partir de photos et en un temps record. Révolutionnaire et inquiétant. Levé à 11h, Pablo Picasso travaillait ses œuvres jusqu'à 8 heures d'affilée. Une innovation pourrait bientôt permettre de recréer les tableaux du maître espagnol en moins d'une heure. Selon le Washington Post et comme le rapporte Slate, une équipe de chercheurs allemands vient de rendre public un programme informatique capable d'imiter les œuvres des plus grands peintres à partir de photos, en copiant le fonctionnement du cerveau humain. Dans l'article présentant leurs travaux et relayé par le site The Next Web, les chercheurs expliquent que l'algorithme utilise «des représentations neuronales pour séparer et recombiner le contenu et le style d'images arbitraires, fournissant un algorithme neuronal pouvant créer des images artistiques.»

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. It has been described as a concept in new media and computer science, but in fact it could be considered a matter of anthropology. 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. The virtuality continuum has grown and progressed past labels such as computer science and new media. See also[edit] References[edit]

Related: