Computer Generated 3D Graphics that simulates a particular real life
situation that a person can interact with. A hypothetical
three-dimensional visual world
created by a computer; user wears special
goggles and fiber optic gloves etc., and can enter and move about in this
world and interact with objects as if inside it.
, run on a single
, or a network of computers, to reproduce behavior of a
is to make a particular part or feature of the world easier
to understand, define, quantify,
or simulate by referencing it to existing and usually commonly accepted
knowledge. It requires selecting and identifying relevant aspects of a
situation in the real world and then using different types of models for
different aims, such as conceptual models to better understand,
operationalize, mathematical models to quantify, and graphical models to
visualize the subject. Modelling is an essential and inseparable part of
scientific activity, and many scientific disciplines have their own ideas
about specific types of
is a live direct or indirect view of a physical, real-world
environment whose elements are augmented (or supplemented) by
computer-generated sensory input such as sound, video, graphics or GPS
is the merging of real and virtual worlds to produce new
environments and visualizations where physical and digital objects
co-exist and interact in real time.
Immersion Virtual Reality
is a perception of being physically present in a non-physical world.
There is no lens Virtual Camera
Virtual Camera System
aims at controlling a camera or a set of cameras
to display a view of a 3D virtual world. Camera systems are used in
videogames where their purpose is to show the action at the best possible
angle; more generally, they are used in 3D virtual worlds when a third
person view is required. As opposed to film makers, virtual camera system
creators have to deal with a world that is interactive and unpredictable.
It is not possible to know where the player's character is going to be in
the next few seconds; therefore, it is not possible to plan the shots as a
film maker would do. To solve this issue, the system relies on certain
rules or artificial intelligence to select the most appropriate shots.
There are mainly three types of camera systems. In fixed camera systems,
the camera does not move at all and the system displays the player's
character in a succession of still shots. Tracking cameras, on the other
hand, follow the character's movements. Finally, interactive camera
systems are partially automated and allow the player to directly change
the view. To implement camera systems, video game developers use
techniques such as constraint solvers, artificial intelligence scripts, or
autonomous agents. Virtual cameras have been developed which allow a
director to film motion capture and view the digital characters movements
in real time in a pre-constructed digital environment, such as a house or
spaceship. There is no lens on a Virtual Camera?
360° Panoramic 4K Video Camera that can be viewed by VR
goggles or UltraHD TV. (live-streaming)
The First 360 Video Recording Eyewear.
Ricoh Theta 360
Z CAM S1
- Professional VR Camera.
Virtual Camera System
is a set of cameras to display a view of a 3D
Insta360 Air 360° VR Clip On Camera for Smartphone
is the free and open source
3D creation suite. It supports the entirety of the 3D pipeline—modeling,
rigging, animation, simulation, rendering, compositing and motion
tracking, even video editing and game creation.
The World's Smallest 360 Camera.
First-Person View (radio control)
stereoscopic view is a technique for
creating or enhancing the illusion of depth in an image by means of
stereopsis for binocular vision.
MOGO - Immersive Cinematic Experience for 2D video
smartphone, preserving 100% phone pixels & without side effects.
MeCam NeoMe Mini Wearable Video Camera
the smallest, lightest and most
versatile wearable video camera.
Video Making Tools and Software
Virtual Reality is a Great Tool for
but sadly manufacturers want to sell VR systems as toys so that people
waste time, energy and resources, just like they do with smartphones and
other games. It's understandable for children to consider things as toys,
but what about the adults, what's their excuse? Reality offers many more
possibilities and many more rewards then the stuff that you make up in
your head. Why limit yourself? Use VR as a tool to expand your reality,
and don't use VR to limit your reality. It's time for you to
crawl out of that
you been living in.
Educational Games and Toys
are actually going to come full circle
. As they design games to
become more realistic, they will eventually figure out that
is as real as it gets.
Gaming is fun because in puts you in control of a
. So you automatically become important. And if you
make mistakes, it's not the end of the world. You can start over. So in a
sense gaming is kind of like life, except gaming is a
and life is reality.
Gaming will soon move away from fantasy and move more towards reality. So
instead of wasting time and potential, you are actually creating potential
and saving time doing it. Bad sadly the games they create today do the
complete opposite. Creating a false sense of reality that does more harm
Gaming should be a reminder that in life you also have
control. And that your life does matter. And that you don't have to suffer
from mistakes, because you can learn from mistakes and still keep going.
VR and R are similar but not the same. No blurred lines. If the lines
are blurred, that means that you don't have enough knowledge and
information to define the lines and differences accurately enough to now
what is real and what is imaginary
the art of applying design and aesthetics to create a game to facilitate
interaction between players for entertainment or for educational,
exercise, or experimental purposes. Game design can be applied both to
games and, increasingly, to other interactions, particularly virtual ones
(see gamification). Game design creates goals, rules, and challenges to
define a sport, tabletop game, casino game, video game, role-playing game,
or simulation that produces desirable interactions among its participants
and, possibly, spectators. Academically, game design is part of game
studies, while game theory studies strategic decision making (primarily in
non-game situations). Games have historically inspired seminal research in
the fields of probability, artificial intelligence, economics, and
optimization theory. Applying game design to itself is a current research
topic in metadesign. Single or multiplayer, Storyline and plot, Luck and
strategy, educational tool.
refers to a graphical perspective rendered from the
viewpoint of the player's character. In many cases, this may be the
viewpoint from the cockpit of a vehicle. Many different genres have made
use of first-person perspectives, ranging from adventure games to flight
Virtual Reality can also be used to
treat all kinds of Phobias.
is a method of psychotherapy that uses virtual reality
technology to treat patients with anxiety
disorders and phobias where it has proven very effective. It is now one of
the primary treatments for PTSD
technology also allows for the treatment of addictions and other
conditions including those caused by lesions. Also known as virtual
reality immersion therapy (VRIT), simulation for therapy (SFT), virtual
reality exposure therapy (VRET), and computerized CBT (CCBT).
effective stress and sleep management, scientifically
validated wearable VR headset.
Pinc VR Smartphone
Goggles for Snow Sports
FLYBi - Drone with Virtual Reality Goggles
SMARTvr: Make Your Smart Phone a
Virtual Reality Viewer
Advanced Virtual-Reality Technologies
is a helmet or glasses with two small LCD or OLED
displays with magnifying lenses, one for each eye. The technology can be
used to show stereo films, images or games, but it can also be used to
create a virtual display. Head-mounted displays may also be coupled with
head-tracking devices, allowing the user to "look around" the virtual
world by moving their head, eliminating the need for a separate
controller. Performing this update quickly enough to avoid inducing nausea
in the user requires a great amount of computer image processing. If six
axis position sensing (direction and position) is used then wearer may
move about within the limitations of the equipment used. Owing to rapid
advancements in computer graphics and the continuing miniaturization of
video and other equipment these devices are beginning to become available
at more reasonable cost.
Wind and Thunder
Gods (HTC Vive-TiltBrush) Drawing Pictures in VR
Fat Shark Predator V2 FPV RTF Headset System Video Goggle GLASS CAMERA
Institute for Creative Technologies
Teleport 3D Camera and VR Headset
Interactive Sand Table
merging the physicality of
with virtual reality, we
can finally enjoy any food we want in a new way.
sense of touch
by applying forces, vibrations, or motions to the user. This mechanical
stimulation can be used to assist in the creation of virtual objects in a
computer simulation, to control such virtual objects, and to enhance the
remote control of machines and devices (telerobotics). Haptic devices may
incorporate tactile sensors that measure forces exerted by the user on the
is a complex system of nerve cells that responds to changes to the surface
or internal state of the body. Nerve cells called "sensory receptors"
(including thermoreceptors, mechanoreceptors, chemoreceptors and
nociceptors) send signals along a chain of nerve cells to the spinal cord
where they may be processed by other nerve cells and then relayed to the
brain for further processing. Sensory receptors are found in many parts of
the body including the skin, epithelial tissues, skeletal muscles, bones
and joints, internal organs, and the cardiovascular system.
lets you 'feel' virtual reality
is a motion sensing input device that
enables users to control and interact with their console/computer without
the need for a game controller, through a natural user interface using
gestures and spoken commands.
Microsoft Kinect for Windows
Microsoft Graphics Touch Effects
Students master math through movement
using Kinect for Windows
Soli interaction sensor using radar technology
Painting from a new perspective
with a single exposure from Lytro
ILLUM, you can adjust aperture, use selective focus, tilt, focus spread,
animation and even 3D to differentiate yourself with multiple
LED projection glasses with headphones
that creates your own personal theater.
3D TV, or,
Augmented TV -
2 image approach to learning
is the science and practice of making holograms. Typically,
a hologram is a photographic recording of a
field, rather than of an
image formed by a lens, and it is used to display a fully
three-dimensional image of the holographed subject, which is seen without
the aid of special glasses or other intermediate optics. The hologram
itself is not an image and it is usually unintelligible when viewed under
diffuse ambient light. It is an encoding of the light field as an
interference pattern of seemingly random variations in the opacity,
density, or surface profile of the photographic medium. When suitably lit,
the interference pattern diffracts the light into a reproduction of the
original light field and the objects that were in it appear to still be
there, exhibiting visual depth cues such as parallax and perspective that
change realistically with any change in the relative position of the
- Total Immersion
Holoportation: virtual 3D teleportation in real-time
A futuristic vision of the age of holograms
(video and text)
is an object that imposes some form of
spatially varying modulation on a beam of light. A simple example is an
transparency. Usually when the phrase SLM is used, it means that the
transparency can be controlled by a computer. In the 1980s, large SLMs
were placed on overhead projectors to project computer monitor contents to
the screen. Since then more modern projectors have been developed where
the SLM is built inside the projector. These are commonly used in meetings
of all kinds for presentations. Usually, an SLM modulates the intensity of
the light beam. However, it is also possible to produce devices that
modulate the phase of the beam or both the intensity and the phase
simultaneously. SLMs are used extensively in holographic data storage
setups to encode information into a laser beam in exactly the same way as
a transparency does for an overhead projector. They can also be used as
part of a holographic display technology. SLMs have been used as a
component in optical computing. They also often find application in
holographic optical tweezers. Liquid crystal SLMs can help solve problems
related to laser microparticle manipulation. In this case spiral beam
parameters can be changed dynamically.
What if Life was a Simulation?
is the hypothesis that reality
could be simulated—for example by computer simulation—to a degree
indistinguishable from "true" reality. It could contain conscious minds
which may or may not be fully aware that they are living inside a
simulation. This is quite different from the current, technologically
achievable concept of virtual reality. Virtual reality is easily
distinguished from the experience of actuality; participants are never in
doubt about the nature of what they experience. Simulated reality, by
contrast, would be hard or impossible to separate from "true" reality.
There has been much debate over this topic, ranging from philosophical
discourse to practical applications in computing.
(about the movie)
Virtual Private Network
New Virtual Reality Program Lets You See Proteins
That Could Be Causing Cancer
The birth of virtual reality as an art form: Chris Milk
: (video and interactive text)
is the imitation of the operation of
a real-world process or system over time.
is a virtual medium through
which various types of skills can be acquired. Training simulations can be
used in a wide variety of genres; however they are most commonly used in
corporate situations to improve business awareness and management skills.
They are also common in academic environments as an integrated part of a
business or management course. The word simulation implies an imitation of
a real-life process, usually via a computer or other technological device,
in order to provide a lifelike experience. This has proven to be a very
reliable and successful method of training in thousands of industries
worldwide. They can be used both to allow specialization in a certain
area, and to educate individuals in the workings of the sectors as a
whole, making training simulations incredibly versatile. It is important
to emphasize that training simulations are not just games; their aim is to
educate and inform in an exciting and memorable way, rather than purely to
contends that reality is in fact a simulation (most likely a computer
simulation), of which we, the simulants, are totally unaware.
Study reveals substantial evidence of Holographic Universe
manufacture of advanced personal racing simulation equipment. The least
expensive Motion Pro II starts at $49,000 and rises to $60,775 if you want
Microsoft Flight Simulator
Envelop - Windows
Computing in VR
The Z: Gamer,Designer Mouse with Pivot Tilt & Roll
Gamers, Designers &
Power Users can interact with a computer in a more precise & intuitive
is software simulating environments in which
players use text commands to control characters and influence the
environment. Works in this form can be understood as literary narratives,
either in the form of Interactive narratives or Interactive narrations.
These works can also be understood as a form of video game, either in the
form of an adventure game or role-playing game. In common usage, the term
refers to text adventures, a type of adventure game where the entire
interface can be "text-only", however, Graphical text adventure games,
where the text is accompanied by graphics (still images, animations or
video) still fall under the text adventure category if the main way to
interact with the game is by typing text. Some users of the term
distinguish between interactive fiction, known as "Puzzle-free", that
focuses on narrative, and "text adventures
" that focus on puzzles.
are a set of awards given annually for the best science
fiction or fantasy works and achievements of the previous year.
Visual Examples of Knowledge and Information
(video game advancements)