{"id":204441,"date":"2016-12-28T12:00:53","date_gmt":"2016-12-28T17:00:53","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/virtual-reality-future-fandom-powered-by-wikia.php"},"modified":"2016-12-28T12:00:53","modified_gmt":"2016-12-28T17:00:53","slug":"virtual-reality-future-fandom-powered-by-wikia","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/virtual-reality-future-fandom-powered-by-wikia.php","title":{"rendered":"Virtual Reality | Future | Fandom powered by Wikia"},"content":{"rendered":"<p><p>    Virtual reality is, the projection upon the five senses    artificial stimuli. This can be used to create illusions    (imaginary worlds) that can be simulated on a computer. Various    technologies, especially computer games that    utilize VR will incrementally reshape how we view society.  <\/p>\n<p>    \"The ultimate dream is to merge the real world and the virtual    world into a totally seamless experience\" -- PhotoSynth project  <\/p>\n<p>    Development of simulation, rendering, VR input and output    technologies will have wider implications than just better    virtual environments. We can define three main modes of    combining reality with virtual reality:  <\/p>\n<p>    The <a data-rte-meta=\"%7B%22type%22%3A%22external%22%2C%22text%22%3A%22Mirror%20World%22%2C%22link%22%3A%22http%3A%5C%2F%5C%2Fwww.leanbackvids.com%5C%2Fvideoblog%5C%2Fseattle%5C%2Fmirror-world%5C%2F%22%2C%22linktype%22%3A%22text%22%2C%22wasblank%22%3Afalse%2C%22wikitext%22%3A%22%5Bhttp%3A%5C%2F%5C%2Fwww.leanbackvids.com%5C%2Fvideoblog%5C%2Fseattle%5C%2Fmirror-world%5C%2F%20Mirror%20World%5D%22%7D\" data-rte-instance=\"78-9047640514f0eaa5565389\" href=\"http:\/\/www.leanbackvids.com\/videoblog\/seattle\/mirror-world\/\" rel=\"nofollow\">Mirror World<\/a>    video (30Mb, Quicktime) provides an interesting glimpse into    the future connections between virtual and real world. Another    <a data-rte-meta=\"%7B%22type%22%3A%22external%22%2C%22text%22%3A%22demo%20Toshiba%22%2C%22link%22%3A%22http%3A%5C%2F%5C%2Fwww.xb360info.com%5C%2FToshiba-Cell-Demo.avi%22%2C%22linktype%22%3A%22text%22%2C%22wasblank%22%3Afalse%2C%22wikitext%22%3A%22%5Bhttp%3A%5C%2F%5C%2Fwww.xb360info.com%5C%2FToshiba-Cell-Demo.avi%20demo%20Toshiba%5D%22%7D\" data-rte-instance=\"78-9047640514f0eaa5565389\" href=\"http:\/\/www.xb360info.com\/Toshiba-Cell-Demo.avi\" rel=\"nofollow\">demo Toshiba<\/a>    shows how our selves can be transferred into the VR as avatars.  <\/p>\n<p>    Virtual reality started with single-player worlds    simulated on a local machine (first 3D games and research    projects before that). That is, computer games.    The next step (late 1990s) was to have multiplayer    worlds, where several participants could interact with    limited realism. Another important development were    persistent worlds - various MMORPGs and    \"general-purpose\" virtual worlds such as ActiveWorlds, Second Life, and There. These persistent worlds are    running on clusters of servers (sometimes distributed) and    usually allow creation of custom content and programming by    users. More than ten million people play MMORPGs as of 2005 and    about 100 thousand \"play\" in general purpose worlds. Overall    more than 100 million people play 3D computer and video games    online (45 million in 2002     [2]).  <\/p>\n<p>    The next step (2010-2015) is going to be development of more    open systems, where content can be moved across platforms and    where separate worlds can be linked (for example a room in a    virtual building can be simulated on a private server using    different simulation software, but would still be accessible    for the people walking in the virtual city). [3]    Open source may play a role there.     [4] Eventually virtual reality worlds will integrate into a    global Metaverse running on a distributed grid.  <\/p>\n<p>    The step after that will be the integration of these worlds    with input\/output technologies, such as VR goggles and    brain-computer interfaces. By then most of the people will    spend a significant part of their lives in virtual reality    (playing, communicating, working, having sex). Eventually,    uploading will make feasible a full migration    into virtual reality, while robotic bodies will make the    reverse possible.  <\/p>\n<p>    Acquisition of data from aerial photos  <\/p>\n<p>    Acquisition from street level photos  <\/p>\n<p>    Manual content creation  <\/p>\n<p>    Create 3D models from photo collections  <\/p>\n<p>    3D city models in interactive maps,     MS Virtual Earth 3D  <\/p>\n<p>        To bridge the gap between reality and virtual reality we need    methods to quickly (not slowly and manually [5]) convert objects from    physical reality into digital models and back. This will have    much wider implications than just more realistic games, this is    going to gradually change what we consider reality.  <\/p>\n<p>    Some technologies already exist: laser scanners    and 3d    printers for small objects. Some crude methods already    exist to quickly generate 3d models of larger real world scenes    (using image processing and LIDAR) - urban landscapes [6]    [7] [8] [9]    [10] and    indoor environments [11].  <\/p>\n<p>    It is already feasible and cost-effective to acquire    photographic data for Yellow Pages [12]    [13] using the    \"drive and shoot\" model. Hi-resolution satellite images of    urban areas are being incorporated into MSN Virtual Earth    [14].    Google is quietly doing similar stuff [15],    and may do much more in the future     [16]     [17]     [18]  <\/p>\n<p>    Using a combination of these approaches 3D models of cities    will soon (est. 2007-2009) be built cheaply and quickly. To    create a realistic virtual environment one would only need to    clean up the raw data a bit, combine the air photos for    rooftops and large buildings with ground level images for    details, add virtual pedestrians and traffic on streets.  <\/p>\n<p>    Photosynth    is an upcoming technology from Microsoft [19] (videos, live    demo, etc.) to recreate 3D environments from unstructured    collections of photographs. In essense, it can take hundreds of    photos of the Eiffel Tower from Flickr and automatically create    a detailed 3D model.  <\/p>\n<p>        CryENGINE2  <\/p>\n<p>    As of 2007 we are on the threshold of realism in computer games. It is finally possible to    simulate certain aspects of reality in real time and with    sufficient precision to declare it an accurate simulation    overall.  <\/p>\n<p>    For example, the Forza Motorsport racing simulation for Xbox is    physically realistic. It is mostly on par with reality, even    though it's not indistinguishable yet. To achieve this,    programmers from Microsoft Game Studios take into account    between 3000 and 10000 variables and simulate all aspects of    driving, running the simulation at 240 ticks per second. For        Race Against Reality Popular Science asked a veteran    gamer and a professional race driver to extensively test drive    both real cars and their virtual prototypes. The conclusion was    that the game simulation is accurate.  <\/p>\n<p>    Similar level of realism is available for the flight    simulators, again from Microsoft     [20]. Some simulators are so realistic that pilots are    allowed to log the virtual hours just like the real ones.  <\/p>\n<p>    However, these simulations are not completely realistic yet.    There are still things that can be improved though before we    have perfect VR.  <\/p>\n<p>    The shader model (introduced in 2002-2005) made possible to    move graphics a step up from poligonal textured environments to    much more realistic worlds. Games introduced in 2005 simulate    realistically such superfluous details as raindrop splashes,    smoke clouds (Call of Duty 2), etc. Water shaders and 3D    textures further enhance the realism.  <\/p>\n<p>    Still, we have already entered the realm of virtual    reality. In some aspects, although not in all, virtual    environments are already as good as real ones.  <\/p>\n<p>    As of 2009 vision is the only area that is completely realistic    in terms that it is indistinguishable from real life on a    limited scale.  <\/p>\n<p>    Currently most games (or professional simulations) take into    account only a few aspects of reality. A car racing game has a    detailed simulation of the engine, tires, tracktion, drag,    etc., but \"pedestrians\" are glued to the ground, all other    objects, e.g. planes, are moving on a predetermined path, etc.    A real time strategy or tycoon game simulates the social    dynamics and resource processing to some extent, but ignores    the the physics of individual characters moving around.  <\/p>\n<p>    But the big trend is that the engines all games use become more    and more similar. Nowadays a strategy and a shooter game can    use the same graphics engine, the same physics engine (such as    Havoc 2) and look and feel rather similar (compare it    with Dune 2 vs. Doom 2). John Carmack believes    that universal engines will emerge around 2010-2015 and he will    probably program only two more generations of custom game    engines.  <\/p>\n<p>    Of course, as long as content creation and programming are    expensive, the games will avoid simulating parts unnecessary    for the core gameplay. But the inevitable emergence of a common    engine base will make it possible to integrate different games    in one world and eventually it will be done. A crude example of    that is the Second Life game where the complexity is not    limited, at least in principle. There are also more and more    games that use completeness as a selling point, such as    GTA series and upcoming Spore from Will Wright.  <\/p>\n<p>    The increased completeness will eventually make the virtual    world real. In that virtual reality a \"player\" will be able to    race, shoot, socialise, control armies, play with \"physically    real\" objects and do a very large subset of what is possible in    reality.  <\/p>\n<p>    IBM CEO, Sam Palmisano delivers a strategic announcement in    Beijing and in Second Life (shown above), in the Forbidden    City, a virtual space created by IBM with the Chinese    government  <\/p>\n<p>    Reuters, Sun, IBM, Toyota, Sony BMG, CNet, Adidas, American    Apparel and Starwood Hotels are among the companies that (as of    2006) operate in the Second Life virtual reality.  <\/p>\n<p>    Computer and video games are relatively non-controversial (bar    some violent games). Virtual reality hardware, while clumsy and    awkward, is accepted too. While full-scale VR a la    Matrix, if implemented today, would be scary to most people,    gradual development will probably be accepted easily. For    example, Sony has discussed future neural interfaces several    times.  <\/p>\n<p>    In the long run, VR may lead to Marriage obsolescence.  <\/p>\n<p>    The NISTEP    report [26]    lists the following predictions related to virtual reality:  <\/p>\n<p>    The use of VR in the period covered by NISTEP forecast    (2010-2015) will probably include video-realistic virtual    worlds with limited physical and AI realism delivered through    light, comfortable high-quality VR goggles and possibly some    primitive neural interfaces (may be for motor control or mood    enhancement). BTW, this will be the PlayStation 5 era providing    that a Gaming    Depression doesn't occur within the next five or ten years.  <\/p>\n<p>    By 2025-2030 both the simulation and interface technologies    will likely advance to a stage sufficient for a perfect    Matrix-like simulation indistinguishable from reality, but the    virtual avatar will still be controlled by the actual human    brain. While the Matrix scenario of naked immobile humans    immersed in a nutrient medium and immersed in a virtual reality    permanently is possible, it is likely that most people will    still spend much of their time in physical reality.  <\/p>\n<p>    Category:Feature    Article  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See the original post:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/future.wikia.com\/wiki\/Virtual_reality\" title=\"Virtual Reality | Future | Fandom powered by Wikia\">Virtual Reality | Future | Fandom powered by Wikia<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Virtual reality is, the projection upon the five senses artificial stimuli. This can be used to create illusions (imaginary worlds) that can be simulated on a computer.  <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/virtual-reality-future-fandom-powered-by-wikia.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[431592],"tags":[],"class_list":["post-204441","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/204441"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=204441"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/204441\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=204441"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=204441"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=204441"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}