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Text 8. Virtual Reality

Computers are about to take people to places they have never been able to visit before, including the surface of other planets. Such a trip will be an illusion, but one that comes closer to real life than anything on stage or screen. Artificial worlds are being built up in a computer memory so that people can walk through at will, look around, and even touch objects.

The term 'Virtual Reality' (VR) was initially coined by Jaron Lanier, founder of VPL Research (1989). Other related terms include 'Artificial Reality' (Myron Krueger, 1970s), 'Cyberspace' (William Gibson, 1984), and, more recently, 'Virtual Worlds' and 'Virtual Environments'(1990s).

The system is named virtual reality, so called from the mathematical concept of an image that has the virtues of a real object without the substance. Virtual reality systems are being developed throughout the world for a range of uses including enabling people to walk ‘inside’ nuclear power stations, while controlling a robot that actually goes into an area in which no human could live, and conducting architects through a computer-generated building before it is constructed.

Head-Mounted Display: The head-mounted display (HMD) was the first device providing its wearer with an immersive experience. Evans and Sutherland demonstrated a head-mounted stereo display already in 1965. It took more than 20 years before VPL Research introduced a commercially available HMD, the famous "EyePhone" system (1989). A typical HMD houses two miniature display screens and an optical system that channels the images from the screens to the eyes, thereby, presenting a stereo view of a virtual world. A motion tracker continuously measures the position and orientation of the user's head and allows the computer generating the image to adjust the scene representation to the current view. As a result, the viewer can look around and walk through the surrounding virtual environment. To overcome the often uncomfortable intrusiveness of a head-mounted display, alternative concepts (e.g. CAVE) for immersive viewing of virtual environments were developed.

•CAVE: The CAVE (Cave Automatic Virtual Environment) was developed at the University of Illinois at Chicago and provides the illusion of immersion by projecting stereo images on the walls and floor of a room-sized cube. Several persons wearing lightweight stereo glasses can enter and walk freely inside the CAVE. A head tracking system continuously adjust the stereo projection to the current position of the leading viewer.

Input Devices and other Sensual Technologies: A variety of input devices like data gloves, joysticks, and hand-held wands allow the user to navigate through a virtual environment and to interact with virtual objects. Directional sound, tactile and force feedback devices, voice recognition and other technologies are being employed to enrich the immersive experience and to create more "sensualized" interfaces.

Characteristics of Immersive VR: The unique characteristics of immersive virtual reality can be summarized as follows:

- Head-referenced viewing provides a natural interface for the navigation in three-dimensional space and allows for look-around, walk-around, and fly-through capabilities in virtual environments.

- Stereoscopic viewing enhances the perception of depth and the sense of space.

- The virtual world is presented in full scale and relates properly to the human size.

- Realistic interactions with virtual objects via data glove and similar devices allow for manipulation, operation, and control of virtual worlds.

- The convincing illusion of being fully immersed in an artificial world can be enhanced by auditory, haptic, and other non-visual technologies.

- Networked applications allow for shared virtual environments.

Non-immersive VR: Today, the term 'Virtual Reality' is also used for applications that are not fully immersive. The boundaries are becoming blurred, but all variations of VR will be important in the future. This includes mouse-controlled navigation through a three-dimensional environment on a graphics monitor, stereo viewing from the monitor via stereo glasses, stereo projection systems, and others. Apple's QuickTime VR, for example, uses photographs for the modeling of three-dimensional worlds and provides pseudo look-around and walk-through capabilities on a graphics monitor.

VRML: Most exciting is the ongoing development of VRML (Virtual Reality Modeling Language) on the World Wide Web. In addition to HTML (HyperText Markup Language), that has become a standard authoring tool for the creation of home pages, VRML provides three-dimensional worlds with integrated hyperlinks on the Web. Home pages become home spaces. The viewing of VRML models via a VRML plug-in for Web browsers is usually done on a graphics monitor under mouse-control and, therefore, not fully immersive. However, the syntax and data structure of VRML provide an excellent tool for the modeling of three-dimensional worlds that are functional and interactive and that can, ultimately, be transferred into fully immersive viewing systems.

VR-related Technologies: Other VR-related technologies combine virtual and real environments. Motion trackers are employed to monitor the movements of dancers or athletes for subsequent studies in immersive VR. The technologies of 'Augmented Reality' allow for the viewing of real environments with superimposed virtual objects. Telepresence systems (e.g., telemedicine, telerobotics) immerse a viewer in a real world that is captured by video cameras at a distant location and allow for the remote manipulation of real objects via robot arms and manipulators.

Study the following words and expressions:

  1. to be about – собираться, быть готовым

  2. one – (зд.) иллюзия

  3. at will – по желанию

  4. term – термин

  5. to coin – вводить в обращение (новые слова), создавать (термины)

  6. concept - концепция

  7. virtue – свойство

  8. range – область распространения

  9. to enable – давать возможность, позволять

  10. to conduct – вести, руководить, проводить

  11. to immerse – погружаться

  12. immersion – погружение

  13. immersive – иммерсивный (обеспечивающий полный эффект присутствия)

  14. miniature ['mini(ə)t∫ə] – миниатюрный, маленький, малогабаритный

  15. to channel – направлять, транспортировать

  16. view – вид, образ, изображение

  17. tracker – устройство слежения

  18. viewing – наблюдение; обзор, просмотр; визуализация; визуальное отображение

  19. to adjust – корректировать, адаптировать

  1. to overcome (overcame, overcome) – преодолевать

  2. uncomfortable intrusiveness – (зд.) неудобство

  3. head tracking system - система определения положения камеры по позиции головы оператора

  4. viewer – зритель, наблюдатель; прибор наблюдения, устройство визуального просмотра

  5. sensual – сенсуальный (основанный на субъективный чувствах, ощущениях); воспринимаемый чувствами

  6. wand – цифровой зонд

  7. to navigate – перемещаться

  8. tactile ['tæktail] – тактильный, осязаемый, ощутимый

  9. force feedback - силовая обратная связь, физическое сопротивление

  10. to employ (to apply, to use) – использовать

  11. to enhance – усиливать, увеличивать

  12. perception – восприятие, ощущение

  13. to convince – убеждать

  14. convincing – убедительный

  15. auditory – слуховой

  16. haptic – тактильный (относящийся к осязанию)

  1. to allow for – предусматривать, допускать, позволять

  2. ongoing – непрерывный, постоянный, продолжающийся

  3. blurred – расплывчатый, размытый

  4. authoring tool – творческий инструмент; средство разработки

  1. ultimately – в конце концов, в перспективе

  2. telepresence – телеприсутствие

  3. Augmented Reality - дополненная (расширенная) реальность

  4. superimposed –наложенные, добавленные поверх

  5. to capture – фиксировать

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