Realitas virtualis

Realitas virtualis, aliquando multimedia immersiva appellata, est circumiecta per computatrum simulata quae praesentiam physicam in locis in mundo reali vel mundis fictis simulare possunt. Realitas virtualis experientias sensuales recreare potest, inter quas gustatus virtualis, visus, odor, sonus, tactus.

Plurima realitatis virtualis circumiecta hodierna plerumque sunt experientiae oculorum, aut in monitorio aut per praecipuos ostentus stereoscopicos ostenduntur, sed nonnullae simulationes addita data sensoria per megaphona vel headphones comprehendunt. Nonnulla systemata haptica provecta data tactilia nunc comprehendunt,  generatim appellata, in adhibitionibus medica, lusoria, et militari. Praeterea, realitas virtualis amplectitur remota communicationis circumiecta quae virtualem utentium praesentiam praebent, cum notionibus telepraesentiae et telexistentiae vel artefactum virtuale, aut per usum initus normativi artificiorum sicut claviatura et mus, aut per instrumenta multimodalia sicut  et . Circumiecta mundi realis similia simulari possunt ut experientia vitae similis generentur—exempli gratia, in simulationibus ad exercendos gubernatores aeroplanorum vel militum, vel a realitate magnopere discrepare potest, ut in ludis realitatis virtualis. Secundum consuetudinem, creare experientiam realitatis virtualis fidelitatis altae nunc difficillimum est, ob circumscriptiones technicas  resolutionis imaginum, et amplitudinis fasciae communicationis. Fautores autem huius technologiae sperant tales circumscriptiones superaturas esse cum technologiae processorum, imaginum, et communicationis datorum validiores et emptionis secundae magis magisque fiant.

Realitas virtualis ad describendas varias adhibitones cum circumiectis in dimensionibus tribus immersivis et visum maxime pertinentibus generatim consociatas saepe adhibetur. Progressus designationis per computatra adiutae, accelerationis apparatus computatralis graphicarum, ostentus in capitibus affictorum, , et deminutionis notionem populo gratum facere adiuverunt. Liber The Metaphysics of Virtual Reality Michaelis R. Heim septem notiones realitatis virtualis subtiliter enumerat: simulatio, interactio, artificialitas, immersio, telepraesentia, immersio omnis corporis, et communicatio interretialis. Vulgus autem realitatem virtualem saepe cum ostentibus in capite affixis et vestimentis datorum comparant.

Pelliculae et programmata televisifica ostentu in capite affixo fortasse spectabuntur et computatralis imaginis moderatio ut spectator intra scaenam videatur, actione undique accidente. Computatrum conspectum praebebit qui cum parte quam homo aspicit congruet, per formulam capitis indagati. Quod aspicientibus sensum dabit eos ad scaenam propria persona adire, contra imagines in monitorio visas. Nomen spatium virtuale aptius pro hac technologia esse propositum est.Singulatim descripta in commentario "Virtual Space - the movies of the future" in www.virtual-space.org.

Nomen realitas artificiosa, a Myron W. Krueger Anglice factum, in usu fuit ex decennio post 1970; origo autem nominis realitatis virtualis ab Antonino Artaud, scriptore ludorum, poeta, histrione, et directore Francico repeti potest. Artaud in The Theatre and Its Double (1938), libro seminali, theatrum la réalité virtuelle descripsit, realitatem virtualem in qua, verbis Davisianis, "personae, res, et imagines phantasmagoricam dramatum internorum somniantium alchemiae vim suscipiunt."Anglice: "characters, objects, and images take on the phantasmagoric force of alchemy's visionary internal dramas."Erik Davis, Techgnosis: myth, magic and mysticism in the information age (1998). Artaud postulavit "rationem perpetuam ad materias et principium theatri in paene omnibus libris alchemiae inventam intellegi debere adfirmationem identitatis . . . exstans inter mundum in quo personae, imagines, et modo generali omnia quae realitatem virtualem theatri constituunt progrediuntur, et mundum solum fictum fallacemque, in quo symboli alchemiae evolvuntur."Anglice: "perpetual allusion to the materials and the principle of the theater found in almost all alchemical books should be understood as the expression of an identity . . . existing between the world in which the characters, images, and in a general way all that constitutes the virtual reality of the theater develops, and the purely fictitious and illusory world in which the symbols of alchemy are evolved."Antonin Artaud, "The Alchemical Theater,", in The Theater and its Double, conv. Mary Caroline Richards (Novi Eboraci: Grove Press, 1958), p. 49, emphasis in original. Vide etiam Samuel Weber, "'The Virtual Reality of Theater': Antonin Artaud," in Theatricality as Medium (Novi Eboraci: Fordham University Press, 2004), 277–294. Nomen etiam in The Judas Mandala adhibitum est, mythistoria scientiae fictae Damienis Broderick anni 1982, ubi contextus ab usu supra definito aliquantulum discrepat. Primus usus ab Oxford English Dictionary citatus in "Virtual Reality," commentario anni 1987, invenitur,Yaakov Garb, "Virtual Reality," Whole Earth Review 57 (hiems): 118ff. sed commentarius technologiam realitatis virtualis non tractat. Notio realitatis virtualis in mediis massis populo grata a pelliculis sicut Brainstorm et The Lawnmower Man facta est. Incrementum investigationis realitatis virtualis ex decennio post 1990 Virtual Reality, librum non fictum Howardi Rheingold (1991) secutum est.Howard Rheingold, Virtual Reality (1991, ISBN 0262681218). Qui ad non confundendam rem fuit, quam magis patentem investigatoribus et studiosis minus peritis fecit.

Liber Multimedia: from Wagner to Virtual Reality, a Randall Packer et Ken Jordan editus et primum anno 2001 prolatus, nomen et eius historiam ex conspectu avant-garde indagat. Philosophica notionis realitatis virtualis indicia in libris disceptantur, inter quos Philippi Zhai Get Real: A Philosophical Adventure in Virtual Reality (1998) et Kennethi Hillis Digital Sensations: Space, Identity and Embodiment in Virtual Reality (1999).

Praecursores et notabiles

Mauritius Benayoun
Marcus Bolas
Duglassius Bowman
Fridericus Brooks
Anshe Chung
Edmundus Couchot
Iacobus H. Clark
Duglassius Church
Char Davies
Tom DeFanti
David Em
Thomas A. Furness III
Scott Fisher
Gulielmus Gibson
Morton Heilig
Ericus Howlett
Myron Krueger
Knowbotic Research
Jaron Lanier
Brenda Laurel
Palmer Luckey
Michael Naimark
Randy Pausch
Marcus Pesce
Warren Robinett
Philippus Rosedale
Ludovicus RosenbergLouis Rosenberg, Virtual fixtures as tools to enhance operator performance in telepresence environments (SPIE Manipulator Technology, 1993).Louis Rosenberg, Virtual Haptic Overlays Enhance Performance in Telepresence Tasks (Department of Mechanical Engineering, Stanford University, 1994).Louis Rosenberg, "Virtual Fixtures: Perceptual Overlays Enhance Operator Performance in Telepresence Tasks," Ph.D. dissertatio, Universitas Stanfordensis.
Dan Sandin
Susumu Tachi
Ioannes Sutherland
Ionathan D. Waldern


Artifices qui technologia realitatis virtualis utuntur

Rebecca Allen
Mauritius Benayoun
Sheldon Brown
Char Davies
David Em
Ladislaus Paulus Győri
Myron Krueger
Shelley Lake
Jaron Lanier
Brenda Laurel
Michael Naimark
Jeffrey Shaw
Nicols Stenger

 AlloSphere
 Continuum realitatis et virtualitatis
 Globus virtualis
 Hyperrealitas
 Instrumentum musicum virtuale immersivum
 MMORPG
 Mundus virtualis
 Realitas simulata
 Technologia oculorum
 Universus holographicus
 Virtualitas amplificata
 Vita secunda

Notae

Bibliographia
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Categoria:Inventiones Civitatum Foederatarum
Categoria:Realitas per genus digesta
Categoria:Realitas virtualis