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Simulated reality

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]

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 It has been superseded by X3D.[1] WRL File Format Standardization The Web3D Consortium has been formed to further the collective development of the format.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

Lifelog Evolution of lifelogging apparatus, including wearable computer, camera, and viewfinder with wireless Internet connection. Early apparatus used separate transmitting and receiving antennas. Later apparatus evolved toward the appearance of ordinary eyeglasses in the late 1980s and early 1990s.[1] Evolution of the Lifelogging Necklace Lifeloggers (also known as lifebloggers or lifegloggers) typically wear computers in order to capture their entire lives, or large portions of their lives. Overview[edit] In this context, the first person to do lifelogging, i.e., to capture continuous physiological data together with live first-person video from a wearable camera, was Steve Mann whose experiments with wearable computing and streaming video in the early 1980s led to Wearable Wireless Webcam. Throughout the 1990s Mann presented this work to the U.S. In 2004 Arin Crumley and Susan Buice met online and began a relationship. Life caching and sharing lifelog information[edit] Manual Lifelogging[edit]

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. True Immersive Virtual Reality[edit] Hypothetical virtual reality as immersive as consensus reality. See also[edit] Simulated reality External links[edit]

Conway's Game of Life "Conway game" redirects here. For Conway's surreal number game theory, see surreal number. The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970.[1] The "game" is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. Rules[edit] The universe of the Game of Life is an infinite two-dimensional orthogonal grid of square cells, each of which is in one of two possible states, alive or dead. Any live cell with fewer than two live neighbours dies, as if caused by under-population.Any live cell with two or three live neighbours lives on to the next generation.Any live cell with more than three live neighbours dies, as if by overcrowding.Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction. The initial pattern constitutes the seed of the system. Origins[edit] Examples of patterns[edit] Gosper glider gun Self-replication[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." "The conventionally held view of a Virtual Reality (VR) environment is one in which the participant-observer is totally immersed in, and able to interact with, a completely synthetic world. Reality-Virtuality Continuum Interreality Physics[edit]

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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]

The Island Of The Dolls – A Dark Tourist Attraction In Mexico | A world renowned tourist destination is “La Isla de la Munecas”- a Spanish name which means the Island of the dolls. This Island of dolls is situated in Mexico and as the name suggests, one expects to see a beautiful world which will leave an everlasting impression. But the reality is exactly opposite and very harsh when one discovers the thousands of mutilated ugly dolls hanging from every tree on the island. Don Julian Santana, a hermit who renounced the world and his family to inhabit this island dedicated his last fifty years of his life to the make the “La Isla de la Munecas”. Don Julian is said to have led an isolated life ,except when he ventured to collect old dolls that he either scavenged from the garbage dump or bought in exchange for his homegrown fruits and vegetables. This is a ghostly sight that serves as a dark tourist attraction especially for the young generation who is fascinated by gore and death. Via David Lida.

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. References[edit]

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