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virtual image虛擬形象
fictitious image
Conjecture
希望對(duì)您有幫助(可能無法滿足您的心愿,請(qǐng)見諒)
irtual sex
virtuality 這一般和現(xiàn)實(shí)相對(duì)
subjunctivity 這是虛偽語氣專用的,是一種假設(shè)性
根據(jù)你的目的,選擇使用
virtual ?['v?:tju?l] ? , 虛擬的
fictitious [fik'tis] 虛擬
dummy(coil)
?['d?mi] 虛擬
theorhetical
subjunctive語法書里的虛擬用這個(gè)單詞
太長了,以下只是原文的八分之一:
===============
irtual Reality
===============
irtual reality (R) is a technology which allows a user to interact with aputersimulated environment, be it a real or imagined one. Most current virtual reality environments are primarily visual experiences, displayed either on aputer screen or through special or stereoscopic displays, but me simulations include additional senry information, such as und through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Users can interact with a virtual environment or a virtual artifact (A) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus boom arm, and omnidirectional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot orbat training, or it can differ significantly from reality, as in R games. In practice, it is currently very difficult to create a highfidelity virtual reality experience, due largely to technical limitations on processing power, image relution andmunication bandwidth. However, those limitations are expected to eventually be ovee as procesr, imaging and datamunication technologies be more powerful and costeffective over time.
irtual Reality is often used to describe a wide variety of applications,monly asciated with its immersive, highly visual, 3D environments. The development of CAD ftware, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the notion. In the book The Metaphysics of irtual Reality, Michael Heim identifies seven different concepts of irtual Reality: simulation, interaction, artificiality, immersion, telepresence, fullbody immersion, andworkmunication. The definition still has a certain futuristic romanticism attached. People often identify R with Head Mounted Displays, Data Suits and Steven King's The Lawnmower Man.
Terminology
The term artificial reality, coined by Myron Krueger, has been in use since the s but the origin of the term virtual reality is uncertain. It has been credited to The Judas Mandala, a science fiction novel by Damien Broderick, where the context of use is mewhat different from that defined above. The earliest use cited by the Oxford English Dictionary is in a article entitled "irtual reality", but the article is not about R technology. The R developer Jaron Lanier claims that he coined the term. The concept of virtual reality was popularized in mass media by movies such as Brainstorm and The Lawnmower Man (and others mentioned below), and the R research boom of the s was motivated in part by the nonfiction book irtual Reality by Howard Rheingold. The book served to demystify the subject, making it more accessible to less technical researchers and enthusiasts, with an impact similar to what his book The irtual Community had on virtualmunity research lines closely related to R. Multimedia: from Wagner to irtual Reality, edited by Randall Packer and Ken Jordan and first published in , explores the term and its history from an avantgarde perspective.
Timeline
Morton Heilig wrote in the s of an "Experience Theatre" that could epass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Senrama in , along with five short films to be displayed in it while engaging multiple senses (sight, und, smell, and touch). Predating digitalputing, the Senrama was a mechanical device, which reportedly still functions today. In , Ivan Sutherland, with the help of his student Bob Sproull, created what is widely considered to be the first virtual reality and augmented reality (AR) head mounted display (HMD) system. It was primitive both in terms of user interface and realism, and the HMD to be worn by the user was heavy it had to be suspended from the ceiling, and the graphicsprising the virtual environment were simple wireframe model rooms. The formidable appearance of the device inspired its name, The Sword of Damocles. Al notable among the earlier hypermedia and virtual reality systems was the Aspen Movie Map, which was created at MIT in . The program was a crude virtual simulation of Aspen, Colorado in which users could wander the streets in one of three modes: summer, winter, and polygons. The first two were based on photographs — the researchers actually photographed every possible movement through the city's street grid in both seans — and the third was a basic 3D model of the city. In the late s the term "virtual reality" was popularized by Jaron Lanier, one of the modern pioneers of the field. Lanier had founded thepany PL Research (from "irtual Programming Languages") in , which developed and built me of the seminal "goggles n' gloves" systems of that decade.
Future
It is unclear exactly where the future of virtual reality is heading. In the short run, the graphics displayed in the HMD will on reach a point of near realism. The audio capabilities will move into a new realm of three dimensional und. This refers to the addition of und channels both above and below the individual or a Holophony approach.....
虛擬現(xiàn)實(shí)(R)是一門技術(shù),該技術(shù)允許使用者用計(jì)算機(jī)模擬環(huán)境相互作用,無論是一個(gè)真實(shí)或想象一個(gè)。目前大多數(shù)虛擬環(huán)境根本上就是虛擬體驗(yàn),要么顯示在計(jì)算機(jī)屏幕上或通過特殊或立體感顯示,只是某些模擬包括另外的感覺信息,例如聲音通過揚(yáng)聲器或耳機(jī)。一些先進(jìn)、haptic系統(tǒng)現(xiàn)在還包括觸覺信息,通常被認(rèn)為是力反饋,在醫(yī)療和游戲應(yīng)用。用戶也可以與虛擬的環(huán)境或虛擬神器(A)要么就是通過使用標(biāo)準(zhǔn)的輸入設(shè)備,如鍵盤和鼠標(biāo),或通過多通道的裝置,像是一個(gè)有線手套、Polhemus繁榮全方位的膀臂、和跑步機(jī)。模擬環(huán)境可以類似真實(shí)世界,例如,模擬為飛行或格斗訓(xùn)練顯著,或它可以不同于現(xiàn)實(shí),如在虛擬游戲中。在實(shí)踐中,目前非常的困難,創(chuàng)造一個(gè)高度保真虛擬現(xiàn)實(shí)經(jīng)驗(yàn),主要由于處理能力的技術(shù)限制、圖象解碼和通訊帶寬。然而,預(yù)計(jì)那些限制最終得到克服,如同處理器,圖象與數(shù)據(jù)通訊技術(shù)變得更加強(qiáng)大并且劃算的。
虛擬現(xiàn)實(shí)通常是被用來描述各種類型的應(yīng)用程序,通常在一起的引人入勝的、高度的視覺,3D環(huán)境。CAD軟件的發(fā)展,圖形硬件加速、頭安裝顯示,數(shù)據(jù)庫手套和小型化幫助推廣這一觀點(diǎn)?!缎味蠈W(xué)》書中虛擬現(xiàn)實(shí),邁克爾Heim識(shí)別7個(gè)不同的虛擬現(xiàn)實(shí)的概念:仿真、相互作用、人工,浸泡,覺臨場(chǎng)感效果,全身浸、和網(wǎng)絡(luò)通信。定義仍然有一定的未來派
太長了,以下只是原文的八分之一:
===============
virtual reality
===============
virtual reality (vr) is a technology which allows a user to interact with aputersimulated environment, be it a real or imagined one. most current virtual reality environments are primarily visual experiences, displayed either on aputer screen or through special or stereoscopic displays, but me simulations include additional senry information, such as und through speakers or headphones. me advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. users can interact with a virtual environment 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, the polhemus boom arm, and omnidirectional treadmill. the simulated environment can be similar to the real world, for example, simulations for pilot orbat training, or it can differ significantly from reality, as in vr games. in practice, it is currently very difficult to create a highfidelity virtual reality experience, due largely to technical limitations on processing power, image relution andmunication bandwidth. however, those limitations are expected to eventually be ovee as procesr, imaging and datamunication technologies be more powerful and costeffective over time.
virtual reality is often used to describe a wide variety of applications,monly asciated with its immersive, highly visual, 3d environments. the development of cad ftware, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the notion. in the book the metaphysics of virtual reality, michael heim identifies seven different concepts of virtual reality: simulation, interaction, artificiality, immersion, telepresence, fullbody immersion, andworkmunication. the definition still has a certain futuristic romanticism attached. people often identify vr with head mounted displays, data suits and steven king's the lawnmower man.
terminology
the term artificial reality, coined by myron krueger, has been in use since the s but the origin of the term virtual reality is uncertain. it has been credited to the judas mandala, a science fiction novel by damien broderick, where the context of use is mewhat different from that defined above. the earliest use cited by the oxford english dictionary is in a article entitled "virtual reality", but the article is not about vr technology. the vr developer jaron lanier claims that he coined the term. the concept of virtual reality was popularized in mass media by movies such as brainstorm and the lawnmower man (and others mentioned below), and the vr research boom of the s was motivated in part by the nonfiction book virtual reality by howard rheingold. the book served to demystify the subject, making it more accessible to less technical researchers and enthusiasts, with an impact similar to what his book the virtualmunity had on virtualmunity research lines closely related to vr. multimedia: from wagner to virtual reality, edited by randall packer and ken jordan and first published in , explores the term and its history from an avantgarde perspective.
timeline
morton heilig wrote in the s of an "experience theatre" that could epass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. he built a prototype of his vision dubbed the senrama in , along with five short films to be displayed in it while engaging multiple senses (sight, und, smell, and touch). predating digitalputing, the senrama was a mechanical device, which reportedly still functions today. in , ivan sutherland, with the help of his student bob sproull, created what is widely considered to be the first virtual reality and augmented reality (ar) head mounted display (hmd) system. it was primitive both in terms of user interface and realism, and the hmd to be worn by the user was heavy it had to be suspended from the ceiling, and the graphicsprising the virtual environment were simple wireframe model rooms. the formidable appearance of the device inspired its name, the sword of damocles. al notable among the earlier hypermedia and virtual reality systems was the aspen movie map, which was created at mit in . the program was a crude virtual simulation of aspen, colorado in which users could wander the streets in one of three modes: summer, winter, and polygons. the first two were based on photographs — the researchers actually photographed every possible movement through the city's street grid in both seans — and the third was a basic 3d model of the city. in the late s the term "virtual reality" was popularized by jaron lanier, one of the modern pioneers of the field. lanier had founded thepany vpl research (from "virtual programming languages") in , which developed and built me of the seminal "goggles n' gloves" systems of that decade.
future
it is unclear exactly where the future of virtual reality is heading. in the short run, the graphics displayed in the hmd will on reach a point of near realism. the audio capabilities will move into a new realm of three dimensional und. this refers to the addition of und channels both above and below the individual or a holophony approach.....