Emerging Technologies
HND Computing & System Development, Unit-5, Research Assignment by AbdulRafay Moeen. HND Computing & System Development, Unit-5, Research Assignment by AbdulRafay Moeen.
Characteristics of Virtual Reality. T he unique c harac t e ristic s of imme rsive VR c an be summarize d as follow ing: ◘ The v irtual w orld is presented in full scal e and rel ates properl y to the human size. ◘ Netw orked applications al low for shared v irtual env ironments. ◘ Head-referenced v iewing prov ides a natural interface for the nav igation in three-dimensional space and al l ows for l ook around, w alk -around, and fl y-through capabil ities in v irtual env ironments. ◘ Stereoscopic v iewing enhances the perception of depth and the sense of space. ◘ The conv incing il l usion of being fully immersed in an artificial w orl d can be enhanced by auditory, haptic, and other nonv isual technol ogies. ◘ Real istic interactions w ith v irtual objects v ia data gl ov e and similar dev ices al l ow for manipul ation, operation, and control of v irtual w orlds. Levels of Immersion in VR. Immersion means the extent to w hich high fidel ity physical inputs (e.g. l ight patterns, sound w av es) are prov ided to the different sensory modalities (v ision, audition, touch) in order to create strong il l usions of real ity in each. In a v irtual env ironment, the computer generates sensory impressions that are del iv ered to the human senses. The type and qual ity of these impressions determine t he l ev el of immersion and the feel ing of presence in V R. Ideally information shoul d be presented to al l of the user’s senses. Moreov er, the env ironment itsel f shoul d react real istically to the user’s actions. The actual, how ev er, is v ery different from this ideal case. Therefore, w e can group V R systems accordingl y to the ir l ev el of immersion into three categories. ◘ Non-Immersive (Desktop VR) systems ◘ Semi-Immersive (Fish Tank VR) systems ◘ Fully-Immersive (Next Gen VR) systems. 39
40 Types of Immersion in VR . Imme rsion c an be separat e d int o follow ing main c at e gories: Tactical I mmersion – Tact ical immersion is experienced when perf orming t actile operations t hat involve skill. Shoot er games give such immersion . S trategic I mmersion – St rategic immersion is more cerebral, and is associated wit h ment al challenge. Chess players experience st rategic immersion when choosing a solut ion among a broad array of possibilities. N arrativ e I mmersion – Narrative immersion occurs when players become invest ed in a st ory, and i s similar t o what is experienced while reading a book or wat ching a movie. S patial I mmersion – Spat ial immersion occurs when a player f eels t he simulat ed world perceptually convincing. The player f eels his presence in t hat simulat ed world . It looks and f eels real. P s y chological I mmersion – Psychological immersion occurs when a player conf uses t he game wit h real lif e. S ens ory I mmersion – The player experiences a unit y of t ime and space as t he player f uses wit h t he image medium, which af f ects impression and awareness.
- Page 1 and 2: AbdułRāfāy Moeen GRAFTON UNIVERS
- Page 3 and 4: Contents Introduction .............
- Page 5 and 6: 2 Introduction Tekhnē Art, Craft T
- Page 7 and 8: 4 [ 1 ] Age of Technology The timel
- Page 9 and 10: 6 European Dark Age 400 A.D. to 150
- Page 11 and 12: 8 2019 A.D. Exoskeletal systems w i
- Page 13 and 14: 10 15,000 A.D. to 300,000 A.D. Psyc
- Page 15 and 16: 12 Emergence of Technology M echani
- Page 17 and 18: 14 LO1: Understand Emerging Technol
- Page 19 and 20: 16 Artificial Intelligence Intellig
- Page 21 and 22: 18 w oul d run for about eight hour
- Page 23 and 24: 20 Speed Trains A series of connect
- Page 25 and 26: 22 Motor Vehicles Sel f-propelled l
- Page 27 and 28: 24 Nanomedicine A branch of medicin
- Page 29 and 30: 26 I I. 4 new t ec hnologic al adva
- Page 31 and 32: 28 I II. Provide an assessment of t
- Page 33 and 34: 30 SWOT ANA LY SI S : “NANOT E C
- Page 35 and 36: 32 - Conclusion - Deep researches a
- Page 37 and 38: 34 LO3: Conduct research into emerg
- Page 39 and 40: 36 Highlights of Research in Virtua
- Page 41: Terminologies Used in Virtual Reali
- Page 45 and 46: 42 Advantages. V irtual real ity ha
- Page 47 and 48: 44 I II. Provide an evaluat ion of
- Page 49 and 50: 46 LO4: Understand the ethical impl
- Page 51 and 52: 48 References [1] Technology Timeli
- Page 53 and 54: 50 [18] Fractal, “Nanorobotics,
40<br />
Types of Immersion in VR .<br />
Imme rsion c an be separat e d int o follow ing main c at e gories:<br />
Tactical I mmersion – Tact ical immersion is experienced<br />
when perf orming t actile operations t hat involve skill.<br />
Shoot er games give such immersion .<br />
S trategic I mmersion – St rategic immersion is more<br />
cerebral, and is associated wit h ment al challenge.<br />
Chess players experience st rategic immersion when<br />
choosing a solut ion among a broad array of<br />
possibilities.<br />
N arrativ e I mmersion – Narrative immersion occurs when<br />
players become invest ed in a st ory, and i s similar t o<br />
what is experienced while reading a book or<br />
wat ching a movie.<br />
S patial I mmersion – Spat ial immersion occurs when a<br />
player f eels t he simulat ed world perceptually<br />
convincing. The player f eels his presence in t hat<br />
simulat ed world . It looks and f eels real.<br />
P s y chological I mmersion – Psychological immersion<br />
occurs when a player conf uses t he game wit h real<br />
lif e.<br />
S ens ory I mmersion – The player experiences a unit y of<br />
t ime and space as t he player f uses wit h t he image<br />
medium, which af f ects impression and awareness.