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Virtual Reality

Intro To Virtual Reality. First introduced in the late 1950sA computer simulation of a real or imaginary system Enables a user to perform operations on the simulated systemShows the effects in real timeDouglas Engelbart came up with the idea of VR machines. Factors For Development. Communication

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Virtual Reality

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    1. Virtual Reality Presented by John Jones

    2. Intro To Virtual Reality First introduced in the late 1950s A computer simulation of a real or imaginary system Enables a user to perform operations on the simulated system Shows the effects in real time Douglas Engelbart came up with the idea of VR machines “Engelbart envisioned them as tools for digital display. He knew from his days with radar that any digital information could be viewed on a screen. Why not, he then reasoned, connect the computer to a screen and use both to solve problems?”“Engelbart envisioned them as tools for digital display. He knew from his days with radar that any digital information could be viewed on a screen. Why not, he then reasoned, connect the computer to a screen and use both to solve problems?”

    3. Factors For Development Communications technology merging with graphics technology Computers made from transistors “Communications technology was intersecting with computing and graphics technology. The fi rst computers based on transistors rather than vacuum tubes became available. This synergy yielded more user-friendly computers, which laid the groundwork for personal computers, computer graphics, and later on, the emergence of virtual reality.”“Communications technology was intersecting with computing and graphics technology. The fi rst computers based on transistors rather than vacuum tubes became available. This synergy yielded more user-friendly computers, which laid the groundwork for personal computers, computer graphics, and later on, the emergence of virtual reality.”

    4. Input Devices Wands Data gloves Stair steppers Head-Mounted Displays

    5. Early Virtual Reality Setbacks Cumbersome gear Heavy gear causing strain Unable to use for long due to exhaustion Expensive Aimed at the high income business or family Majority could not own one

    6. Lag Plaguing Virtual Reality Motion Delay Seasickness Nausea Dizziness

    7. Early Uses U.S. military radar system Flight simulators Ivan Sutherland’s “Sketchpad” for designers

    8. Current Uses Virtual reality war zone stress reliever VR treatment with kids Movie entertainment Video game entertainment

    9. War Zone Stress Reliever Treat post-traumatic stress disorder in troops Provides effect of reactions on the battlefield Isolate things that were causing war-related stress

    10. Treatment With Kids VR provides an effective distraction utility “Alleviates pain for those that have severe injuries or illnesses” Minimizes stress during long operations Increases endurance in certain situations if allow to interact with the VR items

    11. Movie Entertainment Early Examples Star Wars Terminator Jurassic Park Current Examples Peter Jackson’s “King Kong” Hollywood’s use of dazzling special effects were computer generated.Hollywood’s use of dazzling special effects were computer generated.

    12. Video Game Entertainment An exchange from reality for virtual MMORPGs – Massively multi-player online role-playing games

    13. Choices Frame rate refresh versus resolution File size versus detail and interaction quality Better algorithm versus time to create it Accessibility versus power How do you maintain an acceptable level of frame refresh while also improving the resolution of the images and increasing the ease with which people can interact with the virtual environment? Conversely, how can the resolution of images be improved without sacrificing data and refresh rate? Can the size of the datasets be reduced while maintaining the quality of interaction and detail? Can better algorithms simplify the calculations involved in rendering an image? Can VR become more accessible by linking hundreds of cheaper but less powerful workstations over high-speed networks so that they function as one supercomputer? How do you maintain an acceptable level of frame refresh while also improving the resolution of the images and increasing the ease with which people can interact with the virtual environment? Conversely, how can the resolution of images be improved without sacrificing data and refresh rate? Can the size of the datasets be reduced while maintaining the quality of interaction and detail? Can better algorithms simplify the calculations involved in rendering an image? Can VR become more accessible by linking hundreds of cheaper but less powerful workstations over high-speed networks so that they function as one supercomputer?

    14. Research & Development “Images must become sharper and more detailed. Movements need to be tracked more rapidly, and hence more realistically. Technology needs to be more expansive while, in many instances, becoming lighter, smaller, more portable”

    15. Overall Technology continues to advance Graphics improve as well as controllers used to operate systems Virtual reality may end up being our true “Reality”

    16. Works Cited In Love With Reality Truly, Madly, Virtually ,  The New York Times, January 8, 2006 Sunday,  Late Edition - Final, Section 2; Column 1; Arts and Leisure Desk; ART; Pg. 36, 1254 words, By MICHAEL RUSH. Michael Rush is the director of the Rose Art Museum at Brandeis University and the author of ''Video Art'' (Thames & Hudson, 2003) and ''New Media in Art'' (Thames & Hudson World of Art, 2005). Cancer kids treated with virtual reality, The Australian, September 27, 2005 Tuesday IT Tabloid Edition, FEATURES; IT Alive / Computers; Pg. 107, 557 words, Barbara Gengler Military Turns To Virtual Reality To Treat Post-Traumatic Stress; Recreating An Iraqi War Zone; Technology also helps treat auto accident victims and people with a fear of flying, Investor’s Business Daily, July 13, 2005 Wednesday, SECTION INTERNET

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