• Virtual Reality https://store.theartofservice.com/the-virtual-reality-toolkit.html Modeling language - Virtual reality Virtual Reality Modeling Language (VRML), before 1995 known as the Virtual Reality Markup Language is a standard file format for representing 3dimensional (3D) interactive vector graphics, designed particularly with the World Wide Web in mind. 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Immersion (virtual reality) Immersion into Virtual Reality is a metaphoric use of the experience of submersion applied to representation, fiction or simulation 1 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 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: 1 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 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. 1 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 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. 1 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 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. 1 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 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. 1 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 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. 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Immersion (virtual reality) - Detrimental Issues 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). 1 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 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 costeffective over time. 1 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 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 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality 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". 1 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 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 1 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) headmounted display (HMD) system https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality - Timeline 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. 1 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 "ComputerSimulated 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 Techniques will be developed to influence human behavior, interpersonal communication, and cognition. 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality - Impact 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. 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality - Heritage and archaeology 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 1 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 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. 1 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 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 1 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 The Doctor Who serial "The Deadly Assassin", first broadcast in 1976, introduced a dream-like computergenerated reality, known as the Matrix. 1 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 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality - Fiction 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. 1 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 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. 1 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 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. 1 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 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. 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality - Motion pictures 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. 1 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 sciencefiction 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 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. 1 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 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. 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality - Implementation 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 1 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 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) 1 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 Haptics are gaining widespread acceptance as a key part of Virtual Reality systems, adding the sense of touch to previously visual-only solutions 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Methods of virtual reality - Simulation-based VR 1 The first method is simulationbased Virtual Reality https://store.theartofservice.com/the-virtual-reality-toolkit.html Methods of virtual reality - Avatar image-based VR 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 1 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 Hypothetical Virtual Reality as immersive as consensus reality. Most likely to be produced using a Braincomputer interface. 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Methods of virtual reality - True Immersive Virtual Reality 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. 1 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.scientificamerica n.com/article.cfm?id=virtual-realitytherapy and as 'Computerized CBT' (CCBT), is a method of psychotherapy that uses Virtual Reality technology to https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality therapy - Description 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/story.as p?id=123145910 that can be used to diagnose and treat psychological conditions that cause patients difficulty 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality therapy - History An early exploration of VRIThttp://www.cyberedge.com/info_r_a%2Bp03lamson.html was done by Dr 1 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 https://store.theartofservice.com/the-virtual-reality-toolkit.html Use of technology in treatment of mental disorders - Virtual reality exposure therapy have used Virtual Reality (VR) (simulated real environments through digital media) to successfully treat Post-Traumatic Stress Disorder (PTSD) 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Brenda Laurel - Virtual reality 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. 1 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 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 1 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|headmounted 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 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 1 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 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 1 # https://store.theartofservice.com/the-virtual-reality-toolkit.html The Sword of Damocles (virtual reality) - Notes and references Ivan Sutherland|Sutherland, I. E. (1965). [http://www.informatik.umu.se/~jwworth/Th e%20Ultimate%20Display.pdf The Ultimate Display]. Proceedings of IFIP 65, vol 2, pp. 506-508 1 # 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) '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. 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual Reality (play) Unusually for his later plays, Ayckbourn was unhappy with the result, and this play was not published and not made available for production. 1 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 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. 1 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 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 1 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 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 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 1 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. 191198, 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 '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. 367368 It consists of immersion in an Simulation|artificial environment where the user feels just as immersed 1 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 ;Computer hardware/software to process inputs/outputs 1 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, computercreated 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 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 1 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 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 *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. 1 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 The formidable appearance of the device inspired its name, The Sword of Damocles (virtual reality)|The Sword of Damocles 1 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 *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. 1 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 *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. 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality - Heritage and archaeology 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 1 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 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. 1 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 The Doctor Who serial The Deadly Assassin, first broadcast in 1976, introduced a dream-like computergenerated reality, known as Matrix (Doctor Who)|the Matrix. 1 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 Other episodes that feature virtual reality include Gunmen of the Apocalypse, Stoke Me a Clipper, Blue, Beyond a Joke, and Back in the Red. 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality - Fiction The popular .hack multimedia franchise is based on a virtual reality Massively multiplayer online roleplaying 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 1 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 *Rainer Werner Fassbinder's 1973 film Welt am Draht is based on a virtual reality simulation inside a virtual reality simulation 1 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 *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. 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality - Motion pictures *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. 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality - Motion pictures *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. 1 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 *Open Your Eyes (1997 film) explores life extension, induced lucid dreams, and reality. 1 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 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 *Surrogates (2009) is based on a brain–computer interface that allows people to control realistic humanoid robots, giving them full sensory feedback. 1 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 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. 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality - Games 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 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality - Games There is also a new high field of view (FOV) VR headset system in development designed specifically for gaming called the Oculus Rift 1 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 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality - Music *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 1 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/tc20060725_0 12342.htm?chan=top+news_top+news A Dose of Virtual Reality][http://www.onr.navy.mil/media/artic 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 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 1 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 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 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Virtual reality - Urban design 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) 1 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/2013/8/19/46365 08/oculus-rift-is-working-to-solvesimulator-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 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 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Synesthesia - Synesthesia and virtual reality 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 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Naïve realism - Virtual reality and realism Virtual realismHeim, Michael. (2000). [http://books.google.com.au/books?id=4ny KP2-KlXAC Virtual Realism], Oxford University Press US. ISBN 978-0-19513874-0. is closely related to the above theories. 1 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?arnum ber=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/Loomi s%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) If features a high FOV, 6DOF headtracking, stereoscopic 3D, and unwarped output to a TV for others to view what the user sees. 1 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 * Jurassic Encounter (Supermassive Games) 1 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 * Summer Lesson (Katsuhiro Harada)http://www.engadget.com/20 14/09/01/summer-lesson-sonyproject-morpheus/ 1 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 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. 1 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 Sony's PlayStation 4 virtual reality headset Project Morpheus (virtual reality)|Project Morpheus will also be supported. 1 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 https://store.theartofservice.com/the-virtual-reality-toolkit.html Synaesthesia - Synesthesia and virtual reality One type of application is the painreducing 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 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html Synaesthesia - Synesthesia and virtual reality 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 1 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 multisensory way. https://store.theartofservice.com/the-virtual-reality-toolkit.html Essilor - Virtual reality 1 http://www.essilor.com/IMG/pdf/50th AnniversaryVarilux.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 :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. 1 https://store.theartofservice.com/the-virtual-reality-toolkit.html For More Information, Visit: • https://store.theartofservice.co m/the-virtual-realitytoolkit.html The Art of Service https://store.theartofservice.com
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