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Virtual Reality
A virtie is an immersive, three-dimensional movie experience incorporating virtual reality technology. Some features of computer games and television will probably be combined into centrally distributed, multi-participant, engaging, three-dimensional Virtual Reality television ("virtevision"). Interactive VRTVs may take the place of non-engaging television like color televisions now completely dominate black-and-white televisions. Also virtual reality and "virtainment" has different info on virtual reality.
Although Virtual Reality can be applied in different ways, entertainment was one of the first applications and remains at the top. The multi-dimensional and engaging attributes of VR make it well-suited for virtual gaming. In the years to come, novel virtual entertainment ("virtainment") uses will come from hybrid groups of computer gaming, internet connectivity, and television. These uses can be run centrally, multi-participant, engaging, and three-dimensional entertainment experiences. There is social value of physically gathering in one location, so there will still be a place for movies in the area of virtainment. Virtual movies ("virties") will go far beyond 3D effects with polarized lens glasses; they will have realistic 3D images and multi-sensory audience engagement. More: virtual reality dating reports more developments.
Shutter glasses are one mechanism to present different pictures to the eyes. These glasses first block the picture to one eye and then to the other eye, in synchronization with two different perspectives alternatively shown on a monitor. When the alternating perspective images are shown in sufficiently quick succession, then the brain combines them into one three-dimensional picture. head mounted displays frequently have some type of shutter glasses inside a helmet and display screens that are somewhat close to one's eyes. The close screen displays make it easier to span much of the field of vision (e.g. over 60 degrees), but requires fine-resolution imaging. The helmet might be: physically attached to an armature for tracking head motion; or physically unconnected with head movement tracked by optical, magnetic, or ultrasound monitors. For virtual reality related information, please also see simulation adaptation syndrome .
When simulating the sense of touch, virtual reality systems must simulate the tangible resistance that virtual things would exert on our movement like they were real. This resistance may be transmitted to one's body though multiple mechanical pistons, inflatable air pockets, or magnetic resistance devices integrated into glove or body suit. Simulation of touch and movement through such machines is known as "kinesthetics." While kinesthetics technology currently delays behind computer to human communication through vision and audio signals, it will likely become more common with technological advances. There is additional discussion at sound environments of related VR material.
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