virtual reality and computer vision

One method for human to computer interaction is "motion capture" in which high-order processing of camera pictures of human motion by a computer enables the computer system to distinguish key configurations and patterns of body movement. In any event, this technology has limitations. The parts of interest of one's body must all be in view of the camera. They must not be hidden by things in the world or by other portions of the body. Some gestures are self-occluding by nature. This approach is also constrained by lighting conditions. See related material at The NPSNET Research Group .

Virtual Reality (VR) is an immersive computer-generated setting within which someone can sense and handle objects three dimensionally, right away, and in a way similar to human interaction with things in the real world. Connecting with things in Virtual Reality (VR) can vary by scope. Scope incorporates the number of sensory methods (vision, hearing, touch, and so forth) and transferral mechanisms (e.g. body movement, voice interpretation, etc.) that are used. This communication also differs in terms of comprehensiveness (e.g. range of sight, range of hearing, range of body touch sensation, and others) and resolution (precision of sight, hearing, body movement, etc.). Continued technical discussion at Virtual Tours Overland Park, Kansas .

Linked page Virtual Reality also has developments on VR.

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