Virtual realities

Karen Petroski
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引用次数: 66

Abstract

Virtual realities are a set of emerging electronic technologies, with applications in a wide range of fields. This includes education, training, athletics, industrial design, architecture and landscape architecture, urban planning, space exploration, medicine and rehabilitation, entertainment, and model building and research in many fields of science (Aukstalnis, & Blatner, 1992; Earnshaw, Vince, Guedj, & Van Dam, 2001; Hamit, 1993; Helsel, 1992a, 1992b, 1992c; Helsel & Roth, 1991; Hillis, 1999; Mayr, 2001; Middleton, 1992; Pimentel & Teixiera, 1992; Rheingold, 1991; Vince, 1998). Virtual reality (VR) can be defined as a class of computer-controlled multisensory communication technologies that allow more intuitive interactions with data and involve human senses in new ways. Virtual reality can also be defined as an environment created by the computer in which the user feels present (Jacobson, 1993a). This technology was devised to enable people to deal with information more easily. VR provides a different way to see and experience information, one that is dynamic and immediate. It is also a tool for modelbuilding and problem solving. VR is potentially a tool for experiential learning. The virtual world is interactive; it responds to the user’s actions. Virtual reality evokes a feeling of immersion, a perceptual and psychological sense of being in the digital environment presented to the senses. The sense of presence or immersion is a critical feature distinguishing virtual reality from other types of computer applications. An excellent extensive set of web links for companies involved with the production of virtual reality technologies, applications, and consulting services is available at http://www.cyberedge.com/4f.html. Virtual reality is a new type of computer tool that adds vast power to scientific visualization. Buxton (1992) explains that “Scientific visualization involves the graphic rendering of complex data in a way that helps make pertinent aspects and relationships within the data more salient to the viewer. The idea is to tailor the visual presentation to take better advantage of the human ability to recognize patterns and see structures” (p. 27). However, as Erickson (1993) explains, the word “visualization” is really too narrow when considering virtual reality. “Perceptualization” is probably more appropriate. With virtual reality, sound and touch, as well as visual appearance, may be used effectively to represent data. Perceptualization involving the sense of touch may include both tactile feedback (passive touch, feeling surfaces and textures) and haptic feedback (active touch, where there is a sense of force feedback, pressure, or resistance) (Brooks, 1988; Delaney, 2000; Dowding, 1991; Hon, 1991, 1992; Marcus, 1994; McLaughlin, Hespanha, & Sukhatme, 2001; Minsky, 1991; Sorid, 2000). The key to visualization is in representing information in ways that can engage any of our sensory systems and thus draw on our extensive experience in organizing and interpreting sensory input (Erickson, 1993). The term Virtual Reality was coined by Jaron Lanier one of the developers of the first immersive interface devices (Hall, 1990). Virtual often denotes the computer-generated counterpart of a physical object: a “virtual room,” a “virtual glove,” a “virtual chair.” Other terms such as “virtual worlds,” “virtual environments,” and “cyberspace” are used as global terms to identify this technology. For example, David Zelter of the MIT Media Lab suggests that the term “virtual environments” is more appropriate than virtual reality since virtual reality, like artificial intelligence, is ultimately unattainable (Wheeler, 1991). But virtual reality remains the most commonly used generic term (although many researchers in the field vehemently dislike this term). Virtual reality provides a degree of interactivity that goes beyond what can be found in traditional multimedia programs. Even a sophisticated multimedia program, such as the Palenque DVI program, which features simulated spatial exploration of an ancient Mayan pyramid, is limited to predetermined paths. With a virtual world you can go anywhere and explore any point of view.
虚拟现实
虚拟现实技术是一种新兴的电子技术,具有广泛的应用领域。这包括教育、培训、体育、工业设计、建筑和景观设计、城市规划、空间探索、医学和康复、娱乐以及许多科学领域的模型构建和研究(Aukstalnis, & Blatner, 1992;Vince, Guedj, and Van Dam, 2001;哈米德决定,1993;Helsel, 1992a, 1992b, 1992c;Helsel & Roth, 1991;希利斯,1999;娃,2001;米德尔顿,1992;Pimentel & Teixiera, 1992;莱茵的黄金,1991;文斯,1998)。虚拟现实(VR)可以被定义为一类计算机控制的多感官通信技术,它允许与数据进行更直观的交互,并以新的方式涉及人类感官。虚拟现实也可以被定义为一个由计算机创造的环境,在这个环境中,用户感到存在(Jacobson, 1993a)。设计这项技术是为了使人们更容易地处理信息。VR提供了一种不同的方式来查看和体验信息,一种动态和即时的方式。它也是构建模型和解决问题的工具。VR是体验式学习的潜在工具。虚拟世界是互动的;它响应用户的动作。虚拟现实唤起一种沉浸感,一种感知和心理上的感觉,即置身于呈现给感官的数字环境中。存在感或沉浸感是区分虚拟现实与其他类型的计算机应用程序的关键特征。为涉及虚拟现实技术、应用程序和咨询服务的公司提供了一套极好的广泛的网络链接,可在http://www.cyberedge.com/4f.html上找到。虚拟现实是一种新型的计算机工具,它为科学可视化增添了巨大的力量。Buxton(1992)解释说:“科学可视化涉及复杂数据的图形渲染,这种方式有助于使数据中的相关方面和关系对观看者更加突出。这个想法是定制视觉呈现,以更好地利用人类识别模式和看到结构的能力”(第27页)。然而,正如Erickson(1993)所解释的,当考虑到虚拟现实时,“可视化”这个词真的太狭隘了。“知觉化”可能更合适。有了虚拟现实,声音和触觉,以及视觉外观,可以有效地用来表示数据。涉及触觉的感知可能包括触觉反馈(被动触摸,感觉表面和纹理)和触觉反馈(主动触摸,其中有力反馈,压力或阻力感)(Brooks, 1988;德莱尼,2000;维亚道丁,1991;1991年,1992年;马卡斯,1994;McLaughlin, Hespanha, & Sukhatme, 2001;明斯基,1991;Sorid, 2000)。可视化的关键在于以一种可以调动我们任何感官系统的方式来表现信息,从而利用我们在组织和解释感官输入方面的丰富经验(Erickson, 1993)。虚拟现实这个术语是由Jaron Lanier创造的,他是第一个沉浸式界面设备的开发者之一(Hall, 1990)。虚拟通常指计算机生成的物理对象的对应物:“虚拟房间”、“虚拟手套”、“虚拟椅子”。其他术语,如“虚拟世界”、“虚拟环境”和“网络空间”被用作识别这种技术的全球术语。例如,麻省理工学院媒体实验室的David Zelter认为,“虚拟环境”这个术语比虚拟现实更合适,因为虚拟现实就像人工智能一样,最终是无法实现的(Wheeler, 1991)。但虚拟现实仍然是最常用的通用术语(尽管该领域的许多研究人员强烈不喜欢这个术语)。虚拟现实提供了一定程度的互动性,超越了传统多媒体节目所能提供的。即使是一个复杂的多媒体程序,如帕伦克DVI程序,其特点是模拟古代玛雅金字塔的空间探索,也仅限于预定的路径。在虚拟世界中,你可以去任何地方,探索任何观点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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