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Virtual Ball
Although virtual reality has been used extensively in the area of entertainment, there is also tremendous potential for the use of VR in sports. Virtball is a pilot website targeted for this evolving utilization of VR technology. Application of Virtual Reality applied science to sports may create whole new sports, breaking out of the physical limitations of current sports. As an example, various sports balls come in several different shapes and sizes, but once in the air they usually travel in a parabolic curve through the air. There are no such limitations with a computer-generated virtual ball. A Virtual Ball (Virtball) can travel in a variety of computer-defined paths. This can create whole new variations on traditional sports with augmented reality or virtual reality, or entirely new VirtBall athletics. virtual reality for sports training covers similar topics.
Virtual reality is an extremely useful interface for telerobotics (human activation of a robot by remote control). Telerobotics can be used in dangerous or adverse worlds especially: outer space; places with radioactive contamination; chemically or biologically poisonous areas; combat zones; bomb hazard areas; beneath the surface of the earth; or on the ocean floor. For instance, telerobotics with a virtual interface was used to repair the Hubble Space Telescope. For uses in which work must be done on a scale which is either too large or too tiny for unassisted manual work, virtual automation can also span the scale barrier. An operator's manual inputs can be virtually magnified to work heavy hardware for mineral extraction, earth moving, or construction. An operator's manual inputs can be virtually miniaturized for microsurgery, genetic applied science, molecular design, or nanomanufacturing. Use of virbots in software or artificial intelligence may be next. If you are interested in VR, see methods of haptic feedback for more.
One method to have the eyes see alternate images on a distant screen is to have eyes view the screen with different polarized filters. This is the way "3D glasses" work in theaters. The communication of the polarized filters with colors or other characteristics of the picture on the screen shifts the pictures, resulting in different perspectives and depth sensation, but this method has significant limitations. Another method to present the eyes with alternate images is to use "shutter glasses." Shutter glasses alternatively show the picture from first one eye and then the other, in synchronization with pictures from two different perspectives displayed in order on a single screen. When the alternating images are shown in quick enough order, then the brain integrates the two images into a single 3D image. Most head mounted displays used in Virtual Reality are a form of head device that spans: some version of shutter glasses; a somewhat close high-resolution screen with an image that spans more than one third of the span of vision and moves with head motion; and a specialized mechanism to track motion of one's head. eye fatigue and disorientation in early virtual reality presents additional information.
There is significant potential for the adaptation of virtual reality technology to exercise. For instance, there are numerous benefits to group exercise. Exercising with other people can create synergy and competition toward healthy exertion. Peer pressure can also grow compliance with desired exercise regimens. Further, working out with other people can be incorporated into instruction concerning proper methods to avoid injury and get the most from the exercise, but gathering together in one place for working out with other people requires travel time. With multi-participant online virtual reality, in which group participants can come in contact virtually, people participating can obtain the advantages of working out with other people without the costs of physical travel. Also, methods of human-to-computer interaction provides information that may be of interest.
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