|
|
Virtual Reality
Virlink is a new site focusing on access to distributed Virtual Reality (VR) applications through the internet. Current technologies for human to computer interfaces include: keyboard/buttons; touch-activated screen; mouse; joystick; trackball; steering wheel; digital pen; tablet; speech interpretation; data glove; gesture recognition; and complete-body Virtual Reality systems. These interfaces allow users to provide input to computer systems. virtual reality and the dynamics of human vision deals with related topics.
Some features of online gaming and television are likely to merge into centrally programmed, multi-user, interactive, 3D virtual reality television ("virtevision"). Interactive VRTVs may replace non-interactive television just as color televisions now completely dominate black-and-white televisions. Additional discussion at virtual reality dating .
When simulating the macroscale characteristics of touch and motion, Virtual Reality systems must simulate the relative resistance that virtual things would impose on motion by parts of the body such as hands and legs. As an example, if one lifts a virtual cube, then one's hand and arm must feel the relevant resistance so that the virtual cube seems real. Haptic resistance can be conveyed from a computer to one's senses though micropressure devices (tiny pistons, inflatable bubbles, and so forth) powered by mechanical motors, magnetism, hydraulics, air, or other media. These micro-pressure devices can be integrated into glovess, body suits, or gyroscopic armatures. Direct resistance from 3D fields may be possible in the future, but is still experimental. Haptic computer-to-human communication will become widespread with scientific advances, but it currently delays behind interaction through sight and hearing. virtual reality and product design discusses some of these issues as well.
High-tech distant sports watching may now be plasma HDTV, but the day will come when Virtual Reality engagement in sports games will make present day big-screen TV's seem like the small black and white TVs of the 1940s. Future athletics enthusiasts will not just zoom in on key plays, but also watch them from 360-degree, three-dimensional perspectives. As VR technology is applied to sports viewing, the borders between watching actual sporting events and high-level athletics video games may mesh. Similar topics at virtual reality and computer vision .
VirLink.com
|