Immersive Digital Environment
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Immersive Digital Environment
Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. Etymology The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where a "visitor" (Maurice Benayoun) or "immersant" (Char Davies)'s awareness of physical self is transformed by being surrounded in an artificial environment; used for describing partial or complete suspension of disbelief, enabling action or reaction to stimulations encountered in a virtual or artistic environment. The greater the suspension of disbelief, the greater the degree of presence achieved. Types According to Ernest W. Adams, immersion can be separated into three main categories: * Tactical immersion: Tactical immersion is experienced when ...
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Augmented Reality
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment). This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is largely synonymous with mixed reality. There is also overlap ...
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Facebook
Facebook is an online social media and social networking service owned by American company Meta Platforms. Founded in 2004 by Mark Zuckerberg with fellow Harvard College students and roommates Eduardo Saverin, Andrew McCollum, Dustin Moskovitz, and Chris Hughes, its name comes from the face book directories often given to American university students. Membership was initially limited to Harvard students, gradually expanding to other North American universities and, since 2006, anyone over 13 years old. As of July 2022, Facebook claimed 2.93 billion monthly active users, and ranked third worldwide among the most visited websites as of July 2022. It was the most downloaded mobile app of the 2010s. Facebook can be accessed from devices with Internet connectivity, such as personal computers, tablets and smartphones. After registering, users can create a profile revealing information about themselves. They can post text, photos and multimedia which are shared with any ...
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Oculus Rift
Oculus Rift is a discontinued line of virtual reality headsets developed and manufactured by Oculus VR, a division of Meta Platforms, released on March 28, 2016. In 2012 Oculus initiated a Kickstarter campaign to fund the Rift's development, after being founded as an independent company two months prior. The project proved successful, raising almost from around 10,000 contributors. Then in March 2014, Oculus was purchased by Facebook for $2 billion.Gleasure, R., & Feller, J. (2016). A Rift in the Ground: Theorizing the Evolution of Anchor Values in Crowdfunding Communities through the Oculus Rift Case Study. Journal of the Association for Information Systems, 17(10), 708-736. The Rift went through various pre-production models since the Kickstarter campaign, around five of which were demonstrated to the public before reaching its commercial release. Two of these models were shipped to backers, labelled as development kits; the DK1 in mid 2013 and DK2 in mid-2014, intended to p ...
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Air Force
An air force – in the broadest sense – is the national military branch that primarily conducts aerial warfare. More specifically, it is the branch of a nation's armed services that is responsible for aerial warfare as distinct from an army or navy. Typically, air forces are responsible for gaining control of the air, carrying out strategic and tactical bombing missions, and providing support to land and naval forces often in the form of aerial reconnaissance and close air support. The term air force may also refer to a tactical air force or numbered air force, which is an operational formation either within a national air force or comprising several air components from allied nations. Air forces typically consist of a combination of fighters, bombers, helicopters, transport planes and other aircraft. Many air forces may command and control other air defence forces assets such as anti-aircraft artillery, surface-to-air missiles, or anti-ballistic missile warning ne ...
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Augmented Reality
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment). This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is largely synonymous with mixed reality. There is also overlap ...
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Virtual Fixture
A virtual fixture is an overlay of augmented sensory information upon a user's perception of a real environment in order to improve human performance in both direct and remotely manipulated tasks. Developed in the early 1990s by Louis Rosenberg at the U.S. Air Force Research Laboratory (AFRL), Virtual Fixtures was a pioneering platform in virtual reality and augmented reality technologies. History Virtual Fixtures was first developed by Louis Rosenberg in 1992 at the USAF Armstrong Labs, resulting in the first immersive augmented reality system ever built. Because 3D graphics were too slow in the early 1990s to present a photorealistic and spatially-registered augmented reality, Virtual Fixtures used two real physical robots, controlled by a full upper-body exoskeleton worn by the user. To create the immersive experience for the user, a unique optics configuration was employed that involved a pair of binocular magnifiers aligned so that the user's view of the robot arms were bro ...
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Sensorama
The Sensorama was a machine that is one of the earliest known examples of immersive, multi-sensory (now known as multimodal) technology. This technology, which was introduced in 1962 by Morton Heilig, is considered one of the earliest virtual reality (VR) systems. Development Heilig, who today would be thought of as a "multimedia" specialist, in the 1950s saw theater as an activity that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He dubbed it "Experience Theater", and detailed his vision of multi-sensory theater in a 1955 paper, "The Cinema of the Future" (Robinett 1994). In 1962 he built a prototype of his vision, dubbed the Sensorama, along with five short films for it to display. The Sensorama was a mechanical device, which includes a stereoscopic color display, fans, odor emitters, stereo‐sound system, and a motional chair. It simulated a motorcycle ride through New York and created the experience by having t ...
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Morton Heilig
Morton Leonard Heilig (December 22, 1926 – May 14, 1997) was an American pioneer in virtual reality (VR) technology and a filmmaker. He applied his cinematographer experience and with the help of his partner developed the Sensorama over several years from 1957, patenting it in 1962. Sensorama It was big, bulky, and shaped like a 1980s era video arcade game. The Sensorama was quite impressive for 1960s technology. The viewing cabinet gave the viewer the experience of riding a motorcycle on the streets of Brooklyn. The viewer felt the wind on their face, the vibration of the motorcycle seat, a 3D view, and even smells of the city. Heilig wanted to create “cinema of the future.” The Sensorama was doomed, however, from the high costs of the filmmaking. The problem was not that the apparatus addressed the wrong senses; the business community just couldn't figure out how to sell it. He was not able to find the amount of funds necessary to create new 3-D films “obtained with ...
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Stereoscope
A stereoscope is a device for viewing a stereoscopic pair of separate images, depicting left-eye and right-eye views of the same scene, as a single three-dimensional image. A typical stereoscope provides each eye with a lens that makes the image seen through it appear larger and more distant and usually also shifts its apparent horizontal position, so that for a person with normal binocular depth perception the edges of the two images seemingly fuse into one "stereo window". In current practice, the images are prepared so that the scene appears to be beyond this virtual window, through which objects are sometimes allowed to protrude, but this was not always the custom. A divider or other view-limiting feature is usually provided to prevent each eye from being distracted by also seeing the image intended for the other eye. Most people can, with practice and some effort, view stereoscopic image pairs in 3D without the aid of a stereoscope, but the physiological depth cues result ...
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Head-mounted Display
A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see Helmet-mounted display for aviation applications), that has a small display optic in front of one (monocular HMD) or each eye ( binocular HMD). An HMD has many uses including gaming, aviation, engineering, and medicine. Virtual reality headsets are HMDs combined with IMUs. There is also an optical head-mounted display (OHMD), which is a wearable display that can reflect projected images and allows a user to see through it. Overview A typical HMD has one or two small displays, with lenses and semi-transparent mirrors embedded in eyeglasses (also termed data glasses), a visor, or a helmet. The display units are miniaturized and may include cathode ray tubes (CRT), liquid-crystal displays (LCDs), liquid crystal on silicon (LCos), or organic light-emitting diodes (OLED). Some vendors employ multiple micro-displays to increase total resolution and field of view. HMDs differ in whethe ...
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Exploring The Universe In Virtual Reality
Exploration refers to the historical practice of discovering remote lands. It is studied by geographers and historians. Two major eras of exploration occurred in human history: one of convergence, and one of divergence. The first, covering most of ''Human, Homo sapiens'' history, saw humans Recent African origin of modern humans, moving out of Africa, settling in new lands, and developing distinct cultures in relative isolation. Early explorers settled in Europe and Asia; 14,000 years ago, some crossed the Settlement of the Americas, Ice Age land bridge from Siberia to Alaska, and moved southbound to settle in the Americas. For the most part, these cultures were ignorant of each other's existence. The second period of exploration, occurring over the last 10,000 years, saw increased cross-cultural exchange through trade and exploration, and marked a new era of cultural intermingling, and more recently, convergence. Early writings about exploration date back to the 4th millennium B ...
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