Visual Space After Virtual Reality
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虚拟现实英文作文Virtual reality is a mind-blowing experience. It's like being transported to a whole new world without leaving your living room. The feeling of immersion is incredible, andit's easy to lose yourself in the virtual environment.The technology behind virtual reality is constantly evolving. From clunky headsets to sleek and lightweight devices, the progress is truly remarkable. It's exciting to think about the potential applications of VR in fields like education, healthcare, and entertainment.One of the most amazing things about virtual reality is its ability to create a sense of presence. When you put ona VR headset, you feel like you're actually there in the virtual world. It's a surreal experience that has to betried to be believed.The social aspect of virtual reality is also fascinating. With multiplayer VR games and social platforms,you can interact with people from all over the world in a virtual space. It's a whole new way to connect with others and share experiences.Of course, like any technology, virtual reality also has its drawbacks. Motion sickness, for example, can be a real issue for some people. And there are also concerns about the potential psychological effects of spending too much time in a virtual environment.Overall, virtual reality is an incredible innovation with the potential to change the way we experience the world. It's still in its early stages, but thepossibilities are endless. Who knows what the future holds for this mind-bending technology?。
计算机视觉中的虚拟现实与增强现实技术虚拟现实(Virtual Reality,简称VR)和增强现实(Augmented Reality,简称AR)是两种在计算机视觉领域中广泛运用的技术。
虚拟现实技术创造了一个全新的虚拟世界,让用户能够沉浸其中;而增强现实技术则将计算机生成的虚拟信息与真实世界相融合,为用户提供丰富的交互体验。
本文将深入探讨这两种技术的原理、应用领域以及未来的发展趋势。
首先,我们来了解一下虚拟现实技术。
虚拟现实通过使用头戴式显示器、手柄、体感设备等硬件设备,让用户身临其境地感受到虚拟环境。
其中,头戴式显示器通常由两个小屏幕组成,将不同的图像呈现在使用者的眼睛中,通过追踪用户的头部运动,实现视角的变化,从而让用户感觉自己处于虚拟环境中。
此外,体感设备可以追踪用户的身体动作,使得用户能够进行互动操作,增强了虚拟环境的沉浸感。
虚拟现实技术已经在多个领域得到广泛应用。
在娱乐方面,虚拟现实游戏大受欢迎。
游戏玩家可以身临其境地参与到游戏中,与游戏角色进行互动。
虚拟旅游是另一个重要的应用领域,用户可以在家中通过虚拟现实设备,体验到富有沉浸感的旅行体验,比如参观世界各地的名胜古迹。
此外,虚拟现实技术还在医疗、设计和培训等领域得到应用。
在医疗方面,虚拟现实技术被用于手术模拟和心理治疗等方面;在设计领域,虚拟现实技术可用于建筑设计和产品原型制作;在培训方面,虚拟现实技术可以模拟各种场景,提供更加真实的培训体验。
接下来,我们将讨论增强现实技术。
增强现实技术通过在真实世界中叠加计算机生成的虚拟信息,为用户提供丰富的交互体验。
与虚拟现实技术不同的是,增强现实技术不需要完全取代用户的现实感知,而是在现实世界上叠加虚拟信息。
增强现实技术的核心是实时的跟踪和识别真实世界中的物体和场景,并将相应的虚拟信息与之相匹配。
增强现实技术也在多个领域得到广泛应用。
在教育方面,增强现实技术可以为学生提供更加生动直观的学习体验。
利用UnrealEngine设计出逼真的虚拟现实场景虚拟现实(Virtual Reality,简称VR)技术近年来迅速发展,为用户提供了一种沉浸式的交互体验。
而设计出逼真的虚拟现实场景是构建优质VR应用的关键。
本文将探讨利用Unreal Engine设计出逼真的虚拟现实场景的方法和技巧。
一、引言随着虚拟现实技术的不断成熟和普及,人们对于具有逼真场景的VR应用的需求也越来越高。
设计出逼真的虚拟现实场景对于提高用户体验和吸引用户的注意力至关重要。
Unreal Engine作为一款功能强大的虚拟现实引擎,具有出色的渲染技术和物理模拟能力,可以帮助开发者实现高度逼真的虚拟现实场景。
二、光照和渲染1. 利用Unreal Engine强大的光照系统,可以使场景的光照效果更加逼真。
通过调整光源的位置、强度和颜色,可以模拟出不同时间和天气条件下的真实光照效果。
2. 合理地设置阴影,包括平行光源阴影、点光源阴影和面光源阴影等,可以使场景显得更加真实。
此外,使用间接光照、全局光照和环境光遮蔽等技术,能够进一步提高场景的逼真度。
3. 利用PBR(Physically Based Rendering)渲染技术,可以呈现出材质的真实物理特性。
合理设置材质的金属度、粗糙度和反射率等参数,可以使物体看起来更加真实。
三、模型和纹理1. 使用高质量的模型和纹理是创建逼真虚拟现实场景的基础。
可以借助专业建模软件如Maya或Blender来创建逼真的3D模型,并导入Unreal Engine进行场景搭建。
2. 在选择和创建纹理时,应该尽量使用高分辨率的纹理图像,以免出现锯齿和失真。
此外,通过添加法线贴图、位移贴图和遮罩贴图等,能够进一步增加模型的真实感。
四、音效1. 虚拟现实场景中的音效对于营造真实感同样至关重要。
利用Unreal Engine提供的音频引擎,可以在场景中添加逼真的3D音效。
2. 根据场景的需求,调整音效的音量、平衡和音频空间属性,以模拟出真实的声音效果。
制作虚拟现实效果的方法虚拟现实(Virtual Reality,简称VR)技术发展迅猛,其在影视制作领域中的应用也越来越广泛。
作为一款专业的视频编辑软件,Final Cut Pro可以帮助我们实现出色的虚拟现实效果。
下面将介绍一些Final Cut Pro中制作虚拟现实效果的方法和技巧。
1. 准备素材制作虚拟现实效果的第一步是准备好素材。
需要拍摄360度全景视频或照片,确保覆盖整个场景。
可以使用专业的360度相机或使用多个相机同时拍摄,并在后期进行拼接。
另外,还需要准备好用于虚拟现实效果中添加的特效、动画或文字素材。
2. 导入素材将拍摄好的360度全景视频或照片导入Final Cut Pro的项目中。
选择“文件”>“导入”>“媒体”,选择相应的素材文件,点击“导入”。
在资源库导航器中,你可以看到素材已经成功导入。
3. 创建项目点击“文件”>“新建”>“项目”,输入项目名称并选择视频格式和分辨率。
点击“OK”创建新项目。
4. 创建序列在资源库导航器中,选择你导入好的360度全景视频或照片,拖放到时间线中。
Final Cut Pro将根据你的素材调整项目设置。
你可以右键点击导入的素材,在上下文菜单中选择“新建添补素材”,创建新的序列。
5. 添加特效点击“视觉效果”标签,在应用窗口中选择你想要添加的特效。
你可以使用内置的特效或自定义特效。
拖动特效到序列上,调整其参数以适应360度全景视频或照片。
6. 虚拟现实渲染点击“窗口”>“工作区”>“VR”来切换到虚拟现实模式。
在视图面板中,你可以预览并调整你的虚拟现实效果。
你还可以使用鼠标或键盘快捷方式在全景视图中进行导航和查看。
7. 导出项目当你完成虚拟现实效果的编辑后,点击“文件”>“导出”>“文件”。
选择导出格式和设置,然后点击“导出”。
等待导出过程完成,你就可以在不同平台上分享你的虚拟现实作品了。
这些是在Final Cut Pro中制作虚拟现实效果的基本方法。
虚拟现实与增强现实技术课程教学大纲一、课程名称:虚拟现实与增强现实技术二、课程编号:XXXXX三、课程学分:3学分四、课程介绍:虚拟现实(Virtual Reality,VR)和增强现实(Augmented Reality,AR)技术是近年来快速发展的新兴领域,对各行各业产生了深刻的影响。
本课程将介绍虚拟现实和增强现实的基本概念和原理,探讨其在教育、娱乐、医疗、建筑等领域的应用,并提供相应的实践机会,使学生能够理解和运用虚拟现实和增强现实技术。
五、主要教学目标:1.理解虚拟现实和增强现实的基本概念和原理;2.掌握虚拟现实和增强现实的开发工具和平台;3.熟悉虚拟现实和增强现实在不同领域的应用;4.能够设计和开发基于虚拟现实和增强现实技术的应用。
六、教学内容:1.虚拟现实与增强现实技术概述1.1虚拟现实与增强现实的定义和基本原理1.2虚拟现实与增强现实技术的历史和发展趋势1.3虚拟现实与增强现实技术在不同领域的应用案例2.虚拟现实技术2.1虚拟环境的构建和渲染技术2.2交互设备与技术2.3虚拟现实游戏开发3.增强现实技术3.1增强现实应用领域3.2增强现实制作流程与工具3.3增强现实硬件设备4.虚拟现实与增强现实技术的应用4.1虚拟现实与增强现实在教育领域的应用4.2虚拟现实与增强现实在娱乐领域的应用4.3虚拟现实与增强现实在医疗领域的应用4.4虚拟现实与增强现实在建筑领域的应用5.实践项目5.1设计一个基于虚拟现实或增强现实技术的应用5.2采用开发工具和平台实现设计的应用5.3展示和演示实现的应用的功能和效果七、教学方法:1.授课讲解:介绍虚拟现实和增强现实的基本概念和原理,讲解相关技术和工具的使用方法。
2.实践操作:提供相应的实践项目,让学生亲自动手设计和开发虚拟现实和增强现实应用。
3.讨论交流:组织讨论和交流,分享学习和实践过程中的问题和经验。
八、教材:1.主教材:《虚拟现实技术导论》2.参考书:《增强现实技术与应用》、《虚拟现实技术与应用》等。
虚拟现实与增强现实领域热门词汇大全虚拟现实(Virtual Reality)和增强现实(Augmented Reality)是近年来备受关注的技术领域,它们正在改变着我们的生活方式和工作方式。
为了帮助读者更好地了解和掌握这两个领域,下面将为您介绍一些与虚拟现实和增强现实相关的热门词汇。
一、虚拟现实领域热门词汇1. 头戴式显示器(Head-Mounted Display,HMD):一种戴在头部的装置,能够投射虚拟现实环境,让用户身临其境。
2. 体感反馈(Haptic Feedback):通过触觉技术模拟用户身体上的触觉感受,提供更加真实的虚拟体验。
3. 仿真(Simulation):利用计算机模拟真实世界的环境、过程和事件,让用户感觉到仿佛置身于真实环境中。
4. 虚拟世界(Virtual World):通过计算机生成的虚拟环境,用户可以在其中进行各种交互和活动。
5. 交互式体验(Interactive Experience):用户可以主动参与和控制的虚拟现实体验,不再是单向的被动观察。
6. 全息投影(Holographic Projection):利用光学原理将虚拟物体投射到现实世界中,形成逼真的立体效果。
7. 虚拟手势(Virtual Gesture):用户通过手部动作来控制虚拟环境中的对象和操作。
8. 仿真培训(Simulation Training):利用虚拟现实技术进行各种培训和演练,提高参与者的技能和反应能力。
9. 沉浸式体验(Immersive Experience):用户在虚拟环境中感觉彻底沉浸,无法分辨虚拟和真实的区别。
10. 手柄控制(Controller):一种用于虚拟现实游戏和应用的操控设备,可以模拟各种操作和动作。
二、增强现实领域热门词汇1. 平面追踪(Plane Tracking):通过摄像头识别现实世界中的平面,并在其上叠加虚拟内容。
2. 增强体验(Enhanced Experience):通过增加虚拟元素,提升用户在现实环境中的感知和体验。
virtual space作文Virtual space is a concept that has gained significant popularity in recent years. It refers to a computer-generated environment that simulates a physical space where users can interact with each other and with virtual objects. This virtual space can be accessed through various devices such as computers, smartphones, and virtual reality headsets. It offers a wide range of possibilities and hasthe potential to revolutionize the way we communicate, work, and entertain ourselves.Virtual space has transformed the way we communicatewith others. Through platforms like social media and online chat rooms, we can connect with people from all around the world. We can engage in conversations, share photos and videos, and even participate in virtual events. For example, I can easily chat with my friends in different countries through messaging apps or join a virtual conference where I can interact with professionals from various industries. This allows us to overcome the limitations of physicaldistance and create meaningful connections with people we would not have otherwise met.Virtual space has also revolutionized the way we work. With the rise of remote work, more and more people are relying on virtual spaces to collaborate with their colleagues. Through video conferencing tools and project management platforms, teams can work together seamlessly regardless of their physical location. This has not only increased productivity but also provided a better work-life balance for many individuals. For instance, I can attend meetings, share documents, and collaborate with my team members without having to be physically present in the office. This flexibility allows me to manage my time more efficiently and eliminates the need for long commutes.In terms of entertainment, virtual space has opened up a whole new world of possibilities. Virtual reality (VR) technology, for example, allows users to immerse themselves in virtual environments and experience things that would otherwise be impossible. From virtual tours of famous landmarks to interactive gaming experiences, VR has thepotential to transport us to places we have never been before. Imagine being able to explore the depths of the ocean or visit ancient civilizations without leaving the comfort of your own home. This level of immersion and interactivity adds a new dimension to entertainment and provides endless opportunities for creativity and exploration.中文回答:虚拟空间是近年来越来越受欢迎的概念。
1 UN [juː 'en]abbr. 联合国(United Nations)2 oh [əʊ] int. 哦;啊3 Ella ['elə] 埃拉(人名)4 carrot ['kærət] n. 胡萝卜5 Emma ['emə] 埃玛(人名)6 count [kaʊnt] v. 数数7 Brown [braʊn] 布朗(人名或姓氏)8 PLA [piː 'el 'eɪ] abbr. 中国人民解放军(People's Liberation Army)9 VR ['viː 'ɑːr]abbr. 虚拟现实(Virtual Reality)10 CD ['siː 'diː]abbr. 光盘(Compact Disc)11 look at [lʊk æt] 看;瞧12 a lot [ə 'lɒt] 很;非常13 full name [fʊl neɪm] 全名14 last name [lɑːst neɪm]姓氏15 first name [fɜːst neɪm] 名字16 Green [ɡriːn]格林(人名或姓氏)17 UK [juː 'keɪ] 英国(United Kingdom)18 Lisa ['liːsə] 莉萨(人名)19 band [bænd] n. 乐队20 pot [pɒt] n. 锅21 Tom [tɒm] 汤姆(人名)22 Sally ['sæli] 萨莉(人名)23 Wood [wʊd] 伍德(人名或姓氏)24 hot pot ['hɒt pɒt] 火锅25 Mapo tofu ['mɑːpəʊ 'təʊfuː]麻婆豆腐26 Lee [liː]李(人名或姓氏)27 have fun [hæv fʌn] 玩得高兴28 hat [hæt] n. 帽子29 at night [æt naɪt] 在夜晚30 every day ['evri deɪ] 每天31 son [sʌn] n. 儿子32 fishing rod ['fɪʃɪŋ rɒd] 钓竿33 at school [æt skuːl]在学校34 sound [saʊnd] v. 听起来;好像n. 声音35 bye for now [baɪ fɔːr naʊ] 再见36 do exercises [duː 'eksəsaɪzɪz] 做体操37 Flora ['flɔːrə] 弗洛拉(人名)38 raise [reɪz] v. 使升高;提高39 flag [flæɡ]n. 旗;旗帜40 seat [siːt]n. 座位41 good with [ɡʊd wɪð]灵巧的;善于应付的42 similar to ['sɪmɪlətuː]类似的;相像的。
虚拟现实简答题答案1、虚拟现实基本概念、基本类型及三个重要特点是什么?虚拟现实(VirtualReality,简称VR),是一种基于可计算信息的沉浸式交互环境,具体地说,就是采用以计算机技术为核心的现代高科技生成逼真的视、听、触觉一体化的特定范围的虚拟环境,用户借助必要的设备以自然的方式与虚拟环境中的对象进行交互作用、相互影响,从而产生亲临等同真实环境的感受和体验。
由计算机系统产生的,相对于实环境的,并有人的操作和参与而形成的一种虚构的、视觉上的、听觉上的、感觉上、嗅觉上的存在,是一种物理意义上的人机交互和抽象组合。
虚拟现实系统的四大类:桌面虚拟现实系统、临境虚拟现实系统、增强型的虚拟现实系统、分布式虚拟现实系统三个基本特征:临境(immerion);交互性(interactivity);想象(imagination)。
沉浸感(Iimmerion)是指用户作为主角存在于虚拟环境中的真实程度。
理想的虚拟环境应该达到使用户难以分辨真假的程度,甚至超越真实,如实现比现实更逼真的照明和音响效果等。
交互性(Iinteraction)是指用户对虚拟环境内的物体的可操作程度和从环境得到反馈的自然程度(包括实时性)。
想象(Imagination)是指用户沉浸在多维信息空间中,依靠自己的感知和认知能力全方位地获取知识,发挥主观能动性,寻求解答,形成新的概念。
2、简述虚拟现实系统的关键技术、主要建模方法关键技术:虚拟现实是多种技术的综合,包括实时三维计算机图形技术,广角(宽视野)立体显示技术,对观察者头、眼和手的跟踪技术(以及触觉/力觉反馈)、立体声及语音输入输出技术、虚拟环境建模技术等。
1.三维真实感图象的实时生成(VR系统要对参与者的行为反应灵敏,并保持内部的一致性和连贯性,保证显示图象的“更新率”能满足目标的要求)2.大视野立体显示技术(通过配戴头盔给人身临其境的感觉,画面围绕着参与者)3.位置跟踪器(检测到参与者的物理位置和取向,以便输入到计算机中去产生虚拟境界中相应的图象和声音)4.立体声的产生(真实而且准确,注意声音的方向感)5、虚拟环境建模(设计出参与者在一种虚拟境界中会遇到的景物,包括物体建立几何模型,附加信息)主要建模方法:基于几何和图像的建模、虚拟对象的物理特性建模与行为建模。
虚拟现实技术解析与应用近年来,虚拟现实技术(Virtual Reality,简称VR)在科技领域引起了广泛关注。
虚拟现实技术通过模拟环境和感官刺激,使用户能够沉浸在一个虚拟的三维世界中。
本文将对虚拟现实技术的原理、应用领域以及未来发展进行解析。
一、虚拟现实技术的原理虚拟现实技术的核心原理是通过计算机生成的虚拟环境,再通过头戴式显示器、手柄等设备,将用户完全沉浸在这个虚拟环境中。
首先,计算机通过模拟现实世界的物理规律和场景,生成一个逼真的虚拟环境。
然后,通过头戴式显示器将虚拟环境的画面投射到用户眼前,使用户感觉自己置身于其中。
同时,手柄等设备能够追踪用户的动作,使用户能够与虚拟环境进行互动。
二、虚拟现实技术的应用领域虚拟现实技术在各个领域都有广泛的应用。
在游戏行业中,通过虚拟现实技术,玩家可以身临其境地体验游戏世界,增强游戏的沉浸感和参与感。
在教育领域,虚拟现实技术可以为学生提供更加生动、直观的学习体验,使抽象的知识变得具体可见。
在医疗行业,虚拟现实技术可以用于手术模拟、康复训练等方面,提高医生和患者的治疗效果。
在建筑设计领域,虚拟现实技术可以帮助设计师更好地呈现设计方案,提前感受建筑空间,减少错误和改动。
在旅游业中,虚拟现实技术可以让游客在不出门的情况下,体验到不同地方的风景和文化。
三、虚拟现实技术的未来发展虚拟现实技术在过去几年取得了长足的进步,但仍然面临一些挑战。
首先,虚拟现实设备的价格较高,限制了大众的普及。
其次,虚拟现实设备的体积较大,不太方便携带。
此外,虚拟现实技术在长时间使用后,容易引起用户的眩晕和眼睛疲劳等问题。
未来,随着技术的不断发展,这些问题有望得到解决。
虚拟现实设备将变得更加轻便、便携,价格也会逐渐降低。
同时,虚拟现实技术将与其他技术如人工智能、物联网等相结合,创造出更多的应用场景。
总之,虚拟现实技术作为一项新兴的技术,正在改变我们的生活方式和工作方式。
它在游戏、教育、医疗、建筑设计、旅游等领域都有着广泛的应用。
虚拟现实(VR与增强现实(AR技术应用方案第一章:虚拟现实(VR)技术概述 (2)1.1 VR技术的发展历程 (2)1.2 VR技术的核心组成部分 (3)第二章:虚拟现实(VR)硬件设备 (4)2.1 头戴式显示器(HMD) (4)2.2 手柄与追踪设备 (4)2.3 虚拟现实交互设备 (5)第三章:虚拟现实(VR)软件平台 (5)3.1 VR内容创作工具 (5)3.1.1 Unity (6)3.1.2 Unreal Engine (6)3.1.3 VR Studio (6)3.2 VR应用程序开发框架 (6)3.2.1 OpenVR (6)3.2.2 OSVR (6)3.2.3 Unity XR Interaction Toolkit (6)3.3 VR内容分发平台 (7)3.3.1 SteamVR (7)3.3.2 Oculus Store (7)3.3.3 Viveport (7)第四章:增强现实(AR)技术概述 (7)4.1 AR技术的发展历程 (7)4.2 AR技术的核心组成部分 (8)第五章:增强现实(AR)硬件设备 (8)5.1 智能眼镜 (8)5.2 手机与平板电脑 (9)5.3 AR投影设备 (9)第六章:增强现实(AR)软件平台 (9)6.1 AR内容创作工具 (9)6.1.1 Unity AR Foundation (9)6.1.2 ARKit(iOS) (10)6.1.3 ARCore(Android) (10)6.1.4 Vuforia (10)6.2 AR应用程序开发框架 (10)6.2.1 ARKit(iOS) (10)6.2.2 ARCore(Android) (10)6.2.3 EasyAR (10)6.2.4 Wikitude (11)6.3 AR内容分发平台 (11)6.3.1 Apple App Store (11)6.3.2 Google Play (11)6.3.3 Vuforia Developer Services (11)6.3.4 Wikitude Studio (11)第七章:虚拟现实(VR)在教育领域的应用 (11)7.1 虚拟课堂 (11)7.1.1 概述 (11)7.1.2 应用场景 (12)7.1.3 技术实现 (12)7.2 虚拟实验 (12)7.2.1 概述 (12)7.2.2 应用场景 (12)7.2.3 技术实现 (12)7.3 虚拟实训 (12)7.3.1 概述 (12)7.3.2 应用场景 (12)7.3.3 技术实现 (13)第八章:增强现实(AR)在零售行业的应用 (13)8.1 虚拟试衣 (13)8.2 商品展示 (13)8.3 购物体验优化 (14)第九章:虚拟现实(VR)在医疗领域的应用 (14)9.1 虚拟诊疗 (14)9.1.1 概述 (14)9.1.2 应用场景 (15)9.1.3 技术特点 (15)9.2 虚拟手术 (15)9.2.1 概述 (15)9.2.2 应用场景 (15)9.2.3 技术特点 (15)9.3 康复训练 (16)9.3.1 概述 (16)9.3.2 应用场景 (16)9.3.3 技术特点 (16)第十章:增强现实(AR)在娱乐与游戏领域的应用 (16)10.1 虚拟现实游戏 (16)10.2 增强现实游戏 (16)10.3 虚拟现实娱乐体验 (17)第一章:虚拟现实(VR)技术概述1.1 VR技术的发展历程虚拟现实(Virtual Reality,简称VR)技术作为一种新兴的信息技术,旨在通过计算机的模拟环境,为用户提供一种沉浸式的交互体验。
虚拟现实技术计算机参考文献汇总虚拟现实(Virtual Reality,VR)技术是一种让用户感受到身临其境的虚拟环境的计算机技术。
近年来,随着计算机技术和显示技术的不断进步,VR技术得到了快速发展,并在各个领域得到广泛应用。
本文将总结一些关于虚拟现实技术的参考文献,介绍其在不同领域的应用和发展趋势。
1.张明华,顾伟杰,科学视觉——虚拟现实技术,科学出版社,2018年这本书是对虚拟现实技术进行了较为全面的介绍,包括虚拟现实的基本概念、技术原理、系统架构等内容。
书中还介绍了虚拟现实在医疗、教育、军事等领域的应用案例。
2.周宏伟,姜洪达,虚拟现实技术及其应用,清华大学出版社,2016年本书详细介绍了虚拟现实技术的基本原理、技术特点以及发展历程。
书中还着重介绍了虚拟现实在游戏、旅游、影视等领域的应用案例。
3.陈敏,Virtual Reality: Concepts and Technologies,Springer,2019年这本书是一本关于虚拟现实概念和技术的国际学术著作。
书中通过大量实例介绍了虚拟现实的发展历程、技术原理以及主要应用领域,同时还对虚拟现实技术未来的发展做出了展望。
4.张亚南,曹云龙,虚拟现实技术及应用,机械工业出版社,2016年本书从理论和实践的角度对虚拟现实技术进行了深入的研究和探讨。
书中系统地介绍了虚拟现实技术的基本原理、技术组成、应用方法以及未来的发展方向。
5. Jin-Xiang Chai, Ruigang Yang,Visual Computing for Virtual Reality Applications,CRC Press,2018年这本书主要介绍了虚拟现实应用中的可视化计算技术。
书中详细介绍了虚拟现实技术中的3D模型、图像生成、场景重建等关键技术,以及在虚拟现实游戏、医疗、建筑等领域中的应用实例。
虚拟现实技术作为一种前沿的计算机技术,在游戏、娱乐、教育、医疗等领域都有着广泛的应用。
【注1:文中出现的中括号指的是引用的其他作者的言论,中括号中内容是作者名字及文章发表年代】【注2:文中小括号是原文带括号的内容,黑括号是本人自己做的注释】The Great Filter - Are We Almost Past It?大筛选【大过滤】——我们在其中走了多远?【这个翻译是最符合文中意思的】Sept. 15, 19981998年9月15日by Robin HansonRobin Hanson著Humanity seems to have a bright future, i.e., a non-trivial chance of expanding to fill the universe with lasting life. But the fact that space near us seems dead now tells us that any given piece of dead matter faces an astronomically low chance of begating such a future. There thus exists a great filter between death and expanding lasting life, and humanity faces the ominous question: how far along this filter are we?人类似乎有着光明的未来,这里对“光明未来”的定义是:有着不错的机会(而非渺茫的机会)不断扩张到整个宇宙并永续文明。
但事实是,我们附近的宇宙一片死寂。
这事实告诉我们,从无生命的物质进化出生命并走向这样的光明未来的几率是如此之低。
在无生命与持续扩张的生命之间存在着这样一张大的筛网,而人类也面临着一个严峻的问题:我们在这场大筛选中已经走了多远?Combining standard stories of biologists, astronomers, physicists, and social scientists would lead us to expect a much smaller filter than we observe. Thus one of these stories must be wrong. To find out who is wrong, and to inform our choices, we should study and reconsider all these areas. For example, we should seek evidence of extraterrestrials, such as via signals, fossils, or astronomy. But contrary to common expectations, evidence of extraterrestrials is likely bad (though valuable) news. The easier it was for life to evolve to our stage, the bleaker our future chances probably are.结合生物学家、天文学家、物理学家和社会学家们提出的标准,我们观察到的筛选应该并没那么严苛。
Virtual Reality(虚拟现实技术)A new creative medium where the default state(默认状态/缺省状态)is beliefIn the VR community, “presence” is a term of art. It‟s the idea that once VR reaches a certain quality level(质量等级,标准)your brain is actually tricked (欺骗/哄骗)— at the lowest(至少/最低), most primal level (最根本层面上)— into believing that what you see in front of you is reality. Studies show that even if you rationally(理性的)believe you‟re not truly standing at the edge of a steep cliff(陡峭的悬崖), and even if you try with all your might (力量,能力)to jump, your legs will buckle(变弯曲). Your low-level lizard brain (蜥蜴脑(lizard brain):指的是人类负责维系生命功能动作的脑部(action brain),是掌管吃喝拉撒睡、性欲、愤怒、恐惧、趋吉避凶的求生本能或动物性直觉)won‟t let you do it.With presence, your brain goes from feeling like you have a head set on to feeling like you‟re immersed in (全神贯注于)a different world.Computer enthusiasts(狂热者)and science fiction writers have dreamed about VR for decades. But earlier attempts to develop it, especially in the 1990s, were disappointing. It turnsout (原来/表明)the technology wasn‟t ready yet. What‟s happening now —because of Moore‟s Law(摩尔定律), and also the rapid improvement of processors, screens, and accelerometers, driven by the smartphone boom — is that VR is finally ready to go mainstream(成为主流).Once VR achieves presence, we start to believe.We use the phrase(短语/词语)“suspension of disbelief” about the experience of watching TV or movies. This implies that our default state watching TV and movies is disbelief. We start to believe only when we become sufficiently immersed(重复专注).With VR, the situation is reversed: our brains believe, by default, that what we see is real. The risk isn‟t that it‟s boring but that it‟s overwhelmingly intense. We need to suspend(暂停)belief and remind ourselves that what we think we‟re experiencing isn‟t real.As Chris Milk, an early VR pioneer(先驱/开拓者), says: You read a book; your brain reads letters printed in ink on paper and transforms that into a world. You watch a movie; you‟re seeing imagery(意向/影像)inside of a rectangle(矩形)while you‟re sitting inside a room, and your brain translates that into a world. And you connect to this even though youknow it‟s not real, but because you‟re in the habit of suspending disbelief.With virtual reality, you‟re essentially(本质上/根本上)hacking the visual-audio system(声音可视化系统)of your brain and feeding it a set of stimuli that‟s close enough to the stimuli it expects that it sees it as truth. Instead of suspending your disbelief, you actually have to remind yourself not to believe.This has implications(启示/含义)for the kinds of software that will succeed in VR. For example, a popular video game like Call of Duty (使命召唤)ported to VR would be frightening and disorienting(使迷惑/使分不清方向)for most people.What will likely succeed instead are relatively simple experiences. Some examples: go back in time and walk around ancient Rome(古罗马); overcome your fear of heights(恐高)by climbing skyscrapers; execute precision moves as you train to safely land planes; return to places you “3D photographed”(三维成像)on your last vacation; have a picnic on a sunny afternoon with a long-lost friend; build trust with virtual work colleagues in a way that today you can only do in person.These experiences will be dreamt up(虚构/凭空想出)by“experience makers” — the VR version of filmmakers(制片人). The next few decades of VR will be similar to the first few decades of film. Filmmakers had no idea what worked and what didn‟t(什么能做,什么不能做): how to write, how to shoot, how to edit, etc. After decades of experiments they established t he grammar of film. We‟re about to enter a similar period of exploration with VR.There will be great games made in VR, and gaming will probably dominate the VR narrative(故事)for the next few years. But longer term(长期), we won‟t think of games as essential to(必不可少的)the medium. The original TV shows were newscasts(新闻广播)and game shows(娱乐节目), but today we think of TV screens as content-agnostic(不可知性)input-output devices(输入输出设备).VR will be the ultimate input-output device. Some people call VR “the last medium” because any subsequent(随后的/后面的)medium can be invented inside of VR, using software alone. Looking back(回顾往事), the movie and TV screens we use today will be seen as an intermediate step between the invention of electricity and the invention of VR. Kids will think it‟s funny that their ancestors used to stare at glowing rectangles hoping to suspend disbelief.What comes after the consumerization(消费化) of ITA few years ago a bunch of consumer internet companies had an “Oh, shit” moment around mobile. They saw all their traffic coming in from mobile rather than the web. They redid (重做)everything to take advantage of mobile. Many still aren‟t done doing so (and some have yet to make the shift).Now something similar is happening in the enterprise world, whic h is going to have its own “Oh shit” moment. But this is not just about bringing mobile to the enterprise. It‟s about much more than that…Think about what‟s possible with smartphones today. The form and sophisticated(复杂的/精致的)functionality of smartphones has led to businesses we couldn‟t ever have imagined (ridesharing(拼车), to name just one example). This was made possible partly because of the “sensorification” of the landscape, coupled with mobile and a friendly UI(用户界面(user interface)).That same sensorification needs to move into the enterprise.Enterprise UI is woefully(不幸的)behind. All those well-understood motions(提议)that have taken hold (生效/产生影响)from our everyday smartphone behaviors — pinch (捏), zoom(缩放/变焦), swipe, tap, speak, even just movingstuff around with our fingers —have yet to take hold in the enterprise. The user interface has always been an afterthought (事后想法/后来添加的东西), the last thing one did after building a database. That is changing now.So where do the sensors come in? Think about what happened on mobile. We don‟t have a lot of screen real estate (屏幕空间)or functionality available there; the sensors are essentially used as “shortcuts” to information and actions the user doesn‟t have to perform. Instead of having to manually(手动的)type location in to our phones every time, GPS simply informs our phones that …you are here‟ so it can automatically load that context.For enterprise, the value of the sensors is in being a shortcut for the user interface, potentially even replacing typing so we can concentrate on the easy, fun, creative things.–Scott WeissMachine Learning + Big Data= Predictive analytics (预测分析)(And where do Hadoop(大数据分析)and Spark come in?)Here at a16z, we treat “big data” and “machine learning” as connected activities. People have been talking about the need for more …analysis‟ and insight(洞察力/洞悉)in big data, which is obviously important, because we‟ve been in the …collection‟ phase with big data until now. But the innovation in the big data world that I‟m most excited about is the …prediction‟ phase —the ability to process the information we‟ve collected, learn patterns(学习模式), and predict unknowns based on what we‟ve already seen.Machine learning is to big data as human learning is to life experience: We interpolate(插入/植入)and extrapolate(推出)from past experiences to deal with unfamiliar situations. Machine learning with big data will duplicate this behavior, at massive scales.Where business intelligence(商业智能/商务智能)before was about past aggregates(总量/共计)(“How many red shoes have we sold in Kentucky(肯塔基州)?”), it will now demand predictive insights (“How many red shoes will we sell in Kentucky?”). An important implication of this is that machine learning will not be an activity in and of itself … it will be a pro perty of every application. There won‟t be a standalone(独立的)function, “Hey, let‟s use that tool to predict.”Take Sales force(销售人员/销售队伍)for example. Right now it just presents data, and the human user has to draw her or his predictive insights in their heads. Yet most of us have been trained by Google, which uses information from millions of variables based on ours and others‟ usage to tailor our user experience … why shouldn‟t we expect the same here? Enterprise applications —in every use case imaginable —should and will become inherently(内在的/固有的)more intelligent as the machine implicitly(暗中的/含蓄的)(learns patterns in the data and derives insights. It will be like having an intelligent, experienced human assistant in everything we do.The key here is in more automated apps where big data drives what the application does, and with no user intervention (介入/干涉). (My colleague Frank Chen calls this the “big data inside” architecture for apps).But all of this forces, and benefits from, innovation at the infrastructure (基础设施建设/公共设施建设)level.Big Data needs Big Compute: Where Hadoop and Spark fit in the pictureThink of big data and machine learning as three steps (and phases of companies that have come out of this space): collect,analyze, and predict. These steps have been disconnected until now, because we‟ve been building the ecosystem(生态系统)from the bottom up (从底向上)— experimenting(实验)with various architectural and tool choices —and building a set of practices around that.The early Hadoop stack is an example of collecting and storing big data. It allows easier data processing(数据处理)across a large cluster of cheap commodity servers. But Hadoop MapReduce(并行编程)is a batch-oriented (面向批量)system, and doesn‟t lend itself well towards interactive applications(交互应用); real-time operations(实时操作/实际运作)like stream processing; and other, more sophisticated computations.For predictive analytics, we need an infrastructure that‟s much more responsive to human-scale interactivity: What‟s happening today that may influence what happens tomorrow? A lot of iteration needs to occur on a continual basis for the system to get smart, for the machine to “learn” —explore the data, visualize it, build a model, ask a question, an answer comes back, bring in other data, and repeat the process.The more real-time and granular we can get, the moreresponsive, and more competitive, we can be.Compare this to the old world of “small-data” business intelligence, where it was sufficient to have a small application engine that sat on top of a database. Now, we‟re processing a thousand times more data, so to keep up the speed at that scale, we need a data engine that‟s in-memory and parallel. And for big data to unlock the value of machine learning, we‟re deploying it at the application layer. Which means “big data” needs “big compute”.This is where Apache Spark comes in. Because it‟s an in-memory, big-compute part of the stack, it‟s a hundred times faster than Hadoop MapReduce. It also offers interactivity since it‟s not limited to the batch model. Spark runs everywhere (including Hadoop), and turns the big data processing environment into a real-time data capture and analytics environment.* * *We‟ve invested in every level of the big data/big computeecosystem, and this remains an exciting, active space for innovation. Because big data computing is no longer the sole province of government agencies and big companies. Even though the early applications tend to show up in industries where data scientists have typically worked, machine learning as a property of all applications — especially when coupled with an accessible user interface — is democratizing who, what, and where this kind of real-time computing and learning can happen … and what great new companies can be built on top of it.My belief is every application will be re-constituted to take advantage of this trend. And thanks to big data and big compute innovations, we finally have the ingredients to really make this happen. We‟re at the threshold of a significant acceleration in machine intelligence that can benefit businesses and society at large.–Peter LevinedefinitionsBig Data is the collection of massive amounts of information, whether unstructured or structured.Big Compute is the large-scale (often parallel) processing power required to extract value from Big Data.Machine Learning is a branch of Computer Science that, instead of applying high-level algorithms to solve problems in explicit, imperative logic, applies low-level algorithms to discover patterns implicit in the data. (Think about this like how the human brain learns from life experiences vs. from explicit instructions.) The more data, the more effective the learning, which is why machine learning and big data are intricately tied together.Predictive Analytics is using machine learning to predict future outcomes (extrapolation), or to infer unknown data points from known ones (interpolation).–thanks to Christopher NguyenThe Full-Stack StartupEverything we've said about this trend, all in one placeQ: So what‟s a full stack startup? You‟ve mentioned that it‟s a new, important trend, and a pattern of startups we‟ve been seeing over the past couple of years.Chris Dixon: The old approach startups took was to sell or license their new technology to incumbents. The new, “full stack” approach is to build a complete, end-to-end product or service that bypasses incumbents and other competitors.A good example from big companies is Apple versus Microsoft. For years, Microsoft just built pieces of the stack —the OS, apps — and relied on partners to build semiconductors, cases, assembly, do retail etc. Apple does everything: they design their own chips, their own phone hardware, their own OS, their own apps, the packaging, the retail experience etc. Apple reminded the world that you could create a really magical experience if you did many things well at once.Q: For example?Dixon: I think a good example is ride-sharing, like with Lyft and Uber.Before these companies were started, there were multiple startups that tried to build software that would make the taxi and limo industry more efficient. Then they went out and knocked on the door of taxi companies and pitched them on their software.For a variety of reasons, it didn‟t work. Taxi companies weren‟t thinking about software as a competitive advantage. They didn‟t have the appropriate cost structures or anyone to even evaluate the software.So when technology startups tried to inject technology and software into that industry, it didn‟t take.Companies like Lyft and Uber said: “You know what? Instead of trying to sell software as an add-on, we‟re going just goin g build the whole service using our modern software.” They asked: What would this industry look like if it were rebuilt from scratch using technology we have today?Once they brought this technology-infused product to market, consumers and drivers loved i t. It‟s basically taking over, and those companies were started just a few years ago.Q: What are the advantages of building the end-to-end experience yourself?Dixon: Well for one thing, as I mentioned earlier, the full-stack approach lets startups bypass incumbents and overcome cultural resistance to new tech.Another advantage is that full-stack startups can capture a greater portion of the economic benefits they provide. Before, the product and services they provided might have been quite valuable, but with no relationship with the end customer, it was hard to get paid accordingly or to collect the right data back to improve their products.Finally, for end users, full stack startups deliver a much better experience, because they have complete contro l. It‟s the difference between buying a beautiful, pristine Apple productversus a crappy Frankenstein PC cobbled together from dozens of vendors.Q: Okay, so isn‟t all this the same as being “vertically integrated”?Dixon: I don‟t think full-stack startups are vertically integrated in the classic sense. This isn‟t an oil company buying a supplier; it‟s a tech company building the complete experience and wrapping “non tech” functions around the tech to go after existing companies. In my opinion, “vertically integrated” is an overloaded phrase at this point and therefore not very useful.But I kind of regret calling it “full stack”, to be honest. It was just a metaphor, it was meant to be kind of a whimsical allusion to the programming phrase. “End to end” might be a good name. Another existing phrase that fits the concept is Bill Davidow‟s “whole product”.Q: Besides the examples you shared already, what are some other examples of full-stack startups?Dixon: Altschool, Buzzfeed, Harry‟s, Nest, Tesla, Warby Parker.Q: So what‟s going to happen next?Dixon: I think we‟ll start to see many more industries that have mostly resisted technology finally stop resisting now that startups have figured out the right approach to take here.The big, obvious industries include: education, healthcare, food, transportation, and financial services. All the areas of the economy where prices have outpaced inflation due to lack of technology.Q. What are the main challenges for full stack startups?Dixon: Full stack founders care about every aspect of their product/service, so they need to get good at many different things besides software —hardware, design, consumer marketing, supply chain management, sales, partnerships, regulation, etc. It takes a special kind of founder to do this.The good news is if they pull it off, it will be extremely hard for competitors to replicate all those interlocking pieces. There will be some very big companies created using the full-stack approach.–drawn from the original post by Chris Dixon (with thanks to the commenters for their questions), podcast, and other interviews. [See also: this tweetstorm from Balaji Srinivasan for additional thoughts on the trend.]disruption · full stack startups · trends ·More TrendsContainersThe containerization of code is finally hereImagine carrying around a bag of cell phones everywhere because you needed to use a new and separate piece of hardware for every single app — games, email, etc. — that you currently run on a single smartphone today.Seems crazy, but that‟s essentially what our model forcomputing used to be, with standalone silos of hardware for separate applications. When an application wasn‟t being used, the hardware and operating system dedicated to it was still sucking power and resources. It was highly inefficient. (In our bag of cellphones analogy, this would be like having one cellphone dedicated to games and still carrying it around with you everywhere all day — even though you only needed to do email during the day).Then along came virtual machines (VMs), which allowed many applications to run on top of a single piece of hardware (by making it look like multiple physical computers). This led to anywhere from 3-10x more capacity utilization. Because the software could run independently of its underlying hardware, virtual machines in data centers meant we weren‟t limited to one particular operating system; we could host both Linux and Windows on the same physical machine. The downside of that flexibility is that it introduced an entirely new layer of software (and an entirely new practice of systems management to care for it) that sat between the hardware and the operating system. Having what was essentially “an operating system on top of an operating system” caused some p erformance issues.The holy grail here would have been virtualization, but with bare-metal performance … as if the operating system were running right on top of the CPU without the middle virtual layer.That‟s where containers come in. Containers are ano ther way of isolating an application from the underlying hardware. They‟re objects that serve the same purpose as a virtual machine —instantiations or clones of the host operating system with a self-standing, self-executing application inside — but they also provide bare-metal performance, because there‟s no virtualization layer between.Why now and what next?Containers aren‟t actually a new thing. They‟ve been around for a long time, but are taking off for a few reasons. One reason is because Windows has become less prevalent in the datacenter; one of the downsides of containers compared to VMs is that they can‟t run multiple operating systems, like Windows on top of Linux. Another reason is “microservices” app architecture driving enthusiasm for containers; these app architectures areespecially suited to containers because they have discrete pieces of functionality that can scale independently, like LEGO building blocks.System administrators and people deploying code find containerization convenient because every part of the application — including device drivers, operating systems, and other dependencies — is part of a single, self-contained entity. This also makes it very easy to host many containers and move them around, for redundancy/ failure tolerance, capacity, feature testing, and other reasons.For me, the next step in containerization is treating the datacenter, with all its containers, like one giant computer or server. Many applications today are really just distributed systems: Applicatio ns aren‟t necessarily confined to just one container. We might have an application that consists of ten containers running together. We could have 1,000 applications running across 10,000 containers. Or we might have a single big data job that involves multiple, interdependent applications.So there needs to be a simple abstraction to run the operatingenvironment and manage how all this stuff gets utilized for the right capacity, reliability, and performance (the key metrics by which a datacenter operates). And the key to that is comprehensive management of the entire operating environment. That‟s what needs to happen.–Peter Levinecontainers · data centers · operating systems · trends · virtual machines ·More TrendsDigital HealthSoftware doesn't have an MDWe only have about a million physicians in the United States —but they‟re about to get reinforcements.If you think about the CAT scan that an MD is using, if you think about almost any modern device that a doctor is using —it‟s useless with out the code in it. That code was likely written by someone without an MD, someone who was evaluated ascompetent and hired by a commercial vendor of mission-critical medical instruments. The instruments that represent the foundation of modern medicine are thus today typically programmed by people who know how to code (but lack MDs) and used by people who have MDs (but usually do not know how to code).So a large percentage of medicine is already being effectively practiced by non-MDs.Moreover, the interior workings of the instruments are black boxes; MDs interface with them through vendor-provided UIs and interpret the readouts by looking up data stored in their head. As these UIs get better and smarter, less interpretive skill is required by the MD. The MD is happier — the instrument gets the right answer with less work. It‟s used more frequently. Through successively more sophisticated engineering the instrument thus begins to move from the hands of the specialist to the generalist to the nurse practiti oner to the nurse… and then, perhaps, to the general population in the form of a phone accessory or an app.That last step is starting to happen as various personal genomic, quantified self, and mobile diagnostic technologies become more accessible. These technologies produce data from the body, and that data is going to be stored in our phones. The interpretation of that data is going to be performed by software.And so that large percentage of medicine that is effectively being practiced by non-MDs is going to expand.One center of action is likely going to be the mobile programmable medical record —the container for all diagnostics and test results —something like what Apple‟s HealthKit may evolve into. Essentially just a bunch of data containers for your heart rate history, your blood pressure history, your exercise history, and the like.All this diagnostic history isn‟t necessarily “big data”; it‟s just never been tracked and cross-correlated before in one place. Once technologies like HealthKit get a little more traction, millions of software engineers without MDs can build new applications on top of that data store (perhaps collected by other applications) without injuring the phone owner.Today you‟d accept without hesitation that the kid in th e garage without a degree could write an email front-end that analyzed your email, told you the best time of day to reply, or did something else interesting, unexpected, and useful with your email data. Tomorrow? To understand your personal diagnostic data, you might soon depend more upon an iPhone app developed in a garage than on your local MD.–Balaji Srinivasanbiomedicine ·diagnostics ·digital health ·healthcare ·mobile ·point of care ·quantified self · trends ·More TrendsOnline MarketplacesThey may look different, but the same core principles applyWe‟re continuing to see tremendous innovation in marketplaces. The first generation of net companies saw a few big horizontal marketplace winners like eBay and Craigslist. Butentrepreneurs are continuing to create the next generation of online marketplaces:…A ton of very interesting net businesses are still being built by hollowing out Craigslist, targeting its key categories and doing a much better job of serving user needs in those categori es( e.g., “sublets/temporary”, “vacation rentals”, “rideshare”).…Mobile is enabling a new generation of “mobile-first” marketplaces that have dramatically superior ease of use, and enable constant grazing of marketplace content throughout the day.…A specific category of marketplaces enabled by mobile are “people marketplaces” (which I‟ve talked about before), where consumers can find highly tailored services and contractors can find opportunity.…Marketplaces are being applied to new segments. One example is bringing marketplace dynamics to serve the needs of businesses, such as B2B rental of large construction equipment.And this is just the beginning.Despite all the new forms these marketplaces are taking today (compared to what I saw at eBay 10-15 years ago), I strongly believe that the same principles for managing them still apply.Why? It has to do with “perfect competition”. Economics has typically presented this as a largely theoretical construct. But it is something I believe truly exists in the real world, based on my experience working for or with numerous online marketplaces.Today‟s new marketplaces must nurture and manage perfect competition to thriveBut first, what is “perfect competition”? Investopedia defines it as a market structure where the following five key characteristics are met —I‟ve illustrated each using the example of eBay:1. All firms sell an identical product. Not all goods for saleon eBay are identical, obviously. But there are precious few products for sale on eBay that are truly unique, “one-of-a-kind” items. Eventually competition with comparable products would bring marginal returns in line with marginal costs, essentially “competing away” surplus profits in that niche.2. All firms are price takers. On eBay, every seller is forced to take the prices that buyers are willing to pay for that good. Some sellers could command a premium due to a stronger reputation built over trusted quality transactions, but it‟s a small premium.3. All firms have relatively small market share. With lots of sellers selling across lots of categories, no single seller approached meaningful market share within any single category. No seller on the entire eBay marketplace had anything approaching market power.4. Buyers have complete information about the product being sold and the prices charged by each firm. The marketplace‟s job is to generate transparency for buyers across all meaningful dimensions, including specifications, cost, and trust/safety。
虚拟现实与增强现实技术的应用虚拟现实(Virtual Reality,简称VR)与增强现实(Augmented Reality,简称AR)是近年来快速发展的技术,它们都是通过计算机技术来实现对真实环境的虚拟世界或是对真实环境的实时副本进行多维度、多角度的拓展。
虚拟现实技术和增强现实技术的应用范围非常广泛,下面就具体介绍一下它们的应用情况。
1. 游戏方面:虚拟现实技术的首要应用是在游戏方面,它可以使玩家获得更加丰富的游戏体验。
目前,市场上已经推出了不少虚拟现实游戏,例如PS4平台上的《EVE:Valkyrie》,用VR技术实现的飞行游戏。
2. 旅游方面:虚拟现实技术可以让用户在家中就可以体验到全球各地的旅游景点。
例如,全球领先的在线旅游公司Expedia推出了一项名为“Virtual Tourism”的虚拟旅游项目,让客户直接穿越到世界各地的著名景点中。
3. 电影方面:虚拟现实技术也在电影方面得到了应用。
例如,《阿凡达》这部高票房的科幻电影就使用了大量VR技术来创建虚拟环境以及角色服装。
4. 医疗方面:虚拟现实技术在医疗方面也得到了广泛应用,如在医学教育上,学生可以在虚拟的世界中进行手术,以锻炼自己的操作能力;在医学治疗上,让病患能够在虚拟的环境中感受到疗效的提升。
1. 营销方面:增强现实技术可以为营销带来全新的火爆。
例如,某品牌在通过AR技术实现的图像识别下,相应的广告将以3D方式呈现在用户的设备上,并且能够随时了解到品牌信息、風格等等。
2. 教育方面:增强现实技术可以将虚拟的图像贴到真实环境之中,拓展学生的视野,是教育领域的创新。
如利用AR技术制作班级识字贴士,这不仅能够让孩子们在游戏中感性认知图片和字词,还能让它们在“美术”和“语文”中获得双份满足。
3. 建筑设计方面:增强现实技术在建筑设计方面的应用也越来越多。
通过AR技术,帮助设计师更好地模拟产品设计效果,同时让客户能够亲身体验产品的效果。
虚拟现实设计师虚拟现实知识虚拟现实设计师的关键知识虚拟现实(Virtual Reality,简称VR)作为一种新兴技术,正逐渐渗透到各行各业的设计领域。
虚拟现实设计师的角色变得越来越重要,他们需要掌握一系列关键知识和技能,以应对不断发展的虚拟现实设计挑战。
本文将探讨虚拟现实设计师所需的关键知识和技能。
一、虚拟现实基础知识作为一名虚拟现实设计师,必须对虚拟现实的基础知识有深入了解。
这包括了解虚拟现实技术的原理、硬件设备和软件平台。
同时,还需要了解虚拟现实的发展历程、应用领域以及未来的发展趋势。
二、三维建模与设计技能虚拟现实设计师需要具备三维建模和设计技能。
掌握3D建模软件和设计工具,能够将设计理念转化为具体的虚拟现实场景或模型。
同时,还需要了解人体工程学和交互设计原则,以确保用户体验的舒适性和可操作性。
三、编程与开发技能作为虚拟现实设计师,编程和开发技能是必备的。
了解虚拟现实开发平台和编程语言,例如Unity3D、Unreal Engine和C#等,可以帮助设计师创建交互式的虚拟现实应用程序和游戏。
熟悉虚拟现实的渲染技术和物理仿真算法,能够提升设计作品的真实感和灵活性。
四、视觉设计和美学理念虚拟现实设计师需要具备出色的视觉设计能力和对美学理念的理解。
他们应该熟悉色彩搭配、界面设计和用户体验设计等方面的知识,能够打造具有吸引力和沉浸感的虚拟现实体验。
此外,还需要关注人机交互的细节,以确保用户与虚拟环境的互动流畅自然。
五、故事叙述和体验设计能力虚拟现实设计师不仅仅是技术实施者,还需要具备故事叙述和体验设计的能力。
通过合理的剧情设置和环境布局,他们可以为用户创造出身临其境的虚拟现实体验。
因此,设计师应该理解故事结构和情感表达的原理,能够将这些元素融入到虚拟现实作品中。
六、沟通和团队合作能力作为虚拟现实设计师,沟通和团队合作能力也至关重要。
与其他设计师、开发者和客户进行有效沟通,理解他们的需求和意见,能够提高设计作品的质量。
多媒体艺术中的虚拟现实与增强现实技术探索虚拟现实(Virtual Reality)和增强现实(Augmented Reality)是当今多媒体艺术领域中备受关注的两项技术。
它们以其独特的方式改变了人们对艺术的体验和创作方式。
本文将探索虚拟现实和增强现实在多媒体艺术中的应用,并探讨它们在艺术创作中所带来的影响和可能性。
一、虚拟现实在多媒体艺术中的应用虚拟现实技术能够通过模拟现实环境来创造身临其境的艺术体验。
在虚拟现实艺术中,艺术家可以利用VR设备创建出一个虚拟的艺术空间,观众可以通过穿戴VR头戴设备进入艺术家所创造的虚拟世界。
在这个虚拟世界中,观众可以与艺术作品进行互动,沉浸其中。
虚拟现实技术在多媒体艺术中的应用可以涵盖绘画、雕塑、音乐、舞蹈等多个艺术领域。
艺术家可以利用虚拟现实技术创造出逼真的艺术作品,并通过观众在虚拟空间中的互动,为观众提供更为直观和身临其境的艺术体验。
例如,一位画家可以通过虚拟现实技术将画作带入三维空间,让观众可以自由地在虚拟空间中欣赏和探索艺术作品。
二、增强现实在多媒体艺术中的应用增强现实技术可以将虚拟元素与现实环境相结合,通过应用程序和AR设备实现对现实世界的增强。
在增强现实艺术中,艺术家可以通过在现实环境中添加虚拟元素,创造出一种与现实世界交互的艺术体验。
增强现实技术在多媒体艺术中的应用非常广泛。
艺术家可以利用增强现实技术为观众呈现出更丰富的艺术作品。
例如,一个建筑师可以利用增强现实技术设计一个虚拟的建筑模型,观众可以通过AR设备在现实环境中观看这个建筑模型,并通过互动控制虚拟元素的显示和隐藏,实时探索建筑设计的各个细节。
三、虚拟现实与增强现实对多媒体艺术的影响虚拟现实和增强现实技术的出现改变了传统艺术的观看和创作方式。
它们为多媒体艺术带来了全新的可能性和创新机遇。
首先,虚拟现实和增强现实技术为观众提供了更为身临其境的艺术体验。
观众可以通过互动和沉浸式体验,更加深入地了解和感受艺术作品。
虚拟现实系统的稳定性与可靠性在当今科技飞速发展的时代,虚拟现实(Virtual Reality,简称VR)技术已经逐渐走进了我们的生活。
从娱乐领域的沉浸式游戏体验,到教育、医疗、建筑等行业的专业应用,虚拟现实系统展现出了巨大的潜力和影响力。
然而,要让虚拟现实系统真正发挥其优势,并为用户提供优质、安全、舒适的体验,其稳定性和可靠性是至关重要的。
首先,我们来理解一下虚拟现实系统的稳定性和可靠性的含义。
稳定性,简单来说,就是指虚拟现实系统在运行过程中能够保持性能的一致性和连贯性,不会出现频繁的卡顿、掉帧、死机等问题。
而可靠性则侧重于系统在长时间运行和各种复杂环境下,能够持续正常工作,不出现故障或错误。
一个稳定可靠的虚拟现实系统对于用户体验的影响是巨大的。
想象一下,当您正在沉浸于一个精彩的虚拟现实游戏中,突然画面卡顿、声音中断,这不仅会瞬间打破您的沉浸感,还可能让您感到头晕、不适。
在教育和培训场景中,如果虚拟现实系统不稳定,可能会导致学生无法集中注意力,影响学习效果。
在医疗领域,不稳定的虚拟现实系统可能会对诊断和治疗产生误导,甚至带来严重的后果。
那么,影响虚拟现实系统稳定性和可靠性的因素有哪些呢?硬件方面是一个重要的因素。
高性能的处理器、显卡、内存等硬件设备是保证虚拟现实系统流畅运行的基础。
如果硬件配置不足,无法满足虚拟现实系统对计算资源的需求,就很容易出现性能瓶颈,导致系统不稳定。
此外,硬件的质量和兼容性也至关重要。
低质量的硬件可能会在使用过程中出现故障,而硬件之间的不兼容则可能引发各种奇怪的问题。
软件方面同样不容忽视。
虚拟现实系统的操作系统、驱动程序、应用程序等软件的优化程度直接影响系统的稳定性。
不完善的软件可能存在漏洞和错误,导致系统崩溃或出现异常。
同时,软件之间的冲突也可能影响系统的正常运行。
网络连接也是一个关键因素。
对于需要联网运行的虚拟现实应用,稳定快速的网络连接是保证数据传输顺畅的关键。
网络延迟、丢包等问题都可能导致虚拟现实体验的中断或质量下降。
Visual Space After Virtual RealitySteven SchkolneCaltechDaniel Keefe Brown UniversityAbstractWe investigate the visual elements that will inhabit everyday environments after virtual reality becomes commonplace. Virtual forms have a richer, more flexible material than traditional metal, wood, and plastic. Both borrowing from traditional 2D techniques and inventing its own processes, VR enables artists and designers to push the envelope for physically constructed objects and redefine the visual space of film, video, and the interactive space of VR itself . We describe the contemporary edge of VR design tools. Then we look to potential forms of tomorrow.IntroductionOur visual space is increasingly occupied by humanly constructed objects. These shapes are defined by the processes that create them. Traditional human-made forms arise from rigid materials. Wood and stone objects hard and heavy. These materials must be carved with slow, deliberate motions. Metal and plastic objects are cast or forged; clay is sculpted and assembled. All of these three-dimensional, real world forms are inherently solid . This solidity is determined by the wood, marble, plastic, or clay that composes the objects. It also reflects the often slow and physical process of working with these materials. Creating three-dimensional form in the real world lacks a flexibility and fluidity readily available in traditional, artistic 2D media, such as oil paint or charcoal.In contrast, 2D media are much more flexible in how they can be arranged on a surface. They are supportive of a rapid juxtaposition, either of a homogeneous material of varyingcolor or a collage of different elements. These media have arich, highly flexible nature that allows a great deal of variability in style because their inherent materiality is fluid . Blood, oil, ink, and watercolor stretch and spread across a surface in a variety of finely delineated, easily controlled, and highly variable patterns.Our vision of the shape of virtual reality is one where this fluidity of form is lifted from the 2D canvas to 3D space. This transition is important because virtual objects will have a prominent place in our future environment. Complex structures that can only be created with the aid of VR technology will exist in virtual form and in physical form, as the new fabrication technologies that they demand become realized. The boundary between solid and fluid is smudged, allowing an ephemerality and motive expression in three dimensions. These shapes are delimited by the tools that construct them. We describe herein two prototype design tools that allow access to this richer 3D design space.We close by exploring some future directions of virtual reality that no current design tools support. Shapes can affect their environment, or they can act as lenses which subtly modulate surrounding space. Connections that effect physical space can be made in information space. Different viewers can have unique experiences with the same object. Creating and controlling these new types of material is a future challenge for the virtual reality community.Virtual Reality Design ToolsTwo methods reflect the state-of-the-art in creating shapes in 3D space. Surface Drawing [1] captures traces of handFigure 2: Wedding Day , a CavePainting, is made out of 3D brushstrokes. Its fluidity is difficult to create with solid media such as clay.Figure 1:. These three views of fthr , a Surface Drawing are difficult to resolve. This shape has a fluid 3D complexity that is difficult to conceptualize with 2D tools.motions in space as strokes that can be combined to make a variety of organic shapes. The interface uses tangible interface tools and the Responsive Workbench to blur the boundary between the physical space of the user and the digital space of their creation. CavePainting [2] provides the user with a variety of brushes that deposit paint as they are moved through the immersive space of the Cave. Artists place their full bodies in and around shapes as they are formed.Both of these systems are capable of making representational shapes, but to describe the unique avenues of imagery they open we will consider the least traditional examples. Consider fthr (Figure 1), created with the Surface Drawing system. Fthr is made by placing strokes in space from a common center while rotating the entire shape with sensed tong props. Although pieces of the whole do not touch one another, they are visually connected in the virtual representation. Such construction is not possible in the physical world where structural engineering is required to ensure that things stay together, and there is no way to connect things across a physical gap. The constituent shapes are made by sweeps of a hand that bends as it traces an imaginary shape. A geometric idea is intuitively communicated through motion, and then directly and immediately realized in front of the user. Such rapid construction is difficult and time consuming in a physical medium such as clay or stone that requires many delicate manipulations to construct.In this mode of construction material floats, is lightly spun and instantly placed at the speed of thought. This stream of interaction results in the development of rich geometric relationships that are not supported by traditional physical media such as clay and stone which are simply too slow. Because virtual reality is used, this rapid construction is far more bodily, physical, and intuitive than it would be in highly mathematical tools such as Maya and 3DS Max. This type of geometric intensity is exemplified by the three-dimensional structure of fthr. Looking at the three views of fthr pictured, one realizes that it appears quite different from each angle, as if these are three images of different shapes. Resolving the connections between the bent strokes of the shape to, for example, state the rotations it takes to move from one view to another is mentally challenging. For the creator of the shape, working in virtual reality, this conceptual difficulty simply does not exist as there is no translation between the 2D language of the paper and the 3D space of the shape itself.Beyond looking at the shape, the user can wrap around and physically engage its space, gaining understanding through proprioception. This speaks, first of all, of the utility of a 3D interface in the creation of a shape which is difficult to understand and impossible to hold in 2D. Second, it indicates a wealth of similar complexities which can be physically understood as they are created. This not only increases the topological complexity of the environment,but also increases the human ability to conceive of richFigure 3: A chair that changes with the seasons. The chair evolves over time from left to right: original chair with soil, chair grows leaves during the spring, leaves change colors during the autumn, leaves fall off during late autumn, snow falls in winter, and snow melts so that the process can start over.Figure 4: A lens integrated into a chair back. Four different lenses, from left to right, the lens blurs the scenery behind it, inverts the colors of the scenery, shows a distorted view of the area behind it (in this case centering its view on the nearest tree), and (d) shows a view of a nearby areatopological structures. This methodology leads the way to a new language of structure and form that will affect not only the shape of cultural communication in film and video, but also the physical space of architecture and design that we inhabit.In CavePainting, 3D structure is suggested completely through the use of three-dimensional strokes. Note the placement and volumetric layering of strokes in the woman's hat and dress in Wedding Day (Figure 2). Like charcoal lines or paint strokes, these marks are a fluid, highly flexible visual language that is brought to life by an interface responsive to the artist. While CavePainting offers many types of virtual brush strokes as tools, Wedding Day is an experiment in virtual painting using only the simplest virtual stroke. The entire painting is composed of simple, ribbon-like surfaces that combine to form a three-dimensional structure from which we are able to comprehend a great deal of meaning, including a sense of emotion and a loose, quick, impressionistic style. Creating in CavePainting or Surface Drawing is a new way of working and thinking. While a painter often steps back from his work or a sculptor steps around his work or even holds it in his hand, a CavePainter stands up and walks through his work, grabs and rotates it by hand, shrinks or enlarges it on a whim, and finally manipulates color variations and stroke size, shape, and placement to create a visual representation for complex forms. Many of these operations have no counterpart in the physical world, thus they allow interactions and make possible the creation of a form that would otherwise not exist. For example, paint strokes would not be able to float or coinhabit the same volume in the physical world.In prior media, artists had to choose between heterogeneous two dimensional tools (where visual forms could overlap) or homogeneous volumetric media. With these new developments the expressionistic characteristic of the paint stroke can go in and around shapes, defining their volumetric presence. CavePainting and Surface Drawing break new aesthetic ground because the visual form that they enable is novel and complex. Although their sophistication falls short of developed painting techniques with century-long histories, mark-based techniques will continue to evolve. With greater variety of interaction, richness of mark, and finer control these 3D tools will grow to be as powerful as pigments and canvas, as complex as nature in their visual manifestations.Future DirectionsThe tools presented above expand our visual space because the allow artists and designers to control a new type of material: light that floats in space. Virtual reality allows richer types of material whose design tools have not yet been found. We investigate some of these forms below. Defining Action and InteractivityInteractivity permits going beyond geometry and topology to define the functionality of shape. These responses can be a reaction to an interactive tool or a change that occurs over time (see Figure 3). These effects already happen in natural space - wood burns and copper turns green. In virtual environments these behaviors do not depend on nature but rather can be defined by humans. The notion of creating aFigure 5: A lens that modifies the environment around a chair. This type of lens can help ease the sunny day seen on the left bu providing enough shade (center) to read comfortably or prevent sunburn. This type of lens blocks incoming light. Another lens (right) blocks outgoing light – for example allowing someone to sunbathe in privacy.Figure 6: Three chairs (left) linked together by an invisible bond. Rotating (center) one chair causes (right) the others to move as well. Do the chairs affect the person in the image? Is this third party forced to take part?shape moves beyond its visual properties, the way it reflects light, to its physical properties, the way it reacts to forces.Algorithmic reactive properties allow a shape to change its appearance and behavior at once. The incorporation of functionality allows inclusion of life and intelligence into shapes, and the personalization of objects as they are defined with individual preferences in mind.ModificationMaterial can do more than just have a presence in the environment. It can also modulate its environment. Matter can have the property of absence, negating previously constructed forms so that they cannot be seen (see Figures 4 and 5). Unlike photographic negative space, these areas are not defined in terms of location amidst positive form. Instead, they are pure negation - existence that can only be perceived through modification of the already-existing. The territory between absence and presence can be filled by the concept of lenses. These can be thought of as regions of physical space that manipulate perceptual information that passes through them. Lenses modulate attention, making certain objects more visible.Interaction Beyond Physical PlausibilityIn the natural world, physical laws determine interactions between objects. Nature can be thought of as a massively parallel computer that resolves inter-object interactions. In VR this decision process is subject to human definition. Objects can physically move through one another without disruption. Visually small objects can affect much larger ones, or shapes can be connected across a vacant space (see Figure 6). A shape could exert a force some distance away from its boundary. The effects of an object can also move beyond the application of force in space to the modification of the functionality of another object. This could be changing its color, its pliability, or its melting point.Multipresence, MultiperspectiveVirtual reality is typically envisioned as the creation of a static world that mimics earth. Realizing that there can be more than one person in a virtual space, and that the structure of that space can change through time we posit that much richer combinations can be constructed. For a single spectator, an object can change as it is viewed from different angles. Multiple viewers can see individualized views that do not share a geometric consistency (see Figure7). And shapes themselves can change with time. Imaginea maze that a participant is walking through. This maze can modify itself as it is being navigated, forming a structure that is not embeddable in three-dimensional space. These interactive geometries ask an experiential understanding which needs more than a single viewing experience to form.These new possibilities of material are the constituents of environment after virtual reality becomes common. We do not know how these rich forms might be designed, we leave this (for now) as a thought experiment for the reader. Experiments in marking and painting space with light indicate that the future’s visual space will be multivocal, complex – inherently more dynamic than the contemporary environment.References1.Schkolne, S., Pruett, M., and Schröder, P., SurfaceDrawing: Creating Organic 3D Shapes with the Hand and Tangible Tools, in Proceedings of CHI 2001 (Seattle, USA, April 2001), ACM Press 261-268.2.Keefe, D., Acevedo, D., Moscovich, T., Laidlaw, D.,and LaViola, J., CavePainting: A Fully Immersive 3D Artistic Medium and Interactive Experience, in Proceedings of the 2001 Symposium on Interactive 3D Graphics, ACM Press, 85-93, 2001.Figure 7: A multiview chair. Each person looks at the same area, and each sees a different type of chair.。