185 lines
9.8 KiB
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185 lines
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ARRoGANT CoURiERS WiTH ESSaYS
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Grade Level: Type of Work Subject/Topic is on:
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[ ]6-8 [ ]Class Notes [Essay on Insight into ]
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[x]9-10 [ ]Cliff Notes [Virtual Reality ]
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[ ]11-12 [x]Essay/Report [ ]
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[ ]College [ ]Misc [ ]
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Dizzed: o4/95 # of Words:1328 School: ? State: ?
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>>Chop Here><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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An Insight Into Virtual Reality
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Virtual Reality is a creation of a highly interactive computer based
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multimedia environment in which the user becomes a participant with the
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computer in a "virtually real" world1
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We are living in an era characterized by 3D virtual systems created by
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computer graphics. In the concept called Virtual Reality (VR), the virtual
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reality engineer is combining computer, video, image-processing, and sensor
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technologies so that a human can enter into and react with spaces generated
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by computer graphics.
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In 1969-70, a MIT scientist went to the University of Utah, where he
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began to work with vector generated graphics. He built a see-through
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helmet that used television screens and half-silvered mirrors, so that the
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environment was visible through the TV displays. It was not yet designed
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to provide a surrounding environment. It was not until the mid '80's that
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virtual reality systems were becoming more defined. The AMES contract
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started in 1985, came up with the first glove in February 1986. The glove
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is made of thin Lycra and is fitted with 15 sensors that monitor finger
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flexion, extension, hand position and orientation. Connected to a computer
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through fiber optic cables. Sensor inputs enable the computer to generate
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an on screen image of the hand that follows the operator's hand movements.
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The glove also has miniature vibrators in the finger tips to provide
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feedback to the operator from grasped virtual objects. Therefore, driven
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by the proper software, the system allows the rator to interact by grabbing
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and moving a virtual object within a simulated room, while experiencing the
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"feel" of the object.
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The virtual reality line includes the Datasuit and the Eyephone. The
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Datasuit is an instrumented full-body garment that enables full-body
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interaction with a computer constructed virtual world. In one use, this
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product is worn by film actors to give realistic movement to animated
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characters in computer generated special effects. The Eyephone is a head
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mounted stereo display that shows a computer made virtual world in full
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color and 3D.
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The Eyephone technology is based on an experimental Virtual Interface
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Environment Workstation (VIEW) design. VIEW is a head-mounted stereoscopic
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display system with two 3.9 inch television screens, one for each eye. The
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display can be a computer generated scene or a real environment sent by
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remote video cameras. Sound effects delivered to the headset increase the
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realism.
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It was intended to use the glove and software for such ideas as a
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surgical simulation, or "3D virtual surgery" for medical students. In the
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summer of 1991, US trainee surgeons were able to practice leg operations
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without having to cut anything solid. NASA Scientists have developed a
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three-dimensional computer simulation of a human leg which surgeons can
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operate on by entering the computer world of virtual reality. Surgeons use
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the glove and Eyephone technology to create the illusion that they are
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operating on a leg.
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Other virtual reality systems such as the Autodesk and the CAVE have
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also come up with techniques to penetrate a virtual world. The Autodesk
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uses a simple monitor and is the most basic visual example for virtual
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reality. An example where this could be used is while exercising. For
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example, Autodesk may be connected to an exercise bike, you can then look
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around a graphic world as you pedal through it. If you pedal fast enough,
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your bike takes off and flies.
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The CAVE is a new virtual reality interface that engulfs the individual
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into a room whose walls, ceiling, and floor surround the viewer with
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virtual space. The illusion is so powerful you won't be able to tell
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what's real and what's not. Computer engineers seem fascinated by virtual
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reality because you can not only program a world, but in a sense, inhabit
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it.
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Mythic space surrounds the cyborg, embracing him/her with images that
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seem real but are not.2 The sole purpose of cyberspace virtual reality
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technology is to trick the human senses, to help people believe and uphold
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an illusion.
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Virtual reality engineers are space makers, to a certain degree they
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create space for people to play around in.3 A space maker sets up a world
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for an audience to act directly within, and not just so the audience can
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imagine they are experiencing a reality, but so they can experience it
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directly. "The film maker says, 'Look, I'll show you.' The space maker
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says, 'Here, I'll help you discover.' However, what will the space maker
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help us discover?"4
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"Are virtual reality systems going to serve as supplements to our
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lives, or will individuals so miserable in their daily existence find an
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obsessive refuge in a preferred cyberspace? What is going to be included,
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deleted, reformed, and revised? Will virtual reality systems be used as a
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means of breaking down cultural, racial, and gender barriers between
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individuals and thus nurture human values?"5
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During this century, responsive technologies are moving even closer to
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us, becoming the standard interface through which we gain much of our
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experience. The ultimate result of living in a cybernetic world may create
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an artificial global city. Instead of a global village, virtual reality
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may create a global city, the distinction being that the city contains
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enough people for groups to form affiliations, in which individuals from
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different cultures meet together in the same space of virtual reality. The
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city might be laid out according to a three dimensional environment that
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dictates the way people living in different countries may come to
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communicate and understand other cultures. A special camera, possibly
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consisting of many video cameras, would capture and transmit every view of
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the remote locations. Viewers would receive instant feedback as they turn
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their heads. Any number of people could be looking through the same camera
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system. Although the example described here will bably take many years to
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develop, its early evolution has been under way for some time, with the
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steady march of technology moving from accessing information toward
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providing experience. As well, it is probably still childish to imagine
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the adoption of virtual reality systems on a massive scale because the
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starting price to own one costs about $300,000.
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Virtual Reality is now available in games and movies. An example of a
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virtual reality game is Escape From Castle Wolfenstein. In it, you are
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looking through the eyes of an escaped POW from a Nazi death camp. You
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must walk around in a maze of dungeons were you will eventually fight
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Hitler. One example of a virtual reality movie is Stephen King's The
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Lawnmower Man. It is about a mentally retarded man that uses virtual
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reality as a means of overcoming his handicap and becoming smarter. He
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eventually becomes crazy from his quest for power and goes into a computer.
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From there he is able to control most of the world's computers. This movie
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ends with us wondering if he will succeed in world domination.
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From all of this we have learned that virtual reality is already
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playing an important part in our world. Eventually, it will let us be able
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to date, live in other parts of the world without leaving the comfort of
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our own living room, and more. Even though we are quickly becoming a
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product of the world of virtual reality, we must not lose touch with the
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world of reality. For reality is the most important part of our lives.
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Bibliography
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Bains, S. "Surgeons Slice a Virtual Leg", New Scientist, Vol. 131,
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Pg. 28, July 6, 1991
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Baudrillard, J., The Ecstasy of Communication, Translated by Bernard
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and Caroline Schutze, New York: Semiotext, 1987
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Helsel, K. Virtual Reality-Theory, Practice, and Promise London:
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British Library, 1991
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Neira, C. "The CAVE: Autovisual Experience Automatic Virtual
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Environment", Communications of the ACM, vol. 35, pg. 65-72, summer 1992
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Venkat, P. "Integrating Virtual Reality", IEEE Transactions, vol. 36,
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pg. 35-38, 1991
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1Helsel, K.
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Virtual Reality-Theory, Practice, and Promise
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(London: British Library, 1991) 5
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2Venkut, P.
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"Integrating Virtual Reality"
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IEEE Transactions
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(vol. 36, 1991) 35
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3Helsel, K., 73
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4Helsel, K., 105
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5Helsel, K., 123
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5
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