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首页 > 英语培训 > 英语对话虚拟现实

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美丽华华

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Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the notion. In the book The Metaphysics of Virtual Reality, Michael Heim identifies seven different concepts of Virtual Reality: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. The definition still has a certain futuristic romanticism attached. People often identify VR with Head Mounted Displays, Data Suits and Steven King's The Lawnmower Man. Terminology The term artificial reality, coined by Myron Krueger, has been in use since the 1970s but the origin of the term virtual reality is uncertain. It has been credited to The Judas Mandala, a 1982 science fiction novel by Damien Broderick, where the context of use is somewhat different from that defined above. The earliest use cited by the Oxford English Dictionary is in a 1987 article entitled "Virtual reality", but the article is not about VR technology. The VR developer Jaron Lanier claims that he coined the term. The concept of virtual reality was popularized in mass media by movies such as Brainstorm and The Lawnmower Man (and others mentioned below), and the VR research boom of the 1990s was motivated in part by the non-fiction book Virtual Reality by Howard Rheingold. The book served to demystify the subject, making it more accessible to less technical researchers and enthusiasts, with an impact similar to what his book The Virtual Community had on virtual community research lines closely related to VR. 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. Timeline 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. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device, which reportedly still functions today. In 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) head mounted display (HMD) system. It was primitive both in terms of user interface and realism, and the HMD to be worn by the user was so heavy it had to be suspended from the ceiling, and the graphics comprising the virtual environment were simple wireframe model rooms. The formidable appearance of the device inspired its name, The Sword of Damocles. 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. In the late 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 (from "Virtual Programming Languages") in 1985, which developed and built some of the seminal "goggles n' gloves" systems of that decade. Future It is unclear exactly where the future of virtual reality is heading. In the short run, the graphics displayed in the HMD will soon reach a point of near realism. The audio capabilities will move into a new realm of three dimensional sound. This refers to the addition of sound channels both above and below the individual or a Holophony approach..... 这是补充的部分

英语对话虚拟现实

277 评论(9)

壹秒钟变rabbiT

模拟场景进行练习。可以产生更真实的语言环境

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咣脚奔跑的釹孩

虚拟现实( VR )是一种技术,这将允许用户以互动与电脑模拟的环境,无论是真实或想象的一。目前大部分的虚拟现实环境,主要是视觉的经验,显示,无论是在计算机屏幕上或通过特殊或立体显示器,但有些模拟包括额外的感觉信息,如声音,通过扬声器或耳机。一些先进的,触觉系统,现在包括触觉信息,一般称为力反馈,在医疗和游戏应用。用户可以互动的虚拟环境中或一个虚拟的Artifact ( VA部) ,要么通过使用标准输入设备,如键盘,鼠标,或通过多式联运设备,如有线手套, polhemus繁荣手臂,和全方位的跑步机。模拟环境可以类似现实世界中,举例来说,模拟试验或作战训练,或它可以显着差异,从实际出发,在VR游戏。在实践中,这是目前很难建立一个高逼真度的虚拟现实的经验,主要原因是技术上的限制,对处理能力,图像分辨率和通信带宽。然而,这些限制是预计最终将克服作为处理器,成象和数据通信技术更加强大和具成本效益的一段时间

251 评论(10)

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