|
|
methods of haptic feedback
In order to simulate the macroscale aspects of touch and motion, Virtual Reality (VR) systems must simulate the relative resistance that virtual things would have on motion by parts of the body especially hands and legs. As an example, if one lifts a virtual cube, then one's hand and arm should sense the relevant resistance so that the virtual cube to seem real. Pressure sensation can be transmitted from a computer to one's senses though micropressure devices (tiny pistons, inflatable bubbles, etc) powered by mechanical motors, magnetism, hydraulics, air, or other media. These micro-pressure devices can be incorporated into hand machines, electronically-wired clothing, or gyroscopic armatures. Direct resistance from three-dimensional fields may be possible in the future, but remains experimental. Haptic computer-to-human interaction will become more common with technological advances, but it currently delays behind interaction through sight and hearing. Different useful information at ParallelGraphics .
The applied science of virtual reality is still in its infancy. Nonetheless, this is evolving rapidly. At this time, the base-line standards for virtual reality include artificial creation of three-dimensional vision -- for example, by a Head Mounted Display (head mounted display), measurement of hand position and patterning to manipulate simulated things such as by a motion-measuring glove, and sound that reasonably corbehaves to objects in the simulated setting. Simple artificially constructed touch especially by a configuration-monitoring hand device is increasingly common, but is not yet needed to reach the minimum definition of Virtual Reality. Linked page Virtual Tours Maple Grove, Minnesota also provides useful information regarding these topics. Further, Virtual Ball has virtual reality information that may be of interest.
VirtBall.com
|