The Fact About تاريخ الواقع الافتراضي That No One Is Suggesting
The Fact About تاريخ الواقع الافتراضي That No One Is Suggesting
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ورغم أن الواقع الافتراضي أظهر وعدًا في مجالات الألعاب والترفيه والإنتاجية، إلا أن شيئًا لم يلقَ قبولًا واسعًا بعد عقود من المحاولات.
Over the 1950s, the popular cultural graphic of the computer was that of a calculating equipment, an automated electronic Mind capable of manipulating facts at Earlier unimaginable speeds. The appearance of far more reasonably priced next-generation (transistor) and 3rd-generation (built-in circuit) computer systems emancipated the equipment from this slim see, and in doing this it shifted focus to ways in which computing could augment human likely rather then just substituting for it in specialised domains conducive to amount crunching. In 1960 Joseph Licklider, a professor within the Massachusetts Institute of Technological innovation (MIT) specializing in psychoacoustics, posited a “guy-computer symbiosis” and applied psychological ideas to human-Personal computer interactions and interfaces.
In 1965 Sutherland outlined the attributes of what he known as the “greatest Display screen” and speculated on how Laptop or computer imagery could assemble plausible and richly articulated virtual worlds. His notion of this type of planet commenced with visual representation and sensory enter, however it didn't stop there; he also called for a number of modes of sensory enter. DARPA sponsored operate throughout the sixties on output and enter units aligned using this type of vision, like the Sketchpad III system by Timothy Johnson, which offered 3-D sights of objects; Larry Roberts’s Lincoln Wand, a method for drawing in a few Proportions; and Douglas Engelbart’s invention of a completely new enter unit, the pc mouse.
كوالكوم تكشف عن خوذة واقع افتراضي متكاملة تعمل لاسلكيًا وعلى أجهزة الحاسوب
Sensory stimulation was a promising strategy for generating Digital environments prior to the usage of computers. Soon after the discharge of a advertising movie termed This is certainly Cinerama
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.
كانت الرسومات التي تتألف منها البيئة الافتراضية عبارة عن غرف نموذجية بسيطة ذات إطار سلكي. ألهم المظهر الهائل للجهاز اسمه، سيف داموكليس.
The illusion of “getting there” (telepresence) is effected by movement sensors that pick up the person’s actions and modify the watch within the monitor accordingly, normally in serious time (the instant the consumer’s motion requires put). Consequently, a person can tour a simulated suite of rooms, going through switching viewpoints and perspectives that happen to be convincingly linked to his possess head turnings and techniques. Carrying facts gloves equipped with force-feedback units that deliver the feeling of contact, the person may even get and manipulate objects that he sees within the virtual natural environment.
بعد ذلك وخلال فترة السبعينيات بدأت هذه التقنية والأجهزة الداعمة لها تنتشر لكن على نطاق ضيق جداً، فقد كانت تُستَخدم في المجالات العسكرية والطبية وبعض المجالات الأخرى، في حين أنها لم تصل ليد المستهلك بعد.
حققت تقنية الواقع الافتراضي العديد من الإنجازات لكنها لم تزدهر
على الرغم من التطورات الواعدة والتحسينات المستمرة، إلا أن التطبيق الثوري الذي سيجعل من الواقع الافتراضي جزءًا أساسيًا في كل منزل لا يزال بعيد المنال، بالرغم من جهود الشركات العملاقة مثل ميتا وجوجل وآبل.
كما يمكن أن يساعد في تفاعلات خدمة العملاء ويوضح للعملاء كيفية استخدام جهاز أو أداة ما.
سناب شات يطلق برنامجًا جديدًا لتحقيق الدخل لصناع المحتوى
Such as, the Cinerama widescreen film structure, originally called Vitarama when invented for that 1939 Ny Environment’s Reasonable by Fred Waller and Ralph Walker, originated in Waller’s research of eyesight and depth perception. Waller’s get the job done led him to target the importance of peripheral eyesight for immersion in an artificial setting, and his objective was to devise a projection technological know-how that would duplicate all the human field of eyesight. The Vitarama process utilised multiple cameras and projectors and an arc-shaped display screen to make the illusion of immersion from the space perceived by a viewer. However Vitarama wasn't a commercial hit until eventually the mid-1950s (as Cinerama), تاريخ الواقع الافتراضي the military Air Corps correctly employed the process throughout Entire world War II for anti-plane training underneath the identify Waller Versatile Gunnery Coach—an example of the website link involving leisure technologies and armed service simulation that might later on progress the event of virtual actuality.