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增强现实与虚拟现实_到底什么是虚拟现实

發(fā)布時(shí)間:2023/12/14 编程问答 28 豆豆
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增強(qiáng)現(xiàn)實(shí)與虛擬現(xiàn)實(shí)

The objective of this article is to introduce virtual reality (VR) by describing and explaining the history around it. Examples of hardware and peripherals will be covered as well as applications of virtual reality in various settings beyond gaming. By the end, one will have a clear idea about this technology, the tools required for it and the many benefits of using VR in different environments and settings.

噸他的目標(biāo)本文是通過(guò)描述和解釋周?chē)臍v史,介紹虛擬現(xiàn)實(shí)(VR)。 除了游戲之外,還將介紹硬件和外圍設(shè)備的示例以及虛擬現(xiàn)實(shí)在各種環(huán)境中的應(yīng)用。 到最后,人們將對(duì)這項(xiàng)技術(shù),所需的工具以及在不同環(huán)境和設(shè)置中使用VR的諸多好處有一個(gè)清晰的認(rèn)識(shí)。

虛擬現(xiàn)實(shí)的定義和歷史 (Definition and history of Virtual Reality)

Virtual reality can be described as a computer-generated virtual world that is three dimensional and can be explored by its user. The user can touch and move objects in this virtual world and become so immersed within it that it feels like real life.

虛擬現(xiàn)實(shí)可以描述為三維的計(jì)算機(jī)生成的虛擬世界,用戶可以對(duì)其進(jìn)行探索。 用戶可以觸摸和移動(dòng)該虛擬世界中的對(duì)象,并沉浸在其中,以至于感覺(jué)像是現(xiàn)實(shí)生活。

Virtual reality first became possible in the 1950s by cinematographer Morton Heilig who built a single user console called Sensorama. This was basically the very first three-dimensional television. By the 1960’s computer scientists such as Jaron Lanier, Douglas Engelbart, and Ivan Sutherland were excited and keen to research and experiment with new forms of technology such as input devices, user interfaces, multimedia and 360 degrees user experience.

電影攝影師Morton Heilig在1950年代首次實(shí)現(xiàn)了虛擬現(xiàn)實(shí),他建立了一個(gè)名為Sensorama的單一用戶控制臺(tái) 這基本上是第一臺(tái)三維電視。 到1960年代,Jaron Lanier, Douglas Engelbart和Ivan Sutherland等計(jì)算機(jī)科學(xué)家對(duì)研究和試驗(yàn)新形式的技術(shù)(例如輸入設(shè)備,用戶界面,多媒體和360度用戶體驗(yàn))感到興奮和熱衷。

Due to increased interest in virtual worlds, further developments were made with Virtual Reality over time, combined improvements such as an increase in processing speed, improved graphics cards, advances in interactive technologies, and web 2.0. Improvements in the movie and television industries also contributed to developments in virtual reality. Virtual worlds such as ‘Second Life’ were now possible enabling the user to fully engage with these environments in ways which we had never previously considered.

由于對(duì)虛擬世界的興趣不斷增長(zhǎng),隨著時(shí)間的流逝,虛擬現(xiàn)實(shí)技術(shù)得到了進(jìn)一步的發(fā)展,包括諸如處理速度的提高,圖形卡的改進(jìn),交互技術(shù)的進(jìn)步以及Web 2.0的綜合改進(jìn)。 影視行業(yè)的進(jìn)步也促進(jìn)了虛擬現(xiàn)實(shí)的發(fā)展。 現(xiàn)在可以使用諸如“第二人生”之類(lèi)的虛擬世界,使用戶能夠以我們以前從未考慮過(guò)的方式完全參與這些環(huán)境。

During the 1990s Nintendo made a large financial investment on VR hardware. They were working towards transmitting images to the gamer via a virtual reality headgear and the goal was to provide an affordable game console. The Nintendo Virtual Boy was released in 1995 at a cost of $180. It was unsuccessful and it was discontinued the following year because of the high-end hardware that is used.

在1990年代,任天堂在VR硬件上投入了大量資金。 他們正在努力通過(guò)虛擬現(xiàn)實(shí)頭飾將圖像傳輸給游戲玩家,目的是提供價(jià)格合理的游戲機(jī)。 Nintendo Virtual Boy于1995年發(fā)布,售價(jià)為180美元。 它沒(méi)有成功,由于使用了高端硬件,因此于次年停產(chǎn)。

So it was back to the drawing board for Nintendo to invent a new generation in gaming, and in 2006 they launched the Wii. Nintendo claimed they were:

因此,任天堂發(fā)明了新一代游戲,回到了制圖板上,并于2006年推出了Wii。 任天堂聲稱他們是:

“introducing a new generation in gaming, the Wii moves you with unprecedented gameplay experiences that take the fun to a whole new level.” - Nintendo

“ Wii引入了新一代的游戲,為您帶來(lái)了前所未有的游戲體驗(yàn),將娛樂(lè)帶入了一個(gè)全新的高度。” -任天堂

The Nintendo Wii uses a handheld controller for the gamer to engage with objects on the game in front of them and as a result, change the interaction.

Nintendo Wii使用一個(gè)手持控制器,讓玩家與游戲?qū)ο蠡?dòng),從而改變他們之間的互動(dòng)。

硬件和外設(shè) (Hardware and peripherals)

The main difference between virtual reality tools of the past and the present is that the bulky looking gear which was uncomfortable and expensive, has, become more affordable, smaller, lighter and therefore more comfortable and easier to use. The bulky head-mounted display (HMD) has been replaced by lighter models which fit more comfortably over the eyes and face.

過(guò)去和現(xiàn)在的虛擬現(xiàn)實(shí)工具之間的主要區(qū)別在于,笨拙的齒輪既不舒適又昂貴,已經(jīng)變得更實(shí)惠,更小,更輕便,因此更舒適,更易于使用。 笨重的頭戴式顯示器(HMD)已被更輕巧的型號(hào)取代,它們更舒適地貼在眼睛和面部上。

Photo by Christine Sandu on Unsplash 克里斯汀·桑杜( Christine Sandu)在Unsplash上的照片

消費(fèi)者虛擬現(xiàn)實(shí)和計(jì)算機(jī)游戲的新起點(diǎn)(A new beginning for consumer Virtual Reality and computer gaming)

The oculus rift has made a big impact since the consumer version got released in 2015. In a few short years, it has gone from strength to strength in its development. With Mark Zuckerberg’s recent $2 billion acquisition of the company, the stage is set for great things to happen in the form of virtual reality in movies and games.

自2015年發(fā)布消費(fèi)版以來(lái),oculus裂痕就產(chǎn)生了巨大的影響。在短短的幾年中,它的發(fā)展日漸強(qiáng)大。 隨著馬克·扎克伯格(Mark Zuckerberg)最近以20億美元的價(jià)格收購(gòu)該公司,以電影和游戲中的虛擬現(xiàn)實(shí)形式發(fā)生的大事情已經(jīng)準(zhǔn)備就緒。

This technology could and probably will be, used in a wide range of industries with other companies as well, like Sony, with its version called “Morpheus” which is currently in development, The Virtual Reality stage will be set for the modern consumer. Oculus development started as a crowdfunding campaign at Kickstarter, where they were able to raise over $2 million. The money was then spent on design and manufacture of the “Development Kit 1”. The kit was aimed at software developers who create games for Virtual Reality or incorporate it into existing software solutions.

這項(xiàng)技術(shù)可能而且也將與其他公司一起在廣泛的行業(yè)中使用,例如索尼(Sony)正在開(kāi)發(fā)其名為“ Morpheus”的版本,虛擬現(xiàn)實(shí)階段將為現(xiàn)代消費(fèi)者提供。 Oculus的開(kāi)發(fā)始于Kickstarter的眾籌活動(dòng),在那里他們籌集了超過(guò)200萬(wàn)美元。 然后,這筆錢(qián)花在了“開(kāi)發(fā)套件1”的設(shè)計(jì)和制造上。 該工具包面向?yàn)樘摂M現(xiàn)實(shí)創(chuàng)建游戲或?qū)⑵浜喜⒌浆F(xiàn)有軟件解決方案中的軟件開(kāi)發(fā)人員。

In 2014 the “Development Kit 2” was released with enhanced features like “positional tracking” and “Low persistence OLED display”. Previous incarnations of Virtual Reality had many bugs in its system and created nausea with consumers. The visual quality was not good enough for the technology to reach the level of sales it had hoped for. It does seem like the time could be right for consumer Virtual Reality now.

2014年發(fā)布了“開(kāi)發(fā)套件2”,具有增強(qiáng)的功能,例如“位置跟蹤”和“低持久性O(shè)LED顯示屏”。 虛擬現(xiàn)實(shí)的先前版本在其系統(tǒng)中存在許多錯(cuò)誤,并引起了消費(fèi)者的惡心。 視覺(jué)質(zhì)量不足以使該技術(shù)達(dá)到其希望的銷(xiāo)售水平。 看起來(lái)現(xiàn)在是消費(fèi)者虛擬現(xiàn)實(shí)的合適時(shí)機(jī)。

The gaming industry will play a big part in the success of this Virtual Reality technology, and luckily many big games are being developed that will be Oculus Rift Compatible. Oculus will be the frontrunner provider of the Virtual Reality technology, while games developers like David Braben's “Frontier Developments” and Chris Roberts “Cloud Imperium Games” are working on the big space simulator games called “Elite Dangerous” and “Star Citizen”. These games place the player in the cockpits of Starfighter space ships, so with the incorporation of Virtual Reality technology like the Oculus Rift, the player will be able to have a full range of head movement around the cockpit, which will give the effect of actually being there.

游戲業(yè)將在這種虛擬現(xiàn)實(shí)技術(shù)的成功中扮演重要角色,幸運(yùn)的是,正在開(kāi)發(fā)許多與Oculus Rift兼容的大型游戲。 Oculus將成為虛擬現(xiàn)實(shí)技術(shù)的領(lǐng)先提供商,而像David Braben的“ Frontier Developments”和Chris Roberts的“ Cloud Imperium Games”這樣的游戲開(kāi)發(fā)商正在開(kāi)發(fā)名為“ Elite Dangerous”和“ Star Citizen”的大型太空模擬器游戲。 這些游戲?qū)⑼婕曳胖迷赟tarfighter太空飛船的駕駛艙中,因此,通過(guò)整合虛擬現(xiàn)實(shí)技術(shù)(如Oculus Rift),玩家將能夠在駕駛艙內(nèi)進(jìn)行全方位的頭部運(yùn)動(dòng),從而獲得真正的效果。在那里。

Space Sims are perfect for Virtual Reality as the player is sitting at their desk playing on the computer controlling a character that is also sitting down in the cockpit. This will give the effect of realism and immerse the player into the game more and making the whole experience more believable.

Space Sims非常適合虛擬現(xiàn)實(shí),因?yàn)橥婕易谒麄兊霓k公桌前,在計(jì)算機(jī)上控制著也坐在駕駛艙里的角色。 這將產(chǎn)生逼真的效果,并使玩家更多地沉浸在游戲中,并使整個(gè)體驗(yàn)更加可信。

Iggy Pi from Iggy Pi在PixabayPixabay上發(fā)布

Star Citizen is the biggest crowdfunded computer games project in history raising over $300 million to this point and still rising. This game will be “Rift Compatible” and will be a showcase example of how virtual reality can be used in a computer game. Chris Roberts, the developer of Star Citizen has always produced games that push computer technology to its limits. That is why his games are always visually impressive. Combine that with the freedom of movement that Virtual Reality can bring and result will be an impressive, fun experience for the consumer. This game is also going to allow walking around starships and hangers, which should also make good use of VR technology.

Star Citizen是有史以來(lái)最大的眾籌計(jì)算機(jī)游戲項(xiàng)目,迄今為止籌集了超過(guò)3億美元的資金,并且仍在上升。 該游戲?qū)⑹恰芭cRift兼容的”游戲,并且將是在計(jì)算機(jī)游戲中如何使用虛擬現(xiàn)實(shí)的展示示例。 《星際公民》的開(kāi)發(fā)商克里斯·羅伯茨( Chris Roberts)一直生產(chǎn)將計(jì)算機(jī)技術(shù)推向極限的游戲。 這就是為什么他的比賽在視覺(jué)上總是令人印象深刻的原因。 結(jié)合虛擬現(xiàn)實(shí)可以帶來(lái)的行動(dòng)自由和結(jié)果,這將為消費(fèi)者帶來(lái)令人印象深刻且有趣的體驗(yàn)。 該游戲還將允許在星際飛船和衣架上四處走動(dòng),這也應(yīng)充分利用VR技術(shù)。

Hopefully, the development will continue and more and more games and software get developed for Oculus and its competitors so that the technology that is VR finally finds a permanent place in the lives of the modern average consumer, as opposed to the false starts that have happened in the past.

希望這一發(fā)展將繼續(xù)下去,并為Oculus及其競(jìng)爭(zhēng)對(duì)手開(kāi)發(fā)越來(lái)越多的游戲和軟件,從而使VR技術(shù)最終在現(xiàn)代普通消費(fèi)者的生活中找到永久的位置,而不是發(fā)生了錯(cuò)誤的開(kāi)始以往。

數(shù)據(jù)手套 (Data gloves)

Photo by XR Expo on UnsplashXR Expo在Unsplash上的照片

Gloves have always been a part of Virtual Reality equipment from the very start, although they were not developed for this initially. It can be said, however, that data gloves can be used in many working environments as well as gaming now. AnthroTronix, for example, developed the glove with the U.S. Department of Defense for robotic control.

手套從一開(kāi)始就一直是虛擬現(xiàn)實(shí)設(shè)備的一部分,盡管最初并不是為此而開(kāi)發(fā)的。 可以說(shuō),數(shù)據(jù)手套現(xiàn)在可以用于許多工作環(huán)境以及游戲中。 例如,AnthroTronix與美國(guó)國(guó)防部共同開(kāi)發(fā)了用于機(jī)器人控制的手套。

Quite how data gloves work however can differ. Some gloves measure finger extension through the use of fibre-optic cables and light which passes through the cables through to the sensor. Depending on how the user moves, holds and curves his fingers determines the amount of light that makes it to the sensor. If the user makes a fist, for example, less light will make it to the sensor, which in turn sends the data to the Virtual Reality processing unit.

但是,數(shù)據(jù)手套的工作原理可能會(huì)有所不同。 一些手套通過(guò)使用光纖電纜和穿過(guò)電纜直達(dá)傳感器的光來(lái)測(cè)量手指的伸直。 根據(jù)用戶的移動(dòng),握住和彎曲手指的方式,確定進(jìn)入傳感器的光量。 例如,如果用戶握緊拳頭,則將較少的光線照射到傳感器上,該傳感器會(huì)將數(shù)據(jù)發(fā)送到虛擬現(xiàn)實(shí)處理單元。

A cheaper option is the gloves that use strips of flexible material coated in an electrically conductive ink to measure a user’s hand and finger positions. As the user moves their fingers it changes the electrical resistance along the strips accordingly. Although these gloves are not as accurate than fibre-optic gloves, they are still very effective and are much more affordable.

較便宜的選擇是使用涂有導(dǎo)電墨水的柔性材料條來(lái)測(cè)量用戶的手和手指位置的手套。 當(dāng)用戶移動(dòng)其手指時(shí),其沿條帶相應(yīng)地改變電阻。 盡管這些手套的準(zhǔn)確性不如光纖手套,但它們?nèi)匀环浅S行?#xff0c;而且價(jià)格更便宜。

If a user needs the most accurate and responsive glove on the market, a dexterous hand master (DHM) comes recommended as the best. This data glove attaches to the user’s finger joints with mechanical links, rather like an endoskeleton. Attached to each of these links are sensors, measuring each finger joint’s movement. These gloves are bulky and cumbersome however they are more accurate than either fibre-optic gloves or those using an electrically conductive material.

如果用戶需要市場(chǎng)上最準(zhǔn)確,React最快的手套,則建議最好使用靈巧的手托(DHM)。 這種數(shù)據(jù)手套通過(guò)機(jī)械鏈接附在用戶的手指關(guān)節(jié)上,就像骨骼一樣。 每個(gè)鏈接都連接有傳感器,用于測(cè)量每個(gè)手指關(guān)節(jié)的運(yùn)動(dòng)。 這些手套笨重且笨重,但是它們比光纖手套或使用導(dǎo)電材料的手套更精確。

觸覺(jué) (Haptics)

Haptics technology is defined as:

觸覺(jué)技術(shù)定義為:

“the science of applying the touch sensation and control to interaction with computer applications. By using specific devices (joysticks, data gloves, for example), users can receive feedback from computer applications in the form of felt sensations in the hand or other parts of the body” - WhatIs.com

“將觸摸感應(yīng)和控制應(yīng)用于與計(jì)算機(jī)應(yīng)用程序交互的科學(xué)。 通過(guò)使用特定的設(shè)備(例如操縱桿,數(shù)據(jù)手套),用戶可以以手或身體其他部位的感覺(jué)形式從計(jì)算機(jī)應(yīng)用程序接收反饋。”- WhatIs.com

In combination with a virtual reality scene, haptics technology can be used to train people for tasks that require fine hand-eye coordination, such as surgery and learning to become a fighter pilot. It can also be used for games in which you feel interactions with the images.

結(jié)合虛擬現(xiàn)實(shí)場(chǎng)景,觸覺(jué)技術(shù)可用于培訓(xùn)人員完成需要良好手眼協(xié)調(diào)的任務(wù),例如手術(shù)和學(xué)習(xí)成為戰(zhàn)斗機(jī)飛行員。 它也可以用于您感覺(jué)與圖像互動(dòng)的游戲。

Many of the earliest haptic feedback devises on the market used electromagnetic technologies such as vibratory motors. A vibrating alert in a mobile phone or a voice coil in a speaker is an example of such where a central mass is moved by an applied magnetic field. Now, in the fourth generation of haptics development, many technology companies are researching pressure-sensitive technology.

市場(chǎng)上許多最早的觸覺(jué)反饋都采用了電磁技術(shù),例如振動(dòng)電機(jī)。 移動(dòng)電話中的振動(dòng)警報(bào)或揚(yáng)聲器中的音圈就是這樣的例子,其中,中心質(zhì)量通過(guò)施加的磁場(chǎng)而移動(dòng)。 現(xiàn)在,在第四代觸覺(jué)技術(shù)的發(fā)展中,許多技術(shù)公司正在研究壓敏技術(shù)。

Photo by Minh Pham on Unsplash Minh Pham在Unsplash上拍攝的照片

谷歌眼鏡(Google glass)

A few years back, Google released Google Glass. The purpose of Google Glass is to augment your reality, but as Google experiment and research their new product, there is a strong possibility that a virtual reality contact lens could be invented.

幾年前,谷歌發(fā)布了谷歌眼鏡。 Google Glass的目的是增強(qiáng)您的真實(shí)感,但是隨著Google對(duì)新產(chǎn)品進(jìn)行實(shí)驗(yàn)和研究時(shí),很可能會(huì)發(fā)明出虛擬現(xiàn)實(shí)隱形眼鏡。

The Google Glass is a piece of prism-shaped glass which can project images on top of your existing vision. It is operated by voice commands, a touchscreen, and head movements. It is attached to a headset similar to a spectacle frame with only a square glass positioned in front of one eye.

Google眼鏡是一塊棱鏡形的玻璃,可以將圖像投射到您現(xiàn)有的視覺(jué)上。 它通過(guò)語(yǔ)音命令,觸摸屏和頭部移動(dòng)來(lái)操作。 它連接到類(lèi)似于眼鏡架的頭戴式耳機(jī),只將一只方形玻璃放在一只眼睛的前面。

虛擬現(xiàn)實(shí)的應(yīng)用 (Applications of Virtual Reality)

The list of applications for Virtual Reality is endless and it is proving to be useful in ways which had never been thought possible. Virtual reality provides enormous benefits to us. These can include for example:

虛擬現(xiàn)實(shí)的應(yīng)用程序列表不勝枚舉,并且它以從未被認(rèn)為可能的方式證明是有用的。 虛擬現(xiàn)實(shí)為我們帶來(lái)了巨大的利益。 這些可以包括例如:

  • Medicine

    藥物
  • The Military

    軍隊(duì)
  • Architecture

    建筑
  • Art and Design

    藝術(shù)與設(shè)計(jì)
  • The Entertainment Industry

    娛樂(lè)業(yè)
  • Education and schooling

    教育與學(xué)校
  • Business and Finance

    商業(yè)與金融
  • The media

    媒體
  • Sport

    運(yùn)動(dòng)
  • The treatment and study of phobias

    恐懼癥的治療和研究
  • Visualisations, e.g. astronomy

    可視化,例如天文學(xué)
  • The study and treatment of addictions

    成癮的研究與治療
  • Forecasting weather

    天氣預(yù)報(bào)
  • Historical, e.g. re-creating ancient civilisations

    歷史的,例如重建古代文明
  • Data analysis

    數(shù)據(jù)分析

軍事中的虛擬現(xiàn)實(shí)(Virtual Reality in the military)

A successful fully immersive virtual simulation training programme for American Soldiers was used at Fort Bragg. The Dismounted Soldier Training System is still available for the military to practice and improve their Soldiers’ training in a fully immersive, virtual reality environment. This system allows the users to engage in dangerous military tasks in a timely, safe and more cost-effective manner.

布拉格堡成功地為美國(guó)士兵使用了完全沉浸式虛擬仿真訓(xùn)練程序。 軍人仍然可以使用“下裝士兵訓(xùn)練系統(tǒng)”,以在完全身臨其境的虛擬現(xiàn)實(shí)環(huán)境中練習(xí)和改善士兵的訓(xùn)練。 該系統(tǒng)使用戶能夠及時(shí),安全且更具成本效益的方式從事危險(xiǎn)的軍事任務(wù)。

“I can see us in the future using this system to conduct rehearsals,” said Sgt. Charles Haywood, team leader, 1st Battalion, 505th Parachute Infantry Regiment, 3rd Brigade Combat Team, 82nd Airborne Division.

Sgt說(shuō):“我將來(lái)會(huì)看到我們使用此系統(tǒng)進(jìn)行排練。” 查爾斯·海伍德( Charles Haywood) ,第505降落傘步兵團(tuán)第1營(yíng)團(tuán)長(zhǎng),第82空降師第3旅戰(zhàn)斗隊(duì)。

The British Military (army, navy and air force) have also found virtual reality training to be of great benefit. It is used for training purposes for dangerous warfare, flight simulation and other areas of combat training without the risk of death, or injury to persons. Soldiers can practise scenes such as engaging the enemy in a particular environment, enabling them to become more accurate and confident. Another added benefit of Virtual Reality training is that is a far cheaper method, freeing up funds for other areas of the military budget.

英國(guó)軍方(陸軍,海軍和空軍)也發(fā)現(xiàn)虛擬現(xiàn)實(shí)培訓(xùn)非常有用。 它用于危險(xiǎn)戰(zhàn)爭(zhēng),飛行模擬和其他戰(zhàn)斗訓(xùn)練領(lǐng)域的訓(xùn)練目的,而沒(méi)有死亡或人身傷害的危險(xiǎn)。 士兵可以練習(xí)場(chǎng)景,例如在特定環(huán)境中與敵人交戰(zhàn),從而使他們變得更加準(zhǔn)確和自信。 虛擬現(xiàn)實(shí)培訓(xùn)的另一個(gè)額外好處是,這種方法便宜得多,可以為軍事預(yù)算的其他領(lǐng)域騰出資金。

醫(yī)療保健中的虛擬現(xiàn)實(shí) (Virtual Reality in healthcare)

Virtual reality in health care is the most exciting and useful tool in all areas of medicine, surgery and psychiatry. Surgical simulations can allow trainee surgeons to learn and practice surgery in a safe environment. Virtual reality can be used to treat psychological illnesses too such as post-traumatic stress disorder and phobias. A person suffering from agoraphobia can learn how to deal with their symptoms in a less threatening environment. The virtual reality treatment exposes the stressors for their condition which is gradually increased. This has the effect of increasing their ability to cope with new or unexpected situations.

衛(wèi)生保健中的虛擬現(xiàn)實(shí)是醫(yī)學(xué),外科和精神病學(xué)所有領(lǐng)域中最令人興奮和最有用的工具。 手術(shù)模擬可以使實(shí)習(xí)醫(yī)生在安全的環(huán)境中學(xué)習(xí)和實(shí)踐手術(shù)。 虛擬現(xiàn)實(shí)也可以用于治療心理疾病,例如創(chuàng)傷后應(yīng)激障礙和恐懼癥。 患有恐懼癥的人可以學(xué)習(xí)如何在威脅較小的環(huán)境中應(yīng)對(duì)癥狀。 虛擬現(xiàn)實(shí)治療使壓力源暴露于逐漸增加的狀況。 這具有增強(qiáng)他們應(yīng)對(duì)新的或意外情況的能力的效果。

Medical experts in the UK and USA support the use of VR technologies and this usage has been divided into four application areas:

英國(guó)和美國(guó)的醫(yī)學(xué)專(zhuān)家支持VR技術(shù)的使用,這種使用已分為四個(gè)應(yīng)用領(lǐng)域:

  • Surgery, including surgical navigation and robot-assisted surgery

    手術(shù),包括手術(shù)導(dǎo)航和機(jī)器人輔助手術(shù)

  • Medical Data Visualization, including, advanced image reconstruction (in 2, and 4 dimensions). Pre-operative planning and advanced analytical software tools

    醫(yī)學(xué)數(shù)據(jù)可視化,包括高級(jí)圖像重建(2維和4維)。 術(shù)前計(jì)劃和高級(jí)分析軟件工具

  • Education and training, including virtual surgical simulators and simulators for medical procedures

    教育和培訓(xùn),包括虛擬手術(shù)模擬器和醫(yī)療程序模擬器

  • Rehabilitation and therapy, including pain management, behavioural therapy, psychological therapy, physical rehabilitation, and motor skills training.

    康復(fù)和治療,包括疼痛管理,行為治療,心理治療,身體康復(fù)和運(yùn)動(dòng)技能訓(xùn)練。

The clinical benefits to all areas of healthcare using virtual reality technology are numerous. They can include improved patient outcomes through a reduction in medical errors, improvements with the minimally invasive surgical (MIS) technique, improved diagnosis, and vast improvements with psychological and motor rehabilitation.

使用虛擬現(xiàn)實(shí)技術(shù)對(duì)醫(yī)療保健所有領(lǐng)域的臨床益處都是無(wú)數(shù)的。 它們可以包括通過(guò)減少醫(yī)療錯(cuò)誤來(lái)改善患者的預(yù)后,通過(guò)微創(chuàng)外科手術(shù)(MIS)技術(shù)進(jìn)行的改善,改善的診斷以及在心理和運(yùn)動(dòng)康復(fù)方面的巨大改善。

虛擬現(xiàn)實(shí)和醫(yī)療保健的更多示例 (More examples of Virtual Reality and healthcare)

  • Virtual reality in dentistry

    牙科虛擬現(xiàn)實(shí)
  • Virtual reality in nursing

    護(hù)理中的虛擬現(xiàn)實(shí)
  • Virtual reality therapies

    虛擬現(xiàn)實(shí)療法
  • Virtual reality treatment for autism

    虛擬現(xiàn)實(shí)對(duì)孤獨(dú)癥的治療
  • Virtual reality for the disabled

    殘疾人虛擬現(xiàn)實(shí)
  • The HumanSim system

    HumanSim系統(tǒng)
  • Virtual reality diagnostics

    虛擬現(xiàn)實(shí)診斷

虛擬現(xiàn)實(shí)與天文學(xué)(Virtual reality and Astronomy)

The use of virtual reality in educating astronomy students is priceless. In the past, astronomers have struggled to elucidate the three-dimensional character of the Universe and probably the greatest value of Virtual Reality in astronomy is its power to allow users to visualise it. Astronomers can physically engage within the solar system, move planets, touch stars, observe comets and generally experiment with the Milky Way. Therefore they can gain a deeper understanding of how the solar system exists and how to manage catastrophes such as a comet heading towards earth.

在教育天文學(xué)的學(xué)生中使用虛擬現(xiàn)實(shí)是無(wú)價(jià)的。 過(guò)去,天文學(xué)家一直在努力闡明宇宙的三維特征,而虛擬現(xiàn)實(shí)在天文學(xué)中的最大價(jià)值可能是其使用戶可視化的能力。 天文學(xué)家可以在太陽(yáng)系中進(jìn)行物理活動(dòng),移動(dòng)行星,觸摸恒星,觀察彗星并通常對(duì)銀河系進(jìn)行實(shí)驗(yàn)。 因此,他們可以更深入地了解太陽(yáng)系的存在方式以及如何管理諸如彗星向地球這樣的災(zāi)難。

結(jié)論 (Conclusion)

Since its very first inventions in the 1950s, virtual reality has enabled us to push boundaries in many areas of everyday life. After more than 60 years of development in areas such as computer processors, graphics cards, web 2.0, film, television and the media, virtual reality experiences are becoming far more lifelike and equipment is becoming smaller and more affordable. Virtual Reality can now provide a safe environment for training and treating personnel, which can cut the costs of human lives and financial budgets.

自1950年代首次發(fā)明以來(lái),虛擬現(xiàn)實(shí)技術(shù)使我們能夠突破日常生活的許多領(lǐng)域。 經(jīng)過(guò)在計(jì)算機(jī)處理器,圖形卡,Web 2.0,電影,電視和媒體等領(lǐng)域的60多年發(fā)展之后,虛擬現(xiàn)實(shí)體驗(yàn)變得更加栩栩如生,設(shè)備變得更小且更便宜。 虛擬現(xiàn)實(shí)現(xiàn)在可以為人員的培訓(xùn)和治療提供安全的環(huán)境,從而可以減少人命和財(cái)務(wù)預(yù)算。

It also helps us to improve our learning more than ever before in areas such as astronomy. Personal Computers and console games have improved at a fast rate and offer gamers excellent fun and close to real-life experiences. As scientist and inventors work further with this science (for example Oculus in California USA) there is hope that Virtual Reality equipment and experiences can become even more accessible with equipment becoming cheaper and smaller. Who knows how this technology will alter our loves over the next decade, but it will definitely be for the better.

它還可以幫助我們?cè)谔煳膶W(xué)等領(lǐng)域比以往任何時(shí)候都提高學(xué)習(xí)水平。 個(gè)人計(jì)算機(jī)和控制臺(tái)游戲已得到快速改進(jìn),并為游戲玩家提供了絕佳的樂(lè)趣和接近真實(shí)的體驗(yàn)。 隨著科學(xué)家和發(fā)明家進(jìn)一步研究這門(mén)科學(xué)(例如美國(guó)加利福尼亞的Oculus),人們希望隨著設(shè)備變得越來(lái)越便宜和越來(lái)越小,虛擬現(xiàn)實(shí)設(shè)備和體驗(yàn)將變得更加容易獲得。 誰(shuí)知道該技術(shù)將如何在未來(lái)十年改變我們的愛(ài)情,但這絕對(duì)會(huì)變得更好。

翻譯自: https://medium.com/the-innovation/what-is-virtual-reality-exactly-2e9d435c8051

增強(qiáng)現(xiàn)實(shí)與虛擬現(xiàn)實(shí)

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