Post on 11-Jan-2016
• Virtual Reality
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Modeling language - Virtual reality
1 Virtual Reality Modeling Language (VRML), 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.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality)
1 Immersion into Virtual Reality is a metaphoric use of the experience of
submersion applied to representation, fiction or simulation
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Types of immersion
1 According to Ernest W. Adams, author and consultant on game
design, immersion can be separated into three main categories:
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Types of immersion
1 Tactical immersion is experienced when performing tactile operations
that involve skill. Players feel "in the zone" while perfecting actions that
result in success.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Types of immersion
1 Strategic immersion is more cerebral, and is associated with mental
challenge. Chess players experience strategic immersion when choosing a correct solution among a broad array
of possibilities.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Types of immersion
1 Narrative immersion occurs when players become invested in a story, and is similar to what is experienced while reading a book or watching a
movie.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Types of immersion
1 Staffan Björk and Jussi Holopainen, in Patterns In Game Design, divide
immersion into similar categories, but call them sensory-motoric
immersion, cognitive immersion and emotional immersion, respectively. In
addition to these, they add a new category:
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Types of immersion
1 Spatial immersion occurs when a player feels the simulated world is
perceptually convincing. The player feels that he or she is really "there"
and that a simulated world looks and feels "real".
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Immersive virtual reality
1 Immersive Virtual Reality is a hypothetical future technology that exists today as Virtual Reality art
projects, for the most part. It consists of immersion in an artificial
environment where the user feels just as immersed as they usually feel
in consensus reality.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Direct interaction of the nervous system
1 It would involve the user receiving inputs as artificially stimulated nerve impulses, the system would receive
the CNS outputs (natural nerve impulses) and process them allowing the user to interact with the Virtual
Reality
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Requirements
1 Understanding of the nervous system
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Requirements
1 A comprehensive understanding of which nerve impulses correspond to which
sensations, and which motor impulses correspond to which muscle contractions will
be required. This will allow the correct sensations in the user, and actions in the
Virtual Reality to occur. The Blue Brain Project is the current, most promising
research with the idea of understanding how the brain works by building very large scale
computer models.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Requirements
1 Ability to manipulate CNS
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Requirements
1 The nervous system would obviously
need to be manipulated
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Requirements
1 Computer hardware/software to process inputs/outputs
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Requirements
1 A very powerful and probably (but not necessarily) Strong AI would be required to process all the inputs
from the CNS, run a simulation of a Virtual Reality approaching the
complexity of consensus reality, and translate its events to a complete set of nerve impulses for the user. Strong
Artificial Intelligence may also be required to write the program for a
decent alternate reality.https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Immersive digital environments
1 An immersive digital environment is an artificial, interactive, computer-
created scene or "world" within which a user can immerse
themselves.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Immersive digital environments
1 Immersive digital environments could be thought of as synonymous with
Virtual Reality, but without the implication that actual "reality" is
being simulated
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Perception
1 To create a sense of full immersion, the 5 senses (sight, sound, touch,
smell, taste) must perceive the digital environment to be physically
real. Immersive technology can perceptually fool the senses through:
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Perception
1 Taste replication (gustation)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Interaction
1 Once the senses reach a sufficient belief that the digital environment is real, the user must then be able to interact with the environment in a natural, intuitive
manner. Various immersive technologies such as gestural controls, motion
tracking, and computer vision respond to the user's actions and movements. Brain
control interfaces (BCI) respond to the user's brainwave activity.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1 Training and rehearsal simulations run the gamut from part task procedural training (often buttonology, for example: which
button do you push to deploy a refueling boom) through situational simulation (such
as crisis response or convoy driver training) to full motion simulations which
train pilots or soldiers and law enforcement in scenarios that are too dangerous to train in actual equipment using live ordinance.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1 Computer games from simple arcade to Massively multiplayer online game and training programs such as flight
and driving simulators
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1 In parallel with scientist, artists like Knowbotic Research, Donna Cox, Rebecca Allen, Robbie Cooper,
Maurice Benayoun, Char Davies, and Jeffrey Shaw use the potential of
immersive Virtual Reality to create physiologic or symbolic experiences
and situations.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1 Other examples of immersion technology include physical
environment / immersive space with surrounding digital projections and
sound such as the CAVE, and the use of head-mounted displays for viewing
movies, with head-tracking and computer control of the image presented, so that the viewer
appears to be inside the scene.https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1 The developmental process used at Ford Motor Company may seem unusual to anyone who is not familiar with Virtual Reality, but this does not mean it is not
impressive. The innovative concepts being used in the Virtual Reality lab at Ford have even sparked the interest of NASA. Ford’s
Virtual Reality lab is led by technical expert, Elizabeth Baron. Along with her team, she promotes some of the most advanced car
designs in the auto industry.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1 Through the software, engineers are able to develop the interior of cars and display it through the Virtual
Reality headset of the person sitting in the test car
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1 The Cave Automated Virtual Environment (CAVE) is also used by developers to look at the exterior as
well as the interior of concept designs
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1 Ford’s mobile station also consists of two, top of the line, 3D televisions
that display the same images as the Virtual Reality headset which is
useful when demonstrating to larger audiences.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1 The technology of Virtual Reality has become state of the art when
compared to where it was five years ago; it is only imaginable as to what
will be the next advancement.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Detrimental Issues
1 Simulation sickness, or simulator sickness, is a condition where a
person exhibits symptoms similar to motion sickness caused by playing computer/simulation/Video Games
(Oculus Rift is working to solve simulator sickness).
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Detrimental Issues
1 (1999) "Cybersickness: An Experimental Study to Isolate the
Effects of Rotational Scene Oscillations." Proceedings of IEEE
Virtual Reality '99 Conference, March 13–17, 1999, Houston, Texas
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1 In practice, it is currently very difficult to create a high-fidelity Virtual Reality experience, due largely to technical
limitations on processing power, image resolution, and communication bandwidth;
however, the technology's proponents hope that such limitations will be overcome
as processor, imaging, and data communication technologies become more
powerful and cost-effective over time.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1 Heim, seven different concepts of Virtual Reality are identified:
simulation, interaction, artificiality, immersion, telepresence, full-body
immersion, and network communication
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1 The possibility exists to have films and television programmes which are
watched with a head-mounted display and computer control of the image so that the viewer appears to be inside the scene with the action
going all round
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1 Artaud claimed that the "perpetual allusion to the materials and the principle of the
theater found in almost all alchemical books should be understood as the expression of an identity [...] existing between the world in which the characters, images, and in a
general way all that constitutes the Virtual Reality of the theater develops, and the
purely fictitious and illusory world in which the symbols of alchemy are evolved".
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1 The VR research boom of the 1990s was accompanied by the non-fiction
book Virtual Reality (1991) by Howard Rheingold
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1 Multimedia: from Wagner to Virtual Reality, edited by Randall Packer and Ken Jordan and
first published in 2001, explores the term and its history from an avant-garde
perspective. Philosophical implications of the concept of VR are discussed in books
including Philip Zhai's Get Real: A Philosophical Adventure in Virtual Reality
(1998) and Digital Sensations: Space, Identity and Embodiment in Virtual Reality
(1999), written by Ken Hillis.https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 1860s : Virtual Reality can trace its roots to the 1860s, when 360-degree art through panoramic murals began to appear. An example of this would be Baldassare Peruzzi's piece titled,
Sala delle Prospettive.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 1920s : Vehicle simulators were introduced.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 1950s : Morton Heilig wrote in the 1950s of an "Experience Theatre"
that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 1966 : Thomas A. Furness III introduces a visual flight stimulator for the Air Force.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 1968 : Ivan Sutherland, with the help of his student Bob Sproull, created what is widely considered to be the first Virtual Reality and Augmented Reality (AR) head-mounted display
(HMD) system
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 1977 : Also notable among the earlier hypermedia and Virtual Reality systems was the Aspen Movie Map, which was created at MIT in
1977. The program was a crude virtual simulation of Aspen, Colorado in which users
could wander the streets in one of three modes: summer, winter, and polygons. The first two
were based on photographs—the researchers actually photographed every possible
movement through the city's street grid in both seasons—and the third was a basic 3-D model of
the city.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 1980s : the term "Virtual Reality" was popularized by Jaron Lanier, one of the modern pioneers of the field.
Lanier had founded the company VPL Research in 1985, which developed
and built some of the seminal "goggles and gloves" systems of that
decade.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 1991 : Antonio Medina, a MIT graduate and NASA scientist,
designed a Virtual Reality system to "drive" Mars rovers from Earth in apparent real time despite the
substantial delay of Mars-Earth-Mars signals. The system, termed
"Computer-Simulated Teleoperation" as published by Rand, is an extension
of Virtual Reality.https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
1 There has been an increase in interest in the potential social impact of new technologies, such as Virtual Reality. In the book Infinite Reality: Avatars, Eternal Life, New Worlds,
and the Dawn of the Virtual Revolution, Blascovich and Bailenson
review the literature on the psychology and sociology behind life
in Virtual Reality.https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
1 In addition, Mychilo S. Cline, in his book Power, Madness, and
Immortality: The Future of Virtual Reality, argues that Virtual Reality will lead to a number of important changes in human life and activity.
He argues that:
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
1 Virtual Reality will be integrated into daily life and activity, and will be
used in various human ways. Another such speculation has been written up on how to reach ultimate happiness
via Virtual Reality.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
1 Techniques will be developed to influence human behavior,
interpersonal communication, and cognition.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
1 As we spend more and more time in virtual space, there will be a gradual "migration to virtual space", resulting in important changes in economics,
worldview, and culture.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Heritage and archaeology
1 The use of VR in heritage and archaeology has potential in museum
and visitor centre applications, but its use has been tempered by the difficulty in presenting a "quick to
learn" real time experience to numerous people at any given time
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - VR reconstruction
1 Virtual Reality enables heritage sites to be recreated extremely
accurately, so that the recreations can be published in various media.
The original sites are often inaccessible to the public, or may
even no longer exist. This technology can be used to develop virtual
replicas of caves, natural environment, old towns, monuments,
sculptures and archaeological elements.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 Many science fiction books and films have imagined characters being "trapped in Virtual
Reality".
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 The series tells the tale of a group of people, while investigating a
mysterious illness attacking children while in this world, find themselves
trapped in a Virtual Reality system of fantastic detail and sophistication
unlike any the world has ever imagined.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 Other science fiction books have promoted the idea of Virtual Reality
as a partial, but not total, substitution for the misery of reality,
or have touted it as a method for creating breathtaking virtual worlds
in which one may escape from Earth.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 The Piers Anthony novel Killobyte follows the story of a paralyzed cop trapped in a Virtual Reality game by
a hacker, whom he must stop to save a fellow trapped player slowly succumbing to insulin shock
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 Other popular fictional works that use the concept of Virtual Reality include William Gibson's Neuromancer which defined the concept of cyberspace, Neal Stephenson's Snow Crash, in which he made extensive reference to the term avatar to describe one's representation in a virtual world, and Rudy Rucker's The Hacker and the Ants, in which programmer Jerzy Rugby uses VR for robot design and testing.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 The Doctor Who serial "The Deadly Assassin", first broadcast in 1976, introduced a dream-like computer-
generated reality, known as the Matrix.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 The first major American television series to showcase Virtual Reality regularly was Star Trek: The Next Generation. Several episodes featured a holodeck, a Virtual Reality facility
that enabled its users to recreate and experience anything they wanted. One difference from current Virtual Reality
technology, however, was that replicators, force fields, holograms, and transporters were used to actually recreate and place
objects in the holodeck, rather than illusions.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 The New Zealand post-apocalyptic soap opera The Tribe shows Virtual Reality being used by an advanced enemy tribe named the Technos.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 Other episodes that feature Virtual Reality include "Gunmen of the
Apocalypse", "Stoke Me a Clipper", "Blue", "Beyond a Joke", and "Back in
the Red".
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 The popular .hack multimedia franchise is based on a Virtual Reality MMORPG dubbed
"The World" The French animated series Code Lyoko is based on the virtual world of Lyoko
and the Internet. The virtual world is accessed by large scanners which use an
atomic process, and breaks down the atoms of the person inside, digitizes them, and
recreates an incarnation on Lyoko. Saban's syndicated superhero television series VR Troopers also made use of the concept.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 There is also Sword Art Online, a light novel series written by Reki Kawahara. It is set in the year 2022 at the launch of the world's
first Virtual Reality MMORPG. 10,000 people become trapped in the game, and their
death in the game would mean an actual "death" in real life. Another Japanese light novel series by the same author is Accel
World; it is set within the same universe, but was "officially" published earlier. They both
were made into anime.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 A series of nine Taiwanese novels written by Yu Wo, called 1/2 Prince. It is set in a future
where Virtual Reality games are very common. However, a new game appeared
on the scene, boasting that the environment is 99% indistinguishable from reality. It is aptly called "Second Life", and the main character, a 19-year old college student
named Feng Lan is the first to ever log in. It follows her and her friends' comical
misadventures as they explore the game.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 Moonlight Sculptor by Nam-Hi-Sung is a Korean light novel about the adventures of "Weed" in a Virtual Reality game called Royal Road.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 The novel "Ready Player One" has a Virtual Reality system called OASIS where the main protagonist spends
most of his time.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 Virtual Reality (play) is also the title of an unpublished and not produced play by Alan
Ayckbourn.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 Rainer Werner Fassbinder's 1973 film Welt am Draht is based on a Virtual Reality simulation inside a Virtual
Reality simulation
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 Steven Lisberger's 1982 film Tron explored the idea of Virtual Reality; transporting real-life characters into an alternate, computer-generated
world.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 One year later in 1983, the Natalie Wood / Christopher Walken film Brainstorm revolved around the
production, use, and misuse of a VR device. The device could record a person's feelings and experiences, and share these with anyone else.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 A VR-like system, used to record and play back dreams, figures centrally in
Wim Wenders' 1991 film Until the End of the World.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 The 1992 film The Lawnmower Man (which bore little resemblance to the Stephen King story on which it was ostensibly based) tells the tale of a research scientist who uses a VR
system to jumpstart the mental and physical development of his mentally
handicapped gardener.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 The 1993 film Arcade is centered around a new Virtual Reality game (from which the film gets its name) that actively traps those who play it
inside its world.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 Outside the genre of science fiction, 1994's Disclosure, starring Michael
Douglas (based on the Michael Crichton's novel) depicts a VR
headset being used as a navigation device for a prototype computer file
system.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 The 1995 film Virtuosity has Russell Crowe as a Virtual Reality serial killer
name SID 6.7 (Sadistic, Intelligent and Dangerous) who is used a
simulation to train real-world police officer, but manages to escape into
the real world.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 Plot of The Thirteenth Floor (1999) is based on two Virtual Reality simulations, one in
another.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 In 1999, The Matrix and later sequels explored the possibility that our
world is actually a vast Virtual Reality (or more precisely, simulated reality)
created by artificially intelligent machines.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 The 2001 Mamoru Oshii movie "Avalon" (アヴァロン ) is set in a bleak future, where the
population is hooked on an immersive illegal Virtual Reality Video Game called Avalon. Despite its popularity the game can be
deadly, leaving players' bodies catatonic in the real world. One player of the game, Ash
(played by Polish actress Małgorzata Foremniak), hears of a secret level hidden within Avalon. The film follows her quest to
find the level.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 In the film Avatar (2009) the humans are hooked up to experience what
their avatars perform remotely.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 Ryan Chester's Virtually Reality (2011) depicts a future world in
which most natural wonders have been destroyed and developed upon, and Virtual Reality systems provide
the only way for humans to experience the nature they never
knew for real.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Radio
1 In 2009, British digital radio station BBC Radio 7 broadcast Planet B, a
science-fiction drama set in a virtual world. Planet B was the largest ever commission for an original drama
programme.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fine art
1 David Em was the first fine artist to create navigable virtual worlds in the 1970s
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Games
1 Several Virtual Reality head mounted displays(HMD)were released for
gaming during the early-mid 1990s
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Music
1 Immersive virtual musical instruments build on the trend in electronic musical instruments to
develop new ways to control sound and perform music such as evidenced by conferences like
NIME and aim to represent musical events and sound parameters in a Virtual Reality in such a
way that they can be perceived not only through auditory feedback, but also visually in 3D and
possibly through tactile as well as haptic feedback, allowing the development of novel
interaction metaphors beyond manipulation such as prehension.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Music
1 The second music video of Take on Me, a song by the Norwegian
synthpop band A-ha, was directed by Steve Barron, and filmed at Kim's
Café and on a sound stage in London, in 1985
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Therapeutic uses
1 The primary use of VR in a therapeutic role is its application to various forms of exposure therapy, ranging from phobia treatments to newer approaches to treating PTSD
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Therapeutic uses
1 A number of recent reviews published in peer-reviewed journals
have summarized the current evidence for the use of Virtual Reality
within pediatric and adult rehabilitation
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Therapeutic uses
1 There has also been talks of letting physical therapist use VR to work with patients who
are in another location. They could use multiple 3-D cameras to project a 3-D avatar
of the therapist who can then guide the patient throughout the patient's exercise. Haptic devices can also be used for the
doctor to feel the conditions of the patient's muscle. However, to transfer the required
information to support real time interactions, is far too slow at the moment.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Training
1 The usage of VR in a training perspective is to allow professionals
to conduct training in a virtual environment where they can improve
upon their skills without the consequence of failing the operation.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Training
1 A fully immersive Virtual Reality that uses Head-mounted display (HMD),
data suits, data glove, and VR weapon are used to train for combat
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Training
1 VR is also used in flight simulation for the Air Force where people are trained to be pilots. The simulator would sit on top of a
hydraulic lift system that reacts to the user inputs and events. When the pilot steer the
aircraft, the module would turn and tilt accordingly to provide haptic feedback.
The flight simulator can range from a fully enclosed module to a series of computer
monitors providing the pilot's point of view.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Training
1 Medical personnel are able to train through VR to deal with a wider
variety of injuries. An experiment was performed by sixteen surgical residents where eight of them went
through laparoscopic cholecystectomy through VR training.
They then came out 29% faster at gallbladder dissection than the
controlled group.https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Implementation
1 To develop a real time virtual environment, a computer graphics library can be used as embedded resource coupled with a common
programming language, such as C++, Perl, Java, or Python
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Manufacturing
1 Virtual Reality can serve to new product design, helping as an
ancillary tool for engineering in manufacturing processes, new
product prototypes, and simulation
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Urban design
1 3D Virtual Reality is becoming widely used for urban regeneration and planning and transport projects.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Concerns and challenges
1 Virtual Reality technology faces a number of challenges, most of which
involve technical matters and Simulation sickness due to Virtual Reality (Oculus Rift is working to
solve simulator sickness)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Telepresence - Virtual presence (virtual reality)
1 a computer in the case of immersive
Virtual Reality.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Haptic feedback - Virtual reality
1 Haptics are gaining widespread acceptance as a key part of Virtual
Reality systems, adding the sense of touch to previously visual-only
solutions
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Methods of virtual reality - Simulation-based VR
1 The first method is simulation-based Virtual Reality
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Methods of virtual reality - Avatar image-based VR
1 With Avatar (Virtual Reality)|avatar image-based Virtual Reality, people can join the virtual environment in the form of real video as well as an
avatar
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Methods of virtual reality - Projector-based VR
1 Image based Virtual Reality system is gaining popularity in computer
graphics as well as computer vision communities
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Methods of virtual reality - Desktop-based VR
1 'Desktop-based' Virtual Reality involves displaying a 3-dimensional
virtual world on a regular Visual display unit| desktop display without use of any specialized movement-
tracking equipment
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Methods of virtual reality - True Immersive Virtual Reality
1 Hypothetical Virtual Reality as immersive as consensus reality. Most likely to be produced using a Brain-
computer interface.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Methods of virtual reality - True Immersive Virtual Reality
1 An intermediate stage may be produced by Virtual Space using a head-mounted display with head
tracking and computer control of the image presented to the helmet.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality therapy
1 'Virtual Reality therapy' (VRT), also known as 'Virtual Reality immersion
therapy' (VRIT), 'Simulation for Therapy'(SFT), 'Virtual Reality
exposure therapy' (VRET),http://www.scientificamerican.
com/article.cfm?id=virtual-reality-therapy and as 'Computerized CBT'
(CCBT), is a method of psychotherapy that uses Virtual
Reality technology to treat patients with anxiety disorders and phobias
where it has proven very effective.http://www.psychologytoday
.com/articles/199411/virtual-therapyhttp://
discovermagazine.com/2008/oct/17-curing-the-wounds-of-iraq-with-
virtual-therapy It is now one of the primary treatments for PTSD
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality therapy - Description
1 Virtual Reality Therapy (VRT) uses specially programmed computers,
visual immersion devices and artificially created environments to
give the patient a simulated experiencehttp://www.af.mil/news/sto
ry.asp?id=123145910 that can be used to diagnose and treat
psychological conditions that cause patients difficulty
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality therapy - History
1 An early exploration of VRIThttp://www.cyberedge.com/info_r_a%2Bp03-lamson.html was done by Dr
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality therapy - History
1 More recently, Dr
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality therapy - Efficacy
1 These results suggest that Virtual Reality programs can be more
effective then conventional rehabilitation and thus should be
further researched.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality therapy - Concerns with Virtual Reality Exposure and Therapy
1 In 2011, the Department of Defense gave researchers at Emory University
School of Medicine, New York-Presbyterian/Weill Cornell Medical Center and University of Southern California an 11 million dollar grant
to conduct research on the two different types of exposure therapy, traditional and Virtual Reality, with a drug in order to treat PTSD.(Baker, 2011) Although, as with all evolving
technologies and techniques in psychology, there are many other
ethical concerns that could be listed these are just some of note.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Use of technology in treatment of mental disorders - Virtual reality exposure therapy
1 have used Virtual Reality (VR) (simulated real environments
through digital media) to successfully treat Post-Traumatic Stress Disorder
(PTSD)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Brenda Laurel - Virtual reality
1 In Laurel's work regarding interface design, she is well known for her
support of the theory of interactivity, the degree to which users of a
medium can influence the form or content of the mediated
environment.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Mark Pesce - Virtual Reality
1 Pesce has said that technologies act as amputations; But that these amputations ultimately give us
greater abilities
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Mark Pesce - Virtual Reality
1 If I were to take an infrared remote control for a television set and flash it at you, well there is information coming out of the device, but you
don't perceive it because you aren't sensually equipped for it
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual graffiti - Location Anchored Virtual Reality
1 This involves anchoring a Virtual Reality experience at a physical
location. Thus the experiences in the virtual world can only be had at a specific real location. Several use cases that are included here are
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual graffiti - Location Anchored Virtual Reality
1 • A virtual command post can be set up at the scene of an incident. This command post involves the sharing
of information in the virtual world but can only be accessed by those at the
scene of the incident.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual graffiti - Location Anchored Virtual Reality
1 • A set of blogs and media files are left at famous outdoor sculptures. Groups of friends can contribute,
copy, and share files only while they are viewing the sculpture.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality)
1 'The Sword of Damocles' is widely considered to be the first virtual
reality|virtual reality (VR) and augmented reality|augmented reality
(AR) head-mounted display|head-mounted display (HMD) system
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality) - Features
1 The device was primitive both in terms of user interface and Realism
(arts)|realism, and the computer graphics|graphics comprising the virtual environment were simple
wire-frame model|wireframe rooms
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality) - Development
1 The system itself consisted of six subsystems: a clipping divider,
matrix multiplier, vector generator, headset, human-computer interface|head position sensor, and a general-
purpose computer—which would make these the components of the first Virtual Reality machine as we
know them today
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality) - Philco HMD
1 Kalawsky contends that the first HMD fieldwork was conducted by Philco in 1961. Their system used a head mounted display
to monitor conditions in another room, using magnetic tracking to monitor the user’s head
movements. The Philco HMD displayed actual video from a remotely mounted
camera. The position of the camera was moved according to the tracked head
movements, creating a sense of telepresence.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality) - Notes and references
1 # Ivan Sutherland|Sutherland, I. E. (1968).
[http://90.146.8.18/en/archiv_files/19902/E1990b_123.pdf A HEAD-
MOUNTED THREE-DIMENSIONAL DISPLAY]. Proceedings of AFIPS 68,
pp. 757-764
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality) - Notes and references
1 # Ivan Sutherland|Sutherland, I. E. (1965).
[http://www.informatik.umu.se/~jwworth/The%20Ultimate%20Display.pdf The Ultimate Display]. Proceedings of
IFIP 65, vol 2, pp. 506-508
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality) - Notes and references
1 # Howard Rheingold|Rheingold, H. (1992). Virtual Reality, Simon Schuster, New York,
N.Y.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality) - Notes and references
1 # Kalawsky, R. S. (1993). The Science of Virtual Reality and Virtual environment|Virtual Environments: A Technical, Scientific and Engineering Reference on Virtual Environments,
Addison-Wesley, Wokingham, England ; Reading, Mass.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Simulation sickness - Motion sickness due to virtual reality
1 Proceedings of IEEE Virtual Reality '99 Conference, March 13–17, 1999, Houston,
Texas
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual Reality (play)
1 'Virtual Reality' is a 2000 play by United Kingdom|British playwright
Alan Ayckbourn. It is set in a modern world where everyone communicates through electronic gadgetty, and is
about Alex, a man who invents Viewdows, a large screen for people
to look at pleasant views.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual Reality (play)
1 Unusually for his later plays, Ayckbourn was unhappy with the
result, and this play was not published and not made available for
production.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual Reality (play)
1 * [http://virtualreality.alanayckbourn.net/ Virtual Reality on official Ayckbourn site]
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Claustrophobia - Use of virtual reality distraction to reduce claustrophobia
1 The present case series with two patients explored whether Virtual
Reality (VR) distraction could reduce claustrophobia symptoms during a mock magnetic resonance imaging
(MRI) brain scan
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Reality - Virtual reality and cyberspace
1 Virtual Reality (VR) is a term that applies to Computer simulation|
computer-simulated environments that can simulate physical presence in places in the real world, as well as
in imaginary worlds.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Reality - Virtual reality and cyberspace
1 The area between the two extremes, where both the real and the virtual are mixed, is the so-called Mixed
reality. This in turn is said to consist of both Augmented Reality, where the virtual augments the real, and
Augmented virtuality, where the real augments the virtual.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Reality - Virtual reality and cyberspace
1 Cyberspace, the world's computer systems considered as an
interconnected whole, can be thought of as a Virtual Reality; for instance, it is portrayed as such in
the cyberpunk fiction of William Gibson and others. Second life and
MMORPGs such as World of Warcraft are examples of artificial
environments or virtual worlds (falling some way short of full Virtual
Reality) in cyberspace.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Simulation argument - Artificial intelligence and virtual reality
1 Although the idea of an automaton has been in existence since the time of the ancient Greece|ancient Greeks, both in fact and fiction, the first use of the term robot was in 1921, derived from the title
of a play by Karel Čapek called R.U.R. (Rossum's Universal Robots). While
Capek's creatures have intelligence, they are biological rather than mechanical,
similar to the replicants in Blade Runner.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Physiological interaction - Virtual reality
1 Virtual Reality includes three devices: a Wired glove|Glove, a Head-
mounted display|Headset, and a Omnidirectional treadmill|Walker.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Physiological interaction - Virtual reality
1 A glove will capture and record “the shape and movement of your hand and fingers and the strength of the movements.” (Haag, 2006, p.365) A
headset records your head’s movement and “contains a screen
that covers your entire field of vision and displays various views of an environment on the basis of your
movements.” (Haag, 2006, p.365) A walker “records the movement of your feet as you walk or turn in
different directions.” (Haag, 2006, p.365)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Physiological interaction - Virtual reality
1 Virtual Reality is applied everywhere and can be seen in the
entertainment industry, for example, including Virtual Reality games.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Fiduciary marker - Virtual Reality
1 In applications of Augmented Reality or Virtual Reality, fiducials are often
manually applied to objects in a scene so that the objects can be
recognized in images of the scene. For example, to track some object, a light-emitting diode can be applied to it. With knowledge of the color of the emitted light, the object can easily
be identified in the picture. https://store.theartofservice.com/the-virtual-reality-toolkit.html
Fiduciary marker - Virtual Reality
1 The appearance of markers in images may act as a reference for image scaling, or may allow the image and physical object, or
multiple independent images, to be correlated
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Rangefinder - Virtual reality
1 Since the 1990s, rangefinders have been used in Virtual Reality systems to detect operator movements and locate objects.Kidd, Cory D. et al. (1999) The aware home: A living
laboratory for ubiquitous computing research Lecture Notes in Computer
Science 1670: pp. 191-198,
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality
1 'Immersion' into virtual reality is a metaphoric use of the experience
of submersion applied to representation, fiction or simulation
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Types of immersion
1 :Tactical immersion is experienced when performing tactile operations that involve skill. Players feel in the zone while perfecting actions that
result in success.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Types of immersion
1 :Strategic immersion is more cerebral, and is associated with mental challenge. Chess players
experience strategic immersion when choosing a correct solution among a
broad array of possibilities.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Types of immersion
1 :Narrative immersion occurs when players become invested in a story, and is similar to what is experienced while reading a book or watching a
movie.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Types of immersion
1 :Spatial immersion occurs when a player feels the simulated world is
perceptually convincing. The player feels that he or she is really there
and that a simulated world looks and feels real.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Immersive virtual reality
1 'Immersive virtual reality' is a hypothetical future technology that
exists today as virtual reality art projects, for the most part.Joseph
Nechvatal, Immersive Ideals / Critical Distances. LAP Lambert Academic Publishing. 2009, pp. 367-368 It
consists of immersion in an Simulation|artificial environment
where the user feels just as immersed as they usually feel in
consensus reality.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Direct interaction of the nervous system
1 The most considered method would be to induce the sensations that made up the virtual reality in the
nervous system directly. In functionalism (philosophy of mind)|functionalism/conventional biology we interact with consensus reality through the nervous system. Thus
we receive all input from all the senses as nerve impulses.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Requirements
1 ;Understanding of the nervous system
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Requirements
1 ;Ability to manipulate Central nervous system|
CNS
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Requirements
1 ;Computer hardware/software
to process inputs/outputs
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Immersive digital environments
1 An 'immersive digital environment' is an Simulation|artificial, interactive,
computer-created cut scene|scene or world within which a user can immerse themselves.Joseph
Nechvatal, Immersive Ideals / Critical Distances. LAP Lambert Academic
Publishing. 2009, pp. 48-60
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Immersive digital environments
1 Immersive digital environments could be thought of as synonymous with
Virtual reality, but without the implication that actual reality is
being simulated
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Perception
1 * Taste replication (gustation)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Interaction
1 Once the senses reach a sufficient belief that the digital environment is real, the user must then be able to interact with the environment in a natural, intuitive manner. Various immersive technologies such as
gestural controls, motion tracking, and computer vision respond to the
user's actions and movements. Brain control interfaces (BCI) respond to
the user's brainwave activity.https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Examples and applications
1 Training and rehearsal simulations run the gamut from part task
procedural training (often buttonology, for example: which button do you push to deploy a
refueling boom) through situational simulation (such as crisis response or convoy driver training) to full motion
simulations which train pilots or soldiers and law enforcement in
scenarios that are too dangerous to train in actual equipment using live
ordinance.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Examples and applications
1 Computer games from simple arcade to Massively multiplayer online game and training programs such as Flight
simulator|flight and Driving simulator|driving simulators
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Examples and applications
1 Other examples of immersion technology include physical
environment / immersive space with surrounding digital projections and sound such as the Cave Automatic Virtual Environment|CAVE, and the use of head-mounted displays for
viewing movies, with head-tracking and computer control of the image
presented, so that the viewer appears to be inside the scene.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Examples and applications
1 Through the software, engineers are able to develop the interior of cars and display it through the virtual
reality headset of the person sitting in the test car
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Examples and applications
1 The Cave Automated Virtual Environment (CAVE) is also used by developers to look at the exterior as
well as the interior of concept designs
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Examples and applications
1 Ford’s mobile station also consists of two, top of the line, 3D televisions
that display the same images as the virtual reality headset which is useful
when demonstrating to larger audiences
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Examples and applications
1 The technology of virtual reality has become state of the art when
compared to where it was five years ago; it is only imaginable as to what
will be the next advancement.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Modelling language - Virtual reality
1 VRML|Virtual Reality Modeling Language (VRML), 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.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1 Furthermore, virtual reality covers remote communication environments
which provide virtual presence of users with the concepts of
telepresence and telexistence
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1 In practice, it is currently very difficult to create a high-fidelity
virtual reality experience, because of technical limitations on processing
power, image resolution, and communication bandwidth
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1 Heim, seven different concepts of virtual reality are identified:
simulation, interaction, artificiality, immersion, telepresence, Immersion (virtual reality)|full-body immersion,
and network communication
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1 See also Samuel Weber, 'The Virtual Reality of Theater': Antonin Artaud,
in Theatricality as Medium, New York: Fordham University Press, 2004, pp
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1 The VR research boom of the 1990s was accompanied by the non-fiction
book Virtual Reality (1991) by Howard Rheingold
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 *1860s : Virtual reality can trace its roots to the 1860s, when 360-degree art through panoramic murals began to appear. An example of this would be Baldassare Peruzzi's piece titled,
Sala delle Prospettive.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 *1920s : Vehicle simulators were
introduced.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 *1950s : Morton Heilig wrote in the 1950s of an Experience Theatre that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 *1966 : Thomas A. Furness III introduces a visual flight stimulator for the Air Force.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 The formidable appearance of the device inspired its name, The Sword
of Damocles (virtual reality)|The Sword of Damocles
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 *1977 : Also notable among the earlier hypermedia and virtual reality systems was the Aspen Movie Map, which was created at Massachusetts Institute of Technology|MIT in 1977
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 *1980s : 'the term virtual reality was popularized by Jaron Lanier, one of the modern pioneers of the field.'
Lanier had founded the company VPL Research in 1985, which developed
and built some of the seminal goggles and gloves systems of that
decade.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1 *1991 : Antonio Medina, a MIT graduate and NASA scientist,
designed a virtual reality system to drive Mars rovers from Earth in apparent real time despite the
substantial delay of Mars-Earth-Mars signals. The system, termed
Computer-Simulated Teleoperation as published by Rand, is an extension of
virtual reality.https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
1 There has been an increase in interest in the potential social impact of new technologies, such as virtual reality. In the book Infinite Reality: Avatars, Eternal Life, New Worlds,
and the Dawn of the Virtual Revolution, Blascovich and
Bailenson review the literature on the psychology and sociology behind life
in virtual reality.https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
1 *Virtual reality will be integrated into daily life and activity, and will be
used in various human ways. Another such speculation has been written up on how to reach ultimate happiness
via virtual reality.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
1 *Techniques will be developed to influence human behavior,
interpersonal communication, and cognition.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
1 *As we spend more and more time in virtual space, there will be a gradual migration to virtual space, resulting in important changes in economics, worldview, and culture.Castranova,
E. (2007). Exodus to the Virtual World: How online fun is changing
reality. New York: Palgrave Macmillan.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Heritage and archaeology
1 The use of VR in heritage and archaeology has potential in museum
and visitor centre applications, but its use has been tempered by the difficulty in presenting a quick to
learn real time experience to numerous people at any given time
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - VR reconstruction
1 Virtual reality
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 Other science fiction books have promoted the idea of virtual reality
as a partial, but not total, substitution for the misery of reality,
or have touted it as a method for creating breathtaking virtual worlds
in which one may escape from Earth.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 The Piers Anthony novel Killobyte follows the story of a paralyzed cop
trapped in a virtual reality game by a hacker, whom he must stop to save a
fellow trapped player slowly succumbing to insulin shock
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 The Doctor Who serial The Deadly Assassin, first broadcast in 1976,
introduced a dream-like computer-generated reality, known as Matrix
(Doctor Who)|the Matrix.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 The New Zealand post-apocalyptic soap opera The Tribe (TV series)|The
Tribe shows Virtual Reality being used by an advanced enemy tribe
named the Technos.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 Other episodes that feature virtual reality include Gunmen of the
Apocalypse, Stoke Me a Clipper, Blue, Beyond a Joke, and Back in the Red.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 The popular .hack multimedia franchise is based on a virtual reality
Massively multiplayer online role-playing game|MMORPG dubbed The World (.hack)|The World The French
animated series Code Lyoko is based on the virtual world of Code Lyoko|
Lyoko and the Internet
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 It is set in the year 2022 at the launch of the world's first Virtual Reality MMORPG
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 The novel Ready Player One has a Virtual Reality system called OASIS where the main protagonist spends
most of his time.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1 Virtual Reality (play) is also the title of an unpublished and not produced
play by Alan Ayckbourn.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *Rainer Werner Fassbinder's 1973 film Welt am Draht is based on a virtual reality simulation inside a
virtual reality simulation
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *Steven Lisberger's 1982 film Tron explored the idea of virtual reality;
transporting real-life characters into an alternate, computer-generated
world.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *One year later in 1983, the Natalie Wood / Christopher Walken film
Brainstorm (1983 film)|Brainstorm revolved around the production, use,
and misuse of a VR device. The device could record a person's
feelings and experiences, and share these with anyone else.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *Total Recall (1990 film), directed by Paul Verhoeven and based on the
Philip K. Dick story We Can Remember It for You Wholesale
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *A VR-like system, used to record and play back dreams, figures centrally in
Wim Wenders' 1991 film Until the End of the World.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *The 1992 film The Lawnmower Man (film)|The Lawnmower Man (which
bore little resemblance to the Stephen King The Lawnmower Man|
story on which it was ostensibly based) tells the tale of a research scientist who uses a VR system to jumpstart the mental and physical
development of his mentally handicapped gardener.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *The 1993 film Arcade (film)|Arcade is centered around a new virtual reality game (from which the film gets its name) that actively traps those who play it inside its world.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *Outside the genre of science fiction, 1994's Disclosure (film)|Disclosure, starring Michael Douglas (based on the Michael Crichton's Disclosure
(novel)|novel) depicts a VR headset being used as a navigation device for
a prototype computer file system.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *The 1995 film Virtuosity has Russell Crowe as a virtual reality serial killer name SID 6.7 (Sadistic, Intelligent
and Dangerous) who is used a simulation to train real-world police officer, but manages to escape into
the real world.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *Strange Days (film) (1995) revolves around a device that records events directly from the wearer's cerebral
cortex, and when played back through a MiniDisc-like device called a deck, allows a user to experience
the recorder's memory.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *Open Your Eyes (1997 film) explores life extension, induced lucid dreams, and reality.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *Plot of The Thirteenth Floor (1999) is based on two virtual reality simulations, one in
another.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *In 1999, The Matrix and later sequels explored the possibility that our world is actually a vast Virtual
Reality (or more precisely, simulated reality) created by artificially
intelligent machines.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *eXistenZ (1999), by David Cronenberg, in which level switches occur so seamlessly and numerously
that at the end of the movie it is difficult to tell whether the main
characters are back in reality
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *The 2001 Mamoru Oshii movie Avalon (アヴァロン ) is set in a bleak
future, where the population is hooked on an immersive illegal virtual reality video game called Avalon. Despite its popularity the
game can be deadly, leaving players' bodies catatonic in the real world.
One player of the game, Ash (played by Polish actress Małgorzata
Foremniak), hears of a secret level hidden within Avalon. The film follows
her quest to find the level.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *Vanilla Sky (2001) A remake of Open Your Eyes (1997 film).
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *In the film Avatar (2009) the humans are hooked up to experience what their avatars perform remotely.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *Surrogates (2009) is based on a brain–computer interface that allows people to control realistic humanoid
robots, giving them full sensory feedback.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *Inception (2010), by Christopher Nolan, where an extractor invades dreams to steal information and
ideas, but is asked to implant an idea instead of stealing one.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *Tron: Legacy (2010) A sequel of the 1982
film Tron.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1 *Ender's Game (2013) has elements of virtual reality in the use of simulated warfare.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Radio
1 In 2009, British digital radio station BBC Radio 4 Extra|BBC Radio 7
broadcast Planet B, a science-fiction drama set in a virtual world. Planet B was the largest ever commission for
an original drama programme.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Games
1 The gaming branch has helped financing and developing graphics,
sound and input technology that can be incorporated as VR. Several Virtual Reality head mounted
displays(HMD) were released for gaming during the early-mid 1990s.
These included the iGlasses developed by Virtual I-O, the
Cybermaxx developed by Victormaxx and the VFX-1 developed by Forte
Technologies. A modern example of VR for gaming would be the Wii where the controller tracks and sends motion input somewhat
accurately.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Games
1 There is also a new high field of view (FOV) VR headset system in
development designed specifically for gaming called the Oculus Rift
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Music
1 *Immersive virtual musical instruments build on the trend in electronic musical instruments to
develop new ways to control sound and perform music such as
evidenced by conferences like New Interfaces for Musical Expression|
NIME and aim to represent musical events and sound parameters in a
virtual reality in such a way that they can be perceived not only through auditory feedback, but also visually in 3D and possibly through tactile as well as haptic feedback, allowing the
development of novel interaction metaphors beyond manipulation
such as prehension.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Music
1 *The second music video of Take on Me, a song by the Norwegian
synthpop band A-ha, was directed by Steve Barron, and filmed at Kim's
Café and on a sound stage in London, in 1985
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Therapeutic uses
1 Much as in phobia treatment, exposure to the subject of the
trauma or fear leads to desensitization (psychology)|
desensitization, and a significant reduction in
symptoms.[http://www.businessweek.com/technology/content/jul2006/tc2
0060725_012342.htm?chan=top+news_top+news A Dose
of Virtual Reality][http://www.onr.navy.mil/medi
a/article.asp?ID=86 ]
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Therapeutic uses
1 A number of recent reviews published in peer-reviewed journals
have summarized the current evidence for the use of Virtual Reality
within pediatric and adult rehabilitation
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Training
1 VR is also used in flight simulation for the Air Force where people are trained to be pilots
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Implementation
1 To develop a real time virtual environment, a computer graphics library can be used as embedded resource coupled with a common
programming language, such as C++, Perl, Java (programming language)|Java, or Python
(programming language)|Python
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Manufacturing
1 Virtual reality can serve to new product design, helping as an
ancillary tool for engineering in manufacturing processes, new
product prototypes, and simulation
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Urban design
1 3D virtual reality is becoming widely used for urban regeneration and
planning and transport projects.Roudavski, S
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Urban design
1 In 2007 development began on a virtual reality software which took
design coordinate geometry used by land surveyors and civil engineers and incorporated precision spatial
information created automatically by the lines and curves typically shown
on subdivision plats and land surveying plans
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Urban design
1 The software was improved to implement massing or 3D models
from other free or commercially sold software to create more realistic virtual reality with very little time and effort (see the below image)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Concerns and challenges
1 Virtual reality technology faces a number of challenges, most of which
involve technical matters and Simulation sickness due to virtual
reality ([http://www.polygon.com/2013/8/19/
4636508/oculus-rift-is-working-to-solve-simulator-sickness Oculus Rift
is working to solve simulator sickness])
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Pioneers and notables
1 * Maurice Benayoun
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Pioneers and notables
1 * Thomas A. Furness III
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Synesthesia - Synesthesia and virtual reality
1 One type of applications are pain reducing virtual reality programs. In existing programs, the main purpose is to reduce pain when undergoing a
specific treatment by shifting the attention from the experienced pain to the virtual program in which the patient is participating. By using
artificial synesthesia and combining various senses, this can help to
enhance the control of a person’s attention, which can be used to
improve and direct sensory distraction from the perceived pain.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Synesthesia - Synesthesia and virtual reality
1 Virtual reality has proven to be very effective in managing this acute pain
in several medical settings by shifting patients' attention from their experienced pain to the program in which they have been introduced
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Naïve realism - Virtual reality and realism
1 Virtual realismHeim, Michael. (2000). [http://books.google.com.au/books?id=4nyKP2-KlXAC Virtual Realism], Oxford University Press US. ISBN
978-0-19-513874-0. is closely related to the above theories.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Naïve realism - Virtual reality and realism
1 [http://ieeexplore.ieee.org/Xplore/login.jsp?url=/
iel5/7657/20918/00969726.pdf?arnumber=969726 The reality of
virtual reality], Virtual Systems and Multimedia
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Naïve realism - Virtual reality and realism
1 [http://www.psych.ucsb.edu/~loomis/Loomis%20presence
%20IEEE%2093.pdf Understanding Synthetic Experience Must Begin
with the Analysis of Ordinary Perceptual Experience], IEEE 1993
Symposium on Research Frontiers in Virtual Reality, 54-57.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality)
1 'Project Morpheus' is the codename for an upcoming virtual reality
headset produced by Sony|Sony Computer Entertainment. It is
designed to be fully functional with the PlayStation 4|Sony PlayStation 4 and work with the PlayStation Vita. It is currently a prototype and will be
released sometime after 2014.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality)
1 If features a high FOV, 6DOF head-tracking, stereoscopic 3D, and
unwarped output to a TV for others to view what the user sees.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
1 *Among The Sleep (Krillbite Studio)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
1 * The Castle (SCE Worldwide Studios|SCE)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
1 *Cult County (Renegade Kid)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
1 * Jurassic Encounter (Supermassive Games)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
1 *Project CARS (Slightly Mad Studios)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
1 * Q.U.B.E² (Toxic Games)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
1 * Summer Lesson (Katsuhiro Harada)http://www.engadget.com/20
14/09/01/summer-lesson-sony-project-morpheus/
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
1 * Surgeon Simulator (Bossa Studios)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Installation art - Immersive virtual reality
1 By using virtual reality as a medium, immersive virtual reality art is
probably the most deeply interactive form of art.Joseph Nechvatal,
Immersive Ideals / Critical Distances
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Installation art - Immersive virtual reality
1 At the turn of a new century, there is a trend of interactive installations
using Digital data|digital, video, film, sound and sculpture.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Wirth Research - Virtual reality
1 Simulated environment|Virtual reality technology is under continuous
development at Wirth Research. It is used to eliminate wasteful and
expensive prototypes, check new concepts for ergonomic and visibility issues and allow clients and partners to visualise new ideas in 1:1 scale.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project CARS - Virtual Reality
1 On 26 August 2012 support for the Oculus Rift virtual reality headset
was announced on the official forums. The announcement stated
that at least one Oculus Rift Development Kit has been ordered. Members of the project are able to
follow a link referenced in the forum post to read more details.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project CARS - Virtual Reality
1 Sony's PlayStation 4 virtual reality headset Project Morpheus (virtual
reality)|Project Morpheus will also be supported.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Global surveillance - Virtual reality surveillance
1 The U.S. National Security Agency (NSA), the U.S. Central Intelligence
Agency (CIA), and Britain's Government Communications
Headquarters (GCHQ) have been conducting surveillance on the
networks of many online games, including massively multiplayer
online role-playing games (MMORPGs) such as World of
Warcraft, as well as virtual worlds such as Second Life, and the Xbox
gaming console.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Synaesthesia - Synesthesia and virtual reality
1 One type of application is the pain-reducing virtual reality program. In
existing programs, the main purpose is to reduce pain when undergoing a
specific treatment by shifting the attention from the experienced pain to the virtual program in which the patient is participating. By using
artificial synesthesia and combining various senses, this can help to
enhance the control of a person’s attention, which can be used to
improve and direct sensory distraction from the perceived pain.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Synaesthesia - Synesthesia and virtual reality
1 Virtual reality has proven to be very effective in managing this acute pain
in several medical settings by shifting patients' attention from their experienced pain to the program in which they have been introduced
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Essilor - Virtual reality
1 Essilor's research department particularly concentrates on the
combined progress of two complementary disciplines: optics
and physiology, with particular recourse to virtual reality. A
simulation tool that makes it possible to perceive and interact in Three-dimensional space|3D in a multi-
sensory way.https://store.theartofservice.com/the-virtual-reality-toolkit.html
Essilor - Virtual reality
1 http://www.essilor.com/IMG/pdf/50thAnniversaryVarilux.pdf
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Essilor - Virtual reality
1 In 2008, the Varilux Ipseo New Edition was designed using Essilor's Virtual Reality
system.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Spatial memory - Virtual reality
1 During one recent study researchers designed three different virtual
towns, each of which had its own unique road layout and a unique set of five stores. However, the overall footprint of the different maps was
exactly the same size, 80 sq. units. In this experiment, participants had to partake in two different sets of trials.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Spatial memory - Virtual reality
1 First, participants were assigned two of the three virtual landscapes and tasked with the role of a taxi driver
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Spatial memory - Virtual reality
1 The second set of trials involved the same task for the participants but
with some changes to the context of the environment
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Spatial memory - Virtual reality
1 The results of the first trial showed that people are capable of learning the spatial layout of an interactive
environment
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Tom Clancy's Net Force Explorers - Virtual reality
1 Almost the entire story of each book is set in Cyber-Space, and personal
Virtual Reality systems called Veeyars. An introduction to the
system comes from these abridged opening pages of the first book,
Virtual Vandals.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Tom Clancy's Net Force Explorers - Virtual reality
1 :The April sky was a bright, cloudless blue, marked only by the thin white contrails of an aerospace plane's jet engines. Matt Hunter squinted his brown eyes, staring up from the
Camden Yards stadium.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Tom Clancy's Net Force Explorers - Virtual reality
1 :An elbow in his ribs brought his thoughts back to earth. 'Nice job on
these seats, genius,' Andy Moore complained.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Tom Clancy's Net Force Explorers - Virtual reality
1 :'You'd think that after renovating this place, they'd put some
comfortable padding out here,' David Grey added.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Tom Clancy's Net Force Explorers - Virtual reality
1 :Leif Anderson stretched back in his seat. 'It's comfortable enough from where I'm sitting.'
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Tom Clancy's Net Force Explorers - Virtual reality
1 :Matt gave his friend a blow. The seat which Leif seemed to occupy was actually empty, the space filled with a hologram. Leif was
actually sitting in his parents' apartment in NYC, no doubt sprawled in a very expensive Computer-Link chair. An Implant (medicine)|Implant beneath his skin connected him to
the World Net, allowing his image to be seen here in Baltimore, while he experienced
everything that was happening nearly 200 miles away.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
For More Information, Visit:
• https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Art of Servicehttps://store.theartofservice.com