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Virtual Golf Game
As 3D graphics, computer animation, and virtual reality continue to evolve, one can expect to see more and more applications of computer simulation to sports training. VirtualGolfGame.come is a development-stage site for the application of computer simulation to golf. The use of Virtual Reality applied science to sports may create whole new sports, breaking out of the tangible constraints of today's sports. For instance, footballs, basketballs, baseballs, soccer balls, etc. come in many different shapes and sizes, but once in the air they usually travel in a parabolic curve via the air. There is no such constraint with a computer-generated virtual ball. A VirtBall can travel in a variety of computer-defined paths. This can create whole new versions of traditional athletics with augmented reality or Virtual Reality, or entirely new virtball athletics. Further, tracking human motion in virtual reality systems has information on this virtual reality topic.
Virtual Reality (VR) can be defined by: (1) technical specifications of the equipment used; or (2) attainment of certain behavioral effects. With respect to technical features, one can identify the minimum equipment for VR as: a three-dimensional image projection system that responds to the location and motion by human head and eyes, spanning X% of the human range of sight, and processing Y changes in motion each second; a 3D sound system; and an engaging hand device that tracks and processes hand motions for someone's commands to the computer-generated environment, but technical definitions like this are replaced as applied science evolves and anticipated results for believability grow. In like manner, gramophone encodings in the early 20th century were at one time viewed as "high performance" sound reproduction, but would not meet this label by comparison to present day digital applied science. See addressing neurological conditions with virtual reality tools as well for additional information.
Identifying Virtual Reality by effects on people is applied science-neutral and therefore can give a more stable definition of Virtual Reality. It is the result of work on the effects of the world on one's action and belief, not the scientific details of how those effects are achieved. Based on a psychological or effects perspective one can identify four progressive levels of Virtual Reality -- (1) first level Virtual Reality is a computer-constructed setting in which people do not interact like they are in the tangible world and never forget that they are not in the physical world. (2) level two virtual reality is an artificially-generated environment in which people behave as if they were in the real world, but do not forget that they are not in the physical world. (3) level three virtual reality is a computer-generated setting in which the participating people act as if they were in a genuine environment and temporarily forget that they are not in a genuine setting. (4) fourth level Virtual Reality (VR) is an artificially-generated setting in which people act as if they were in the actual world and earnestly believe that they are in the real world. In order to attain higher-level effects, the computer-fabricated setting should involve major portions of the data processing potential of vital senses (such as sight, hearing, touch) and vital human control modalities (such as hand and head motion). bidirectional interaction between humans and computers also has interesting notes about this topic.
As applied to virtual reality, intelligence means that interactions between people and virtual things should come as close as possible to following the appropriate physical, biological, and similar rules of such connections in an actual setting. This standard is subtler than the criteria that a computer-constructed or enhanced setting be engaging, three-dimensional, and immediate. It is also relatively open-ended. The amount of difficulty in creating intelligent communication between a human and a virtual room is considerably less than creating higher-order communication between a human and a virtual cat. In any event, this characteristic should be considered. It is not enough to have bi-directional information transfers in interactions between human beings and computers. These bi-directional information transfers must also have meaning to the advanced analytic centers of one's brain. application of physical laws in virtual space for more virtual reality info.
VirtualGolfGame.com
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