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Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games ), education (such as medical, safety or military training) and business (such as virtual meetings).
Pose tracking in virtual reality. In VR, it is paramount that pose tracking is both accurate and precise so as not to break the illusion of a being in virtual world. Several methods of tracking the position and orientation (pitch, yaw and roll) of the display and any associated objects or devices have been developed to achieve this.
Finally, the virtual pose is sent to the user's choice of outputs. This is all done in the background, with tracking status displayed in the system tray. A 3D preview is available that shows the virtual head position and orientation for a given real head pose and can be viewed from multiple perspectives, including first-person.
The concept of virtual worlds significantly predates computers. The Roman naturalist, Pliny the Elder, expressed an interest in perceptual illusion. [14] [15] In the twentieth century, the cinematographer Morton Heilig explored the creation of the Sensorama, a theatre experience designed to stimulate the senses of the audience—vision, sound, balance, smell, even touch (via wind)—and so ...
Many science fiction books and films have imagined characters being "trapped in virtual reality" or entering into virtual reality. Laurence Manning's 1933 series of short stories, "The Man Who Awoke"—later a novel—describes a time when people ask to be connected to a machine that replaces all their senses with electrical impulses and, thus, live a virtual life chosen by them (à la The ...
Now he’s branching out with “A Pose Before Dying,” inaugural installment in the Cat Yoga series. ... In a virtual appearance at 7 p.m. Thursday, Eric Jay Dolin, author of “Left for Dead ...
In her book Constructing Adolescence in Fantastic Realism, Alison Waller discusses Heir Apparent along with several other young-adult novels about virtual reality. She writes that the fact that these novels take place almost entirely within the virtual world suggests "that problems of real life can best be solved within this expressly ...
On the other hand, it is hard to maintain proportions and to create exact, convincing poses along the way. "Pose to pose" works better for dramatic or emotional scenes, where composition and relation to the surroundings are of greater importance. [16] A combination of the two techniques is often used. [17]