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motion and touch in virtual reality appllications
Communication from humans to computers based on movement occurs through data entry pads, mouse, motion-recording gloves, and other motion-detecting mechanisms. Since motion and touch are central to human to computer interaction, VR mediums should include excellent methods for recording human movement. They should register motion without hindering it. Touch and motion based communication going the other way, from the environment to people, is also very important in the real world, but as can be shown, it is much less advanced in virtual reality caused by scientific limitations. The site on 360House.com has different information.
Virtual Reality (VR) can be defined by: (1) technical specifications of the equipment involved; or (2) achievement of certain psychological/behavioral effects. As an example of technical specifications, one can identify the base-line hardware for VR as: a three-dimensional image projection system that reacts to the location and movement of human head and eyes, spanning X% of the human range of vision, and processing Y changes in motion per second; a three-dimensional sound system; and an interactive glove that tracks and processes hand motions for communication from the human to the virtual setting, but technical definitions especially this one become outdated as applied science progresses and expectations for realism increase. By analogy, gramophone recordings in the early 20th century were at one time viewed as "high-end audio" audio encoding, but would not meet this label by comparison to present day digital applied science. Sub-page Virtual Tours Fresno, California reports more developments. Also consider Virtual Dancing for more about virtual reality.
VirtualDanceFloor.com
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