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Virtual Reality
Part 1 of Paper ....ty of typical workstation graphics in two ways. First, through the use of tracking sensors, the computer knows precisely the location and angle of the user's head, which enables the graphics scene to be generated in the correct perspective for each eye. Second, because a very wide-angle image is provided, which is upd.... Part 2 of Paper ....ni-oriented monitor (BOOM), the workstation "desktop" model (DEERING), and the projection model (CAVE). The HMD is a tracked helmet worn by the user that provides small television screens properly placed in front of the eyes. Although modest in comparison with other VR devices, it is not lightweight enough to prevent fatigue, and the screen resolution is typically medium at best. The BOOM also uses small television screens, but the angle of view is improved by wide-angle optics. The screens ar.... |
Number of words: 1559 - Approximate pages: 6 |
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