The تاريخ الواقع الافتراضي Diaries
ورغم أن الواقع الافتراضي أظهر وعدًا في مجالات الألعاب والترفيه والإنتاجية، إلا أن شيئًا لم يلقَ قبولًا واسعًا بعد عقود من المحاولات.
Throughout the nineteen fifties, the favored cultural image of the computer was that of a calculating equipment, an automatic Digital brain capable of manipulating facts at previously unimaginable speeds. The advent of far more inexpensive 2nd-era (transistor) and 3rd-technology (integrated circuit) pcs emancipated the equipment from this slender see, and in doing so it shifted focus to ways in which computing could increase human opportunity as opposed to basically substituting for it in specialised domains conducive to range crunching. In 1960 Joseph Licklider, a professor within the Massachusetts Institute of Engineering (MIT) specializing in psychoacoustics, posited a “gentleman-Computer system symbiosis” and used psychological concepts to human-Pc interactions and interfaces.
A different pioneer was electrical engineer and Laptop scientist Ivan Sutherland, who started his work in Computer system graphics at MIT’s Lincoln Laboratory (in which Whirlwind and SAGE were formulated). In 1963 Sutherland done Sketchpad, a method for drawing interactively over a CRT Screen with a light-weight pen and Handle board. Sutherland paid cautious interest for the structure of data illustration, which created his method useful with the interactive manipulation of illustrations or photos. In 1964 he was place in control of IPTO, and from 1968 to 1976 he led the computer graphics method with the University of Utah, one of DARPA’s Leading analysis centres.
ولتوسيع جاذبية الواقع الافتراضي لجماهير أوسع، شجعت الشركات أيضًا تطوير تجارب غير ألعاب، تشمل مجالات مثل التعليم واللياقة البدنية والتفاعل الاجتماعي والغمر السينمائي. لكن هذه الجهود لم تحل معضلة الدجاجة والبيضة المتعلقة بتبني الأجهزة وتوفر المحتوى.
تم تكييف هذا المفهوم لاحقًا في برنامج العالم الافتراضي ثلاثي الأبعاد المستند إلى الكمبيوتر الشخصي "ساكند لايف".
طورت "ڤى بيه ال ريسيرش" العديد من أجهزة الواقع الافتراضي مثل "داتا جلوف" و "اى فون" و"اوديو سفير". قامت "ڤى بيه ال" بترخيص تقنية "داتا جلوف" لشركة ماتل، والتي استخدمتها لصنع باور جلوف، وهو جهاز ڤى ار بسعر معقول في وقت مبكر.
Artists, performers, and entertainers have normally been serious about approaches for producing imaginative worlds, setting narratives in fictional Areas, and deceiving the senses. A lot of precedents for that suspension of disbelief in a synthetic planet in artistic and entertainment media preceded Digital actuality. Illusionary تاريخ الواقع الافتراضي Areas created by paintings or views have been constructed for residences and public spaces given that antiquity, culminating from the monumental panoramas of your 18th and nineteenth centuries. Panoramas blurred the Visible boundaries between The 2-dimensional images exhibiting the most crucial scenes and also the three-dimensional Areas from which these ended up considered, building an illusion of immersion in the activities depicted. This picture tradition stimulated the generation of the series of media—from futuristic theatre patterns, stereopticons, and 3-D films to IMAX Film theatres—in excess of the program with the 20th century to realize equivalent consequences.
قام أنطونيو ميدينا، أحد خريجي معهد ماساتشوستس للتكنولوجيا، وعالم ناسا بتصميم نظام واقع افتراضي "لدفع" مركبات المريخ الجوالة من الأرض في الوقت الحقيقي الظاهر على الرغم من التأخير الكبير لإشارات المريخ والأرض.
Encyclopaedia Britannica's editors oversee matter areas wherein they've got in depth awareness, irrespective of whether from several years of encounter gained by focusing on that content material or by using research for a complicated degree. They publish new content material and confirm and edit content material acquired from contributors.
الإبداع: يمكن للمبتكرين تجربة النماذج الرقمية للمنتجات والجمع بين المواد واستكشاف الأفكار.
في هذه الأثناء، تواصل فيسبوك تعزيز استثماراتها، ويبدو أن سامسونج تستعد للدخول مرة أخرى إلى سوق الواقع الافتراضي. هذا يثير تساؤلات حول من يمكنه النجاح حيث أخفقت شركات تكنولوجية قادرة.
معلومات الواقع الافتراضي أجهزة الواقع الافتراضي أحداث الواقع الافتراضي
وحتى أواخر الثمانينيات ظلت أغلب الأفكار بشأن هذه التقنية نظرية بسبب محدودية القوة الحاسوبية في تلك الفترات، والتكلفة العالية للتقنية التي جعلت تبنيها صعبا جدا على المستهلكين.
For instance, the Cinerama widescreen movie structure, at first known as Vitarama when invented for that 1939 Big apple Globe’s Reasonable by Fred Waller and Ralph Walker, originated in Waller’s scientific tests of eyesight and depth perception. Waller’s function led him to give attention to the significance of peripheral vision for immersion in a man-made natural environment, and his purpose was to devise a projection technological innovation that might duplicate the entire human industry of vision. The Vitarama system applied a number of cameras and projectors and an arc-formed display to make the illusion of immersion in the Place perceived by a viewer. However Vitarama was not a commercial strike right until the mid-nineteen fifties (as Cinerama), the Army Air Corps successfully utilized the technique during Entire world War II for anti-plane training under the title Waller Versatile Gunnery Coach—an illustration of the hyperlink amongst leisure engineering and navy simulation that may afterwards progress the development of virtual actuality.