Silver Manufacturers

  • ( Origin : Taiwan & Mainland China Manufacturer & Supplier )
    眼鏡、太陽眼鏡、老花眼鏡、運動眼鏡、安全眼鏡、工作眼鏡、小孩眼鏡、光學眼鏡、眼鏡盒、展示架、展示盒、摩托車眼鏡、滑雪眼鏡、眼鏡繩、鏡片、運動用品、玩具眼鏡、MP3眼鏡、藍牙眼鏡、電子眼鏡、VR(虛擬實境)眼鏡、海灘用品、贈品。

Standard Suppliers

  • 宏達國際電子股份有限公司

    掌上型電腦、智慧型手機、HTC RE 迷你攝錄影機、平板電腦、VR 虛擬實境頭戴式裝置。
  • Shenzhen Intek Technology

    1) Satellite Receiver (Skybox, Dreambox, Openbox, Jynxbox, etc) 2) Terrestrial Receivers (DVB-T2, DVB-T) 3) Android TV Box, Android TV box with DVB-S2/T2/ATSC/ISDB, Android Mini PC 4) Fly mouse, 2.4G Air Mouses and Keyboards 5) Ipush dogle 6) Wireless category 7) Smart Watch, Virtual Reality 3D Glasses vr box for Samsung Note3 and Iphone
  • 东莞市思创塑胶电子有限公司

    移动电源、手机配件、智能设备、蓝牙音箱、3D 眼镜、其它产品
  • Virtual Realities, LLC

    Virtual Reality products- Head Mounted Displays, Stereoscopic 3D, Augmented Reality, 2D Monoscopic, Monocular, Head Trackers, Motion Tracker, Inertial, Magnetic, Optical, Motion Capture Suits, Face Tracking Devices, Eye Tracker, Data Gloves, 3D Controllers, Force Feedback / Haptics, Stereoscopic Display, VR Domes, VR Software / Kits, VR Simulators.
What is Virtual reality?

Virtual reality or virtual realities (VR), which can be referred to as immersive multimedia or computer-simulated reality, replicates an environment that simulates a physical presence in places in the real world or an imagined world, allowing the user to interact in that world. Virtual realities artificially create sensory experiences, which can include sight, hearing, touch, and smell.

Most up-to-date virtual realities are displayed either on a computer screen or with special stereoscopic displays, and some simulations include additional sensory information and focus on real sound through speakers or headphones targeted towards VR users. Some advanced haptic systems now include tactile information, generally known as force feedback in medical, gaming and military applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the concepts of telepresence and telexistence or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove or omnidirectional treadmills. The simulated environment can be similar to the real world in order to create a lifelike experience—for example, in simulations for pilot or combat training—or it can differ significantly from reality, such as in VR games.

Concerns and challenges

What the phrase "virtual reality" means or refers to, is not always unambiguous. In the book The Metaphysics of Virtual Reality by Michael R. Heim, seven different concepts of virtual reality are identified: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication.

There has been an increase in interest in the potential social impact of new technologies, such as virtual reality. In the book Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution, Blascovich and Bailenson review the literature on the psychology and sociology behind life in virtual reality.

In addition, Mychilo S. Cline, in his book Power, Madness, and Immortality: The Future of Virtual Reality, argues that virtual reality will lead to a number of important changes in human life and activity. He argues that virtual reality will be integrated into daily life and activity, and will be used in various human ways. Another such speculation has been written up on how to reach ultimate happiness via virtual reality. He also argues that techniques will be developed to influence human behavior, interpersonal communication, and cognition. As we spend more and more time in virtual space, there would be a gradual "migration to virtual space", resulting in important changes in economics, worldview, and culture.

Philosophical implications of the concept of VR are discussed in books including Philip Zhai's Get Real: A Philosophical Adventure in Virtual Reality (1998) and Digital Sensations: Space, Identity and Embodiment in Virtual Reality (1999), written by Ken Hillis.

Virtual reality technology faces a number of challenges, most of which involve motion sickness and technical matters. Users might become disoriented in a purely virtual environment, causing balance issues; computer latency might affect the simulation, providing a less-than-satisfactory end-user experience; the complicated nature of head-mounted displays and input systems such as specialized gloves and boots may require specialized training to operate, and navigating the non-virtual environment (if the user is not confined to a limited area) might prove dangerous without external sensory information.

VR audio developer Varun Nair points out that from a design perspective, sound for VR is still very much an open book. Many of the game audio design principles, especially those related to FPS games, crumble in virtual reality. He encourages more sound designers to get involved in virtual reality audio to experiment and push VR audio forward.


source: Wikipedia, the free encyclopedia

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