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         Virtual Reality:     more books (99)
  1. Virtual and Augmented Reality Applications in Manufacturing by S.K. Ong, A.Y.C. Nee, 2010-11-30
  2. The Virtual Community: Homesteading on the Electronic Frontier by Howard Rheingold, 2000-11-01
  3. Virtual Coach, Virtual Mentor
  4. Social Computing and Virtual Communities
  5. Virtual Machines: Versatile Platforms for Systems and Processes (The Morgan Kaufmann Series in Computer Architecture and Design) by Jim Smith, Ravi Nair, 2005-06-17
  6. Virtual Reality and the Built Environment by Jennifer Whyte, 2002-10-08
  7. The State of Play: Law, Games, and Virtual Worlds (Ex Machina: Law, Technology, and Society) by Beth Noveck, 2006-11-01
  8. Becoming Virtual by Pierre Levy, 1998-03-21
  9. The Virtual Man [The Virtual Reality 1] by Nikki Sinclaire, 2008-12-12
  10. Interactive Web-Based Virtual Reality with Java 3D (Premier Reference Source) by Chi Chung Ko, Chang Dong Cheng, 2008-07-09
  11. Disappearing Architecture: From Real to Virtual to Quantum by Aaron Betsky, Ole Bouman, et all 2001-09-08
  12. Cyberseduction: Reality in the Age of Psychotechnology by Jeri Fink, 1999-12
  13. Augmented Reality: Placing Artificial Objects in Real Scenes
  14. 3D Sound for Virtual Reality and Multimedia by Durand R. Begault, 1994-10-07

61. Virtual_reality — Blogs, Pictures, And More On WordPress
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62. Virtual_reality
Translate this page Title. Virtual Reality way of thinking, . Author, Kanzo Kobayashi, . Published. Nov. 1990, 1990 11
http://www1.ocn.ne.jp/~kobakan/contents/virtual_reality.html
Bottom Bookshelf Home
"Virtual Reality way of thinking"
Published: 1990
Kanzo Kobayashi
Title Virtual Reality way of thinking ƒo[ƒ`ƒƒƒ‹EƒŠƒAƒŠƒeƒB‚Ì”­‘z Author Kanzo Kobayashi ¬—ÑŠ°ŽO Published Nov. 1990 Index Why?
  • 'Global Sensor' Monthly Journal of Itochu Research Dept., Nov. 1990 ˆÉ“¡’‰’²¸•” Global SensorŽGŽA1990”N11ŒŽ†
Summary —v–ñ
0. Prologue:
  • VR technology seems an oxymoron and contradictory concept for us; but combination of contradictory elements is a typical feature of a human being. Let's challenge it!
‚ODƒvƒƒ[ƒOF
  • VR‚ÍOxymoron‚Å‚ ‚èA–µ‚‚µ‚Ä‚¢‚é‚悤‚ÈŠT”O‚ÉŒ©‚¦‚éB‚µ‚©‚µ–µ‚‚·‚é—v‘f‚ð‘g‡‚¹‚邱‚Ƃ͐lŠÔ‚Ì“TŒ^“I‚È“Á’¥‚̈ê‚‚ł ‚éB‚»‚±‚É’§í‚µ‚悤‚Å‚Í‚È‚¢‚©B
1. What is Virtual Reality?:
  • Virtual Reality (VR) sounds rather maniac term used in information & telecommunication area, but it is becoming an important key word now. The progress of simulation technology makes it possible for us to experience "more than one reality" by VR, with maturation of interactive CG and multimedia technologies.
    In other words conventional CG has copied faithfully from reality and observed it from outside. But VR technology gives us a different viewpoint experienced in different world as if we were warped into another world where we never existed before. Furthermore, we can experience plural realities having feedback circuit between virtual world and real world.

63. Searchen Networks - Computers/Virtual_Reality
You are Here Directory / Computers/virtual_reality, Add URL Computers/virtual_reality http//vresources.jumpgate.com. VR Source News, information,
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  • Virtual Reality Resources
  • Provides information on all aspects of virtual reality, 3D computer graphics and real-time simulation technologies
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  • VR Source
  • News, information, resources, and discussions on all topics related to virtual reality technology and its uses.
    Computers/Virtual_Reality

    http://www.vrsource.org
  • Augmented Reality
  • Illustrated narrative explains how this new technology will further blur the line between what's real and what's computer-generated by enhancing what we see, hear, feel and smell.
    Computers/Virtual_Reality

    http://www.howstuffworks.com/augmented-reality.htm
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    64. Tech Digest
    Enter your search terms Submit search form. Mobile Phones Top Stories Music Players Computers Gaming Home Audio Home Cinema Shop
    http://techdigest.tv/virtual_reality/
    var sc_project=613885; var sc_invisible=0; var sc_partition=3; var sc_security="364f125f"; Enter your search terms Submit search form Browse by: Categories 2007 In Review (13) Apparel (61) Apple WWDC 2007 (6) Awards (27) Baby Gadgets (4) Biotechnology (3) Blu-ray (125) Broadband (244) Camcorders (126) CeBIT 2006 (13) CeBIT 2007 (27) Celebrity Gadgets (13) CES 2006 (57) CES 2007 (212) CES 2008 (219) Christmas Products (2) Computers (1294) DAB (150) Daily Tech Hotlinks (45) Daily Tech Roundup (2) Digital Cameras (502) Digital Music (256) Digital set-top boxes (49) DIY (19) E-Books (9) eBay goodies from Bayraider (64) Energy systems (68) Facebook Applications (33) Figurines (2) Gadget Shows (53) Gadgets (1593) Gaming (1048) Hard Drives (28) HD DVD (100) HDTV (262) Headphones / Earphones (36) Health (65) Home Appliances (82) Home audio (432) Home cinema (393) IFA 2007 (41) IFA news (35) Intellectual Property (34) Internet (406) Interviews (73) iPhone (198) iPod (174) Joost (6) Keyboards (18) Korea/Japan Week (24) Laptops / Notebooks (165) Le Web 3 (11) Macworld 2007 (34) Macworld 2008 (14) Meet The Bloggers (3) Mice (26) Mobile phones (2473) Mobile World Congress 2008 (71) MP3 players (1369) Musical Instruments (11) NAMM 2007 (8) Naughty Toys (11) Nokia World 2007 (15) Online TV (9) OS X Leopard (5) PC tips (5) PDAs (196) Peripherals (133) Personal video players (242) Polls (7) Printers (23) Propellerhead News (33) Propellerhead Top Tip (158) Pub Guru (1)

    65. Virtual Reality - A CompInfo Directory
    Find the best sources of Internetbased information on Virtual Reality.
    http://www.compinfo-center.com/cad/virtual_reality.htm
    CompInfo - The Computer Information Center
    The top one-stop reference resource for corporate IT, computers and communications
    Millions of IT users world-wide rely on our Web-based support resources
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    Virtual Reality - Outline Topic Outline KnowledgeBases Newsgroups and FAQs Magazines and Ezines ... Key Training Providers Virtual Reality - Knowledge Bases
    • Glossary: virtual reality
    • Hot Virtual Reality Sites (NIST)
    • Human Interface Technology Laboratory
      • A research and development lab at the University of Washington focusing on human computer interfaces and virtual interface technology.
    • Human movement tracking technology (Axel Mulder, School of Kinesiology, Simon Fraser University)
      • A discussion of general issues which must be considered in evaluating human movement tracking systems and a summary of currently available sensing technologies for tracking human movement
    • Internet Resources in Virtual Reality (HITL, Washington Technology Center (WTC))
    • NCSA VR Lab
      • The NCSA Virtual Reality (VR) laboratory is a research facility engaged in the exploration of new methods of visualizing and interfacing with scientific data and simulations. As part of the visualization effort at NCSA, the goal was to study, develop, and use improved methods of representating, presentating, and interacting with scientific (and other) data-sets.

    66. What Is Virtual Reality? - A Word Definition From The Webopedia Computer Diction
    This page describes the term virtual reality and lists other pages on the Web where you can find additional information.
    http://www.webopedia.com/TERM/v/virtual_reality.htm
    You are in the: Small Business Computing Channel ECommerce-Guide Small Business Computing Webopedia ... Refer-It Enter a word for a definition... ...or choose a computer category. choose one... All Categories Communications Computer Industry Companies Computer Science Data Graphics Hardware Internet and Online Services Mobile Computing Multimedia Networks Open Source Operating Systems Programming Software Standards Types of Computers Wireless Computing World Wide Web Home
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    virtual reality Last modified: Wednesday, August 13, 2003 An artificial environment created with computer hardware and software and presented to the user in such a way that it appears and feels like a real environment. To "enter" a virtual reality, a user dons special gloves, earphones, and goggles, all of which receive their input from the computer system . In this way, at least three of the five senses are controlled by the computer. In addition to feeding sensory input to the user, the devices also monitor the user's actions. The goggles, for example, track how the eyes move and respond accordingly by sending new video input.

    67. Virtual_reality — Blogs, Pictures, And More On WordPress
    Find other items tagged with “virtual_reality”. Technorati Del.icio.us IceRocket. Terms of Service; Prywatno ; Wsparcie; Statystyki
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    68. Virtual Reality - CoreOntoWiki
    Translate this page virtual_reality Inspec A surrogate or metaphysical environment Retrieved from http//korterm.kaist.ac.kr/ontowiki/index.php/virtual_reality
    http://korterm.kaist.ac.kr/ontowiki/index.php/Virtual_reality
    var skin = 'monobook';var stylepath = '/ontowiki/skins';
    Virtual reality
    From CoreOntoWiki
    Jump to: navigation search virtual_reality 가상현실 Inspec A surrogate or metaphysical environment created by communications and computing systems. [작업자]KAIST : TERMIUM 컴퓨터 처리에 의하여 실제로 존재하지 않는 환경을 실제와 같이 체험시키는 기법. [작업자]KAIST : 전자공학용어사전 edit
    Taxonomic relation
    is subclass of: is superclass of: edit
    Non-taxonomic Relation
    has relations of: edit
    See also
    Retrieved from " http://korterm.kaist.ac.kr/ontowiki/index.php/Virtual_reality Views Personal tools CoreOnto Navigation Search Toolbox

    69. Porydd
    Networks and avatars The virtual body as an interface. A presentation made by Tina LaPorta at the conference Alterities Interdisciplinarity and Feminine
    http://odp.rpfuller.org/porydd/?cat=Arts/Digital/Virtual_Reality&detail=1&perpag

    70. Virtual Reality
    PoreEye. Why use Virtual Reality. One of the strengths of Pore-Cor has always been its graphics. If you the user can visualise a porous structure,
    http://www.pore-cor.com/virtual_reality.htm
    Pore-Eye Why use Virtual Reality One of the strengths of Pore-Cor has always been its graphics. If you the user can visualise a porous structure, even if the visualisation has a greatly simplified geometry, then you can start to explore the pore-level properties, and begin to understand and change what is going on.
    In Pore-Cor version 1.32, the unit cell structure rotated seductively, but it was very difficult to see what was going on inside. So in Pore-Eye, the graphics output into a language called Virtual Reality Markup Language (VRML). You can walk through the resulting images, to find features which are too small to see when looking at the whole unit cell. You can also navigate around to look at particular fluid pathways, to study effects such as breakthrough, preferential flow, and preferential wetting. We and our customers find this so useful that all consultancy reports are now accompanied by the relevant virtual reality files and a viewer.
    If you just want to see some still images, then choose a Static snapshot from the table below.

    71. Electric Eggplant - Our Projects - Virtual Reality: It's Not The Technology
    Meet Electric Eggplant s David and Annie Fox, specializing in New Media and Interactive Design that help people understand and get along better with each
    http://www.electriceggplant.com/virtual_reality.html
    Home Clients Our Projects About Us ... Contact Us
    Virtual Reality:
    by David Fox
    Note: While this article was written in back in 1992, centuries still not about the technology.
    August, 1959
    color TV? And so it went for an hour or so. We watched one awful commercial after another until the moms said to turn off the TV. we
    September, 1989
    Progress is Made?
    True, there are But this too is understandable. VR is a brand new medium with new, not yet understood, potential. We game designers only have our previous experience to draw upon, so naturally our first VR games resemble our previous, non-immersive games. know the people they are interacting with. If the game is properly designed to allow the players the creative freedom to invent their own unique strategies, the game play will remain fresh, innovative, and forever changing as the players experiment with new strategies. How do we really take advantage of the impact of immersion and of having other humans in the computer-generated universe? The answer will emerge as we have more experience implementing these games. Here is an analogy to consider: filmmakers at the turn of the century had only one related field from which to draw their inspiration, the theater. So they plopped the camera at the edge of the stage and filmed the actors playing their roles. The scripts were not changed and the camera never moved. There were no close ups, tow shots, or cutaways. but nobody noticed this lack of innovation because now people who never went to see plays could watch them at the movie theater. It took almost two decades before

    72. Mary Ann Liebert, Inc. - CyberPsychology & Behavior - 10(3):489
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