VIRTUAL REALITY AND PROTOTYPING June 1999, Laval (France) A Theoretical Approach of the Des
传播学理论——虚拟实在、沉浸及其文化意涵
那么,虚拟实在又是如何改变原型的呢?这包括两种情况。 其一,虚拟实在可以先于 原型而存在。例如, 如果利
用虚拟实在进行飞机设 计,原型就建立在 虚拟实在的基础 上。或许人们会 强调虚拟实在是 对已有 "原型 "的组合 ,但虚 拟实在与既往的设计和模型的差别在 于,虚拟实在是一种精确 可变的预处理或预制造,在 制造原型的过程中可 以随时
完全由设计者规定的单向生成过程, 而需要依据不同的使用者 的主观感受进行调节。换言 之,使用者本身也是 设计者 之一,而许多设计者也常常作为使用 者以改进其设计。由于数 字化处理可以及时修正调节 ,虚拟实在被建构成 为一种 开放性的人工实在。
3.虚拟的语义分析 作为人工实在,以往的人造物多为自然的模仿物或能够与自 然物融合的人工创造物, 除了固执神创论者 之外,
虚拟环境中的感官沉浸。
(5)遥在(telepresence)。虚拟实在能够使人实时地以远程的方式于某处出场,即虚拟出场。此时,出场相当于" 在场",即你能够在现场之外实时地感知现场,并有效地进行某种操作。
(6)全身沉浸。这是一种不需要人体传感器的方式,摄像机和监视器实时地跟踪人的身体,将人体的运动输入到 计算机中,人的影像被投影到计算机界面上,这使得人通过观察他的投影的位置,直接与计算机中的图形物体(图片、
改变原有设计,使制造成为一种开放 性的制造。其二,虚拟实 在能够改变人们对原型的认 识。正如影视中的色 彩会影 响到流行色、 "高保真 "的音乐使 我们不满意没有 音响的音乐会一 样,虚拟实在会 使我们反过来以 它为标准评价 原型, 结果必然改变我们对原型的感知。
2023年房地产估价师之房地产案例与分析通关提分题库及完整答案
2023年房地产估价师之房地产案例与分析通关提分题库及完整答案单选题(共100题)1、函数调用采用“()”方式时,系统将实参的地址传递给形式参数。
A.传值调用B.引用调用C.宏调用D.内部调用【答案】 B2、A市B房地产开发公司在城市规划区内通过出让方式取得了一块土地的使用权,在签订的土地使用权出让合同中规定,此土地按照城市规划为住宅用地,需进行商品住宅建设。
B公司通过调查研究,发现将临街的部分土地用于商业将更具市场潜力,同时也会对其后的商品楼带来升值作用,遂向规划部门提出建设二层商业中心的申请,申请最终得到批准。
现开发公司已完成商业中心的建设,住宅已建至地上10层,欲以该在建工程申请抵押贷款,委托C二级房地产估价机构,进行了在建工程评估。
A.符合房地产估价合法的原则B.需要向房地产主管部门申请C.向建设管理部门提出部分改变土地使用性质的申请D.需要向土地和规划部门申请,并补缴由住宅用途变为商业用途的出让金,方可获得审批【答案】 D3、(请作答此空)模式定义一系列的算法,把它们一个个封装起来,并且使它们可以相互替换,使得算法可以独立于使用它们的客户而变化。
以下()情况适合选用该模式。
①一个客户需要使用一组相关对象②一个对象的改变需要改变其他对象③需要使用一个算法的不同变体④许多相关的类仅仅是行为有异A.命令(Command)B.责任链(ChainofResponsibility)C.观察者(Observer)D.策略(Strategy)【答案】 D4、房地产市场转让非常普遍,主要涉及单纯土地的买卖、交换;土地及地上建筑物的整体买卖、交换;零星单套或多套商品房地产的买卖、交换、赠与等。
A.从价值时点上看,房地产转让估价多数是在转让前进行,价值时点在估价作业期之前B.从委托人和评估主体上讲,房地产转让估价可以委托社会上任何一家值得委托人信任的评估机构评估C.从估价目的和要求上讲,房地产转让评估只是为了了解、掌握房地产交易行情而进行的评估D.房地产转让评估的目的只是为了在进行房地产交易时有一个参考价格,它带有一种咨询性【答案】 A5、甲公司拥有一宗登记用途为工业的房地产,建成于2004年,现状用于商业,于2007年作为抵押物申请了抵押贷款。
分辨虚拟和现实英语作文
分辨虚拟和现实英语作文Title: Distinguishing Between the Virtual and the Real。
In today's fast-paced world, the line between thevirtual and the real has become increasingly blurred. With the rise of technology and the prevalence of virtual experiences, it can sometimes be challenging todifferentiate between what is virtual and what is real. In this essay, we will explore the distinctions between thetwo realms and examine how they shape our perceptions and experiences.Firstly, let us define what we mean by the virtual and the real. The virtual refers to anything that exists or occurs in a digital or simulated environment, often created by technology. This includes virtual reality simulations, online interactions, and digital representations ofphysical objects or experiences. On the other hand, thereal encompasses the tangible, physical world that we experience through our senses. It includes our interactionswith other people, our surroundings, and the natural environment.One of the key differences between the virtual and the real lies in the nature of experience. In the virtual realm, experiences are mediated through technology and often lack the sensory richness of real-world experiences. For example, while a virtual reality simulation may provide a visually immersive experience, it cannot replicate the tactile sensations or emotional depth of real-life interactions. In contrast, real-world experiences are characterized by their immediacy and authenticity, engaging all of our senses and emotions in a way that virtual experiences often cannot match.Another important distinction is the level of control and agency we have in each realm. In the virtual world, we often have a greater degree of control over our environment and experiences. We can manipulate digital objects, create new identities, and explore virtual landscapes withrelative freedom. However, this control is ultimatelylimited by the constraints of the digital environment andthe algorithms that govern it. In the real world, our agency is constrained by physical laws, social norms, and the actions of others. While we may have more freedom toact in the real world, we are also subject to itslimitations and uncertainties.Furthermore, the consequences of our actions differ in each realm. In the virtual world, the impact of our actions is often limited to the digital domain, with few real-world consequences. For example, we can engage in virtual combatin a video game without causing harm to ourselves or others. In contrast, actions taken in the real world can have far-reaching effects on ourselves and others, influencing relationships, communities, and the environment. The stakes are higher in the real world, requiring us to consider the ethical and moral implications of our choices more carefully.Despite these differences, it is important to recognize that the virtual and the real are not mutually exclusive categories. In fact, they often intersect and influenceeach other in complex ways. For example, our interactionsin virtual spaces can shape our perceptions and behaviors in the real world, and vice versa. The rise of virtual communication platforms has blurred the boundaries between online and offline social interactions, leading to new forms of identity expression and social connection.In conclusion, while the virtual and the real may seem distinct at first glance, they are intricately intertwined in our modern world. By understanding the differences between them, we can navigate the complexities of digital technology more effectively and make informed choices about how we engage with both realms. Ultimately, it is ourability to critically reflect on our experiences and cultivate a balanced relationship between the virtual and the real that will enable us to thrive in an increasingly digital age.。
The potential of virtual reality Social impact
The potential of virtual reality SocialimpactVirtual reality (VR) has the potential to revolutionize the way we interact with the world around us, and its social impact is vast and multifaceted. From healthcare and education to entertainment and social interaction, VR has the power to transform our lives in numerous ways. As we delve into the potential social impact of virtual reality, it's important to consider both the positive and negative aspects of this rapidly advancing technology. One of the mostsignificant social impacts of virtual reality is its potential to revolutionize the field of healthcare. VR technology has already been used to treat patients with anxiety disorders, phobias, and post-traumatic stress disorder (PTSD). By immersing patients in virtual environments that simulate their fears or traumas, therapists can provide exposure therapy in a controlled and safe manner. This has the potential to significantly improve the mental health and well-being of countless individuals. Furthermore, VR has the potential to enhance medical training and education. Medical students can use VR simulations to practice surgical procedures in a realistic and risk-free environment. This not only improves their technical skills but also fosters empathy and understanding for the patient experience. Additionally, VR can be used to provide immersive experiences for patients, such as virtual tours of the human body or interactive educational modules about medical conditions. In the realm of education, virtual reality has the potential to transform the way students learn and engage with course material. By providing immersive and interactive learning experiences, VR can make complex subjects more accessible and engaging. For example, students studying history can virtually visit ancient civilizations, while those learning about biology can explore the inner workings of cells. This has the potential to level the playing field for students with different learning styles and abilities, making education more inclusive and effective. When it comes to entertainment, virtual reality offers a new frontier of immersive and interactive experiences. VR gaming, in particular, has captured the imagination of millions of people around the world. By transporting players to fantastical worlds and providing unprecedented levelsof immersion, VR has the potential to redefine the gaming industry. Additionally, VR has the potential to revolutionize the way we consume media, from immersive360-degree videos to virtual concerts and events. On the social interaction front, virtual reality has the potential to bridge geographical barriers and bring people closer together. With VR social platforms, individuals can interact and socializein virtual spaces, regardless of their physical location. This has the potentialto foster connections and relationships in ways that were previously impossible, particularly for those who are homebound or have limited mobility. However, it's important to consider the potential drawbacks of this level of virtual interaction, such as the impact on real-world social skills and the potential for addiction or isolation. In conclusion, the potential social impact of virtual reality is vast and varied, with implications for healthcare, education, entertainment, and social interaction. While the potential benefits are significant, it's important to approach the widespread adoption of VR with caution and consideration forpotential drawbacks. As this technology continues to evolve, it will be crucial to thoughtfully navigate the ethical, psychological, and societal implications of virtual reality.。
虚实互馈的英文表述
虚实互馈的英文表述Virtual and Reality Intercommunication.In the realm of computer science and human-computer interaction, the concept of "virtual and reality intercommunication" plays a pivotal role in bridging the gap between the digital and physical worlds. This article delves into the intricate interplay between virtual and real environments, exploring its underlying principles, applications, and implications for future technological advancements.Bridging Virtual and Physical Realms.Virtual reality (VR) and augmented reality (AR) technologies have revolutionized our perception of digital experiences. VR immerses users in fully simulated environments, while AR overlays digital elements onto the real world. The convergence of these technologies enables seamless intercommunication between virtual and reality.At the heart of this intercommunication lies theability for virtual elements to influence the physical world and vice versa. Through sensory feedback devices such as haptic suits and motion trackers, VR experiences can provide tangible and immersive interactions with virtual objects. Conversely, real-world data can be captured and integrated into virtual environments, creating a hybrid reality where the boundaries between the two realms blur.Applications in Diverse Fields.The intercommunication between virtual and reality has profound implications across various industries and applications:Healthcare: VR simulations facilitate surgical planning, rehabilitation, and immersive medical training. AR-enhanced surgeries provide real-time guidance and visualization of internal structures.Education: Virtual worlds create interactive learningenvironments, enhancing student engagement and enabling hands-on exploration of complex concepts. AR overlays digital content onto textbooks, bringing abstract subjects to life.Manufacturing: Virtual prototyping and testing reduce development time and costs. AR-assisted assembly lines guide workers through complex procedures, improving efficiency and safety.Retail: VR showrooms allow customers to experience products virtually, fostering informed decision-making and reducing returns. AR applications enable shoppers to visualize furniture and décor in their homes before making purchases.Entertainment: VR and AR transform gaming, entertainment, and art installations, offering immersive and interactive experiences that transcend traditional boundaries.Technical Foundations.The intercommunication between virtual and reality relies on a confluence of technological advancements:High-Resolution Displays: VR headsets and AR glasses provide crisp and immersive visual experiences.Motion Tracking: Sophisticated sensors accurately capture user movements, enabling realistic virtual interactions and seamless blending with the real world.Haptic Feedback: Wearable devices simulate physical sensations, enhancing the immersion and realism of virtual experiences.Artificial Intelligence (AI): AI algorithms process and interpret real-world data, enabling virtual environments to respond dynamically to user actions and environmental changes.Challenges and Future Directions.While the intercommunication of virtual and reality offers immense potential, it also presents challenges:Sensory Overload: Excessive immersion in virtual environments can lead to disorientation and fatigue.Privacy Concerns: Data collected from VR and AR devices raises privacy and security considerations.Accessibility: Ensuring that these technologies are accessible to all users, regardless of physical or cognitive abilities, is crucial.Ongoing research and development aim to address these challenges and push the boundaries of virtual and reality intercommunication. Advances in AI, sensory feedback, and spatial computing promise even more immersive and interconnected experiences in the years to come.Conclusion.The intercommunication of virtual and realityrepresents a paradigm shift in the way we interact with the world around us. By seamlessly blending digital and physical experiences, these technologies empower us to learn, work, and play in ways that were once unimaginable. As this field continues to evolve, we can anticipate transformative applications that shape the future of human-computer interaction and reshape our perception of reality itself.。
专题课件VR虚拟现实技术头戴设备PPT模板
紫郁远近若素精品制作 若素远近联合制造
Virtual Reality introduction
虚拟现实介绍
紫郁远近若素精品制作 紫郁远近若素精品制作
若素远近联合制造
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紫郁远近若素精品制作
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点击输入标题 若素远近联合制造
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虚拟和现实英语作文
Looking ahead, it is clear that virtual reality will continue to advance and redefine the way we experience the world. As technology becomes more sophisticated, virtual environments may become indistinguishable from reality, presenting both exciting opportunities and ethical considerations. However, it is important to remember that no matter how advanced virtual reality may become, the essence of human connection and authentic experiences in real world will remain irreplaceable aspects of our lives.
虚拟和现实英语作文
Virtual and Reality
In the past few decades, the development of technology has brought us into a new era of virtual reality. From virtual gaming to virtual meetings, people are able to experience a completely different world through virtual technology. However, while virtual reality provides us with excitement and entertainment, we must not overlook the significance of real-life experiences and interactions. In this essay, we will explore the differences between virtual and reality, and how they both play a crucial role in our lives.
虚拟与现实相关的英语作文
虚拟与现实相关的英语作文Virtual and Reality。
Virtual reality is so cool. You can put on those goggles and feel like you're in a whole new world. It'slike escaping from reality for a little while.But let's not forget about the real world. There's so much beauty out there, from the mountains to the oceans. Sometimes we need to put down the screens and go outside to really appreciate it.In the virtual world, you can be anyone you want to be. You can fly, you can fight, you can do anything. It's like living in a dream.But in the real world, we have to face our problems head on. We can't just escape into a virtual world and expect everything to be okay.Virtual reality can be a great tool for learning. You can explore ancient ruins or travel to distant planets without leaving your living room.But real life experiences are irreplaceable. You can't truly understand something until you've seen it, touched it, and lived it.In the virtual world, you can connect with people from all over the globe. It's amazing to be able to talk to someone on the other side of the world as if they wereright next to you.But let's not forget about the people around us in the real world. We need to put down our devices and have real, meaningful conversations with the people in our lives.Virtual reality is a fun escape from reality, but wecan't let it consume us. We need to find a balance between the virtual and the real, and appreciate the unique experiences that each world has to offer.。
虚拟与现实英语作文简单点
虚拟与现实英语作文简单点The Interplay of Virtuality and Reality.In today's digital age, the divide between the virtual and real worlds is becoming increasingly blurred. As technology advances, our lives are increasingly shaped by the digital realm, raising questions about the nature of reality and the role of virtuality in our daily existence.The virtual world, often referred to as the digital or online realm, is created by technology and exists solely in electronic form. It encompasses everything from social media platforms and video games to augmented reality experiences and virtual reality simulations. The virtual world offers a sense of escape, allowing us to engage in activities and interactions that might not be possible or practical in the real world. It provides a medium for communication, entertainment, and even education,革命性的改变了我们的生活方式。
英语作文-设计服务行业创新设计理念引领产品升级与改进
英语作文-设计服务行业创新设计理念引领产品升级与改进In the realm of service industries, innovation is a cornerstone for progress and growth. This is particularly evident in the field of design services, where the relentless pursuit of novel ideas not only leads to product upgrades but also drives substantial improvements. 。
Innovation in design services is not merely about aesthetic enhancements but extends to fundamental improvements that enhance functionality, user experience, and overall product appeal. The guiding principle here is to leverage cutting-edge concepts and methodologies to redefine how products are conceived, developed, and brought to market.At the core of this innovation is a deep understanding of consumer needs and market trends. Design service providers engage in extensive research to uncover latent demands and emerging preferences among consumers. By anticipating these evolving needs, they can proactively design solutions that resonate deeply with their target audience.Furthermore, the integration of advanced technologies plays a pivotal role in shaping innovative design practices. Tools such as computer-aided design (CAD), virtual reality simulations, and rapid prototyping not only accelerate the design process but also enable more precise iterations and adjustments based on real-time feedback. This technological synergy empowers designers to push the boundaries of creativity while ensuring feasibility and efficiency in execution.Collaboration is another critical component in fostering innovative design within the service industry. Designers often work closely with engineers, marketers, and other stakeholders to harness diverse perspectives and expertise. This multidisciplinary approach not only enriches the ideation process but also ensures that the final product aligns seamlessly with both technical specifications and market expectations.Moreover, sustainability has emerged as a non-negotiable aspect of innovative design in recent years. Design service providers are increasingly integrating eco-friendly materials, energy-efficient technologies, and lifecycle considerations into their design philosophies. This holistic approach not only mitigates environmental impact but also enhances brand reputation and customer loyalty in an increasingly conscientious consumer market.Innovation in design services is also characterized by a relentless pursuit of simplicity and user-centricity. Products that are intuitive to use, aesthetically pleasing, and functionally robust often result from a design ethos that prioritizes user experience above all else. This human-centered approach ensures that every design decision—from form to function—is meticulously crafted to enhance usability and delight customers.Furthermore, the competitive landscape of design services necessitates continuous innovation to stay ahead. Companies that embrace a culture of experimentation, iteration, and risk-taking are more likely to pioneer breakthrough solutions and set new industry standards. This dynamic environment encourages perpetual evolution and refinement, driving the entire industry towards greater heights of creativity and excellence.In conclusion, the role of innovative design concepts in shaping the evolution of products within the service industry cannot be overstated. By embracing forward-thinking strategies, leveraging advanced technologies, fostering collaboration, prioritizing sustainability, and championing user-centricity, design service providers not only drive product upgrades but also catalyze transformative change across markets. The ongoing pursuit of innovation is not just a pathway to success but a commitment to exceeding expectations and enriching lives through superior design solutions.。
VirtualReality
VirtualRealityVirtual Reality is a kind of computer simulation technique that is able to assist people experience virtual world by using special lens in head-sets. It can be applied in plenty of areas such as military training and medical science. For military training, with head-sets and some additional facilities, special situations like forests, desert and ruin can be virtually simulated. Then soldiers will feel that they are in real battlefield and complete tasks to improve themselves better. In terms of medical science, when facing dangerous operations, the data of patients’ tissues and organs can be input in the computer in advance. Then computer can create the structure of the patient in details. Surgeons wearing head-sets can practice on such simulation to get more familiar with the operation so as to handle unexpected dangerous condition well and avoid some mistakes.Virtual reality (VR) typically refers to computer technologies that use virtual reality headsets, sometimes in combination with physical spaces or multi-projected environments, to generate realistic images, sounds and other sensations that simulates a user's physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it and interact with virtual features or items. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.VR systems that include transmission of vibrations and other sensations to the user through a game controller or other devices are known as haptic systems. This tactile information is generally known as force feedback in medical, video gaming and militarytraining applications. Virtual reality also refers to remote communication environments which provide a virtual presence of users withthrough telepresence and telexistence or the use of a virtual artifact (VA). The immersive environment can be similar to the real world in order to create a lifelike experience grounded in reality or sci-fi. Augmented reality systems may also be considered a form of VR that layers virtual information over a live camera feed into a headset, or through a smart phone or tablet device.。
在虚拟世界中寻找真实作文800字
在虚拟世界中寻找真实作文800字英文回答:In the virtual world, finding reality can be a challenging task. With the advancement of technology, virtual reality has become more immersive and lifelike. However, it is important to remember that virtual realityis still just a simulation, and the true essence of reality lies in the physical world.The virtual world offers us endless possibilities and opportunities. We can explore new places, meet people from different cultures, and even create our own virtual identities. It allows us to escape from the mundanerealities of everyday life and experience something extraordinary. However, it is crucial to maintain a balance between the virtual and physical worlds.While the virtual world may provide temporary satisfaction and entertainment, it cannot replace thegenuine experiences and connections we make in the real world. In the virtual world, we may interact with avatars and chatbots, but they lack the depth and authenticity of real human interactions. The emotions and nuances that come with face-to-face conversations are irreplaceable.Moreover, the virtual world can sometimes be deceiving. People can create false identities and manipulate their virtual personas to deceive others. It is important to remember that not everything we see or experience in the virtual world is real. We must be cautious and discerning when navigating through this digital realm.In conclusion, while the virtual world offers us a multitude of possibilities and experiences, it is crucial to remember that true reality lies in the physical world. The virtual world can be a great tool for entertainment, communication, and exploration, but it should never replace the genuine connections and experiences we have in the real world.中文回答:在虚拟世界中寻找真实是一项具有挑战性的任务。
虚拟和现实的演讲稿英语
虚拟和现实的演讲稿英语Virtual and Real: Bridging the Gap。
Good morning, ladies and gentlemen. It is my great honor to stand here and share with you my thoughts on the topic of virtual and real.In today's fast-paced world, the line between the virtual and the real is becoming increasingly blurred. With the advancement of technology, virtual reality has become more immersive and accessible, allowing us to experience things that were once only possible in the real world. However, this also raises the question of how virtual experiences compare to real experiences, and whether they can truly replace the richness of the real world.Firstly, let's consider the benefits of virtual experiences. Virtual reality technology has allowed us to explore new worlds, learn new skills, and connect with people from all around the globe. It has the potential to revolutionize education, healthcare, and entertainment, offering new ways for us to learn, heal, and be entertained. In many ways, virtual experiences can be just as meaningful and impactful as real experiences, and they have the power to enhance our lives in ways that were previously unimaginable.On the other hand, we cannot overlook the value of real experiences. The sights, sounds, smells, and emotions of the real world are irreplaceable. The feeling of the warm sun on your skin, the taste of a delicious meal, the joy of a heartfelt conversation – these are all things that cannot be replicated in the virtual world. Real experiences have a depth and authenticity that virtual experiences simply cannot match, and they play a crucial role in shaping who we are and how we perceive the world around us.So, where does this leave us? It is clear that both virtual and real experiences have their own unique advantages and limitations. Rather than pitting them against each other, we should strive to find ways to integrate them harmoniously. By combining the best of both worlds, we can create a more enriched and balanced way of living.For example, virtual reality can be used to enhance real-world experiences. Imagine being able to visit historical landmarks, explore distant planets, or practice skills in a safe and controlled virtual environment. These virtual experiences can then inspire and inform our real-world actions, leading to a deeper understanding and appreciation of the world around us.Likewise, real-world experiences can enrich virtual experiences. By grounding ourselves in the present moment and fully engaging with the world around us, we can bring a sense of authenticity and depth to our virtual interactions. This can help us avoid the pitfalls of becoming too detached from reality and losing touch with what truly matters.In conclusion, the relationship between virtual and real is not a binary one, but rather a dynamic and evolving one. By recognizing the unique strengths of each and finding ways to integrate them, we can create a more holistic and fulfilling human experience. Let us embrace the opportunities that virtual reality offers, while also cherishing the beauty and richness of the real world. Thank you.。
生活中的新科技英语作文
New technologies have been rapidly integrating into our daily lives,transforming the way we communicate,work,and even relax.Heres a detailed look at how these advancements are reshaping our world.1.Smartphones and Mobile Applications:The smartphone has become an essential part of our daily routine.With a plethora of applications available,we can now manage our schedules,shop online,and stay connected with friends and family across the globe.Mobile apps have made it possible to learn new languages,track fitness goals,and even control smart home devices.2.Artificial Intelligence AI:AI is no longer just a concept in science fiction.Its now a reality thats making our lives easier.From virtual assistants like Siri and Alexa that can answer questions and control smart home devices,to AIpowered customer service chatbots that provide instant support, AI is becoming increasingly integrated into our daily lives.3.Internet of Things IoT:The IoT refers to the network of physical objects embedded with sensors,software,and other technologies for the purpose of connecting and exchanging data with other devices and systems over the internet.This technology is making homes smarter,with devices like smart thermostats,security systems,and even refrigerators that can order groceries when youre running low.4.Virtual Reality VR and Augmented Reality AR:VR and AR are changing the way we experience entertainment and education.VR allows users to immerse themselves in a completely virtual environment,while AR overlays digital information onto the real world.These technologies are being used in gaming, education,and even in training simulations for various industries.5.3D Printing:3D printing,or additive manufacturing,is a process of making threedimensional solid objects from a digital file.The creation of a3D printed object is achieved using additive processes where an object is created by laying down successive layers of material until the object is formed.This technology is revolutionizing industries such as healthcare, where its used to create prosthetics,and in the automotive industry for rapid prototyping.6.Renewable Energy Technologies:The push for sustainability has led to the development of new technologies in renewable energy.Solar panels,wind turbines,and hydroelectric power are becoming more efficient and are being integrated into our energy infrastructure,reducing our reliance on fossilfuels and helping to combat climate change.7.Electric Vehicles EVs:EVs are becoming more popular as concerns about the environment grow.With advancements in battery technology,EVs are now more affordable and have a longer range,making them a viable alternative to traditional gasolinepowered vehicles.The infrastructure for charging stations is also expanding,making it more convenient for EV owners.8.Telemedicine:Telemedicine is the remote diagnosis and treatment of patients by means of telecommunications technology.With the ongoing advancements in technology, healthcare professionals can now consult with patients,monitor their health,and even perform certain procedures remotely,making healthcare more accessible to those in remote areas or with limited mobility.9.Robotics:Robotics is another field thats making significant strides.Robots are now used in various industries,from manufacturing to healthcare.They can perform complex tasks with precision,and in healthcare,they can assist in surgeries or help with patient care.10.Blockchain Technology:Blockchain is a system of recording information in a way that makes it difficult or impossible to change,hack,or cheat the system.Its the technology behind cryptocurrencies like Bitcoin,but its potential applications are vast,including secure voting systems,supply chain management,and digital identity verification.In conclusion,the integration of new technologies into our lives is a testament to human ingenuity and our desire to improve the quality of our existence.As these technologies continue to evolve,they will undoubtedly bring about further changes that we can only begin to imagine.。
媒介驯化·时空节奏——虚拟现实媒介与青少年用户的互构研究
Theoretical Exploration 理论探索94 传媒∷MEDIA 2021.1(上) 媒介驯化·时空节奏——虚拟现实媒介与青少年用户的互构研究文/蔡竺言摘要:青少年是虚拟现实媒介的核心用户,数字化生存已成为其生活常态。
本文从媒介技术和日常生活多重嵌套的现实背景出发,尝试探讨虚拟现实技术研究与青少年用户研究的一种新视角。
新媒介研究需要突破虚拟现实的伦理困境及竞争叙事逻辑,从媒介技术与媒介用户的互构逻辑出发,通过时空节奏分析呈现出青少年的媒介驯化过程,从而进一步讨论网络新生代的数字化生存模式问题。
关键词:虚拟现实 青少年 伦理 媒介驯化虚拟现实(Virtual Reality)理念始于20世纪60年代,到了21世纪初逐渐从尖端科学发展成为大众化传播媒介。
虚拟现实理念泛指由电脑网络形成的各种文本性或图像性展示所建构的世界。
从技术应用层面而言,它包括了VR、AR、MR、裸眼3D、虚拟漫游、仿真和全息投影等分支。
作为数字原住民(Digital Natives),今天的青年及少年群体主动拥抱此类新技术,积极接触虚拟现实游戏、虚拟现实新闻、虚拟现实电影等应用,构成虚拟现实媒介的核心用户。
一、虚拟现实的伦理困境与竞争叙事逻辑虚拟现实技术应用日渐广泛,然而在伦理层面,它却长期遭受着一种负面评判,即要求虚拟现实所激发的体验或情感必须是“健康”“正确”的,尤其是对于未成年用户而言。
所谓的“健康”“正确”,是指它必须有利于人们对现实世界的合理探索与诠释,而不能对真实生活进程或切实人际交往造成干扰。
如鲍德里亚对模拟和仿像(simulation and simulacrum)的批判——认为媒体所建构的超现实遮蔽了人们对真实事件的认识,发生在真实世界的战争成为一场视觉奇观,由此激发了诸如“海湾战争从未发生过”的反讽。
建立在这种伦理批判基础上,多年来的虚拟现实媒介或沉浸化传播研究,倾向于把媒介使用放置在与日常生活相对抗的位置,多遵循着竞争的叙事逻辑。
2023年度最佳虚拟现实电影推荐清单
2023年度最佳虚拟现实电影推荐清单虚拟现实(Virtual Reality,简称VR)技术的不断进步,为电影行业带来了全新的表现方式和观影体验。
2023 年度将有多部虚拟现实电影值得期待,下面是一份2023年度最佳虚拟现实电影推荐清单。
1.《数字共和国》故事发生在一个由数字技术统治的未来世界,人们通过VR设备进入虚拟现实世界中生活和工作。
主人公展开一场挑战数字暴政的冒险,探索真实和虚幻的边界。
该电影将以全景画面和逼真的场景设计,呈现出丰富多彩的虚拟现实世界。
2.《时间漩涡》这是一部结合了科幻和惊悚元素的电影作品。
故事发生在未来世界,主人公通过虚拟现实设备重返过去,试图改变自己的命运。
电影通过引人入胜的剧情和逼真的虚拟现实景观,带给观众强烈的沉浸感和悬念。
3.《极速冲刺》这是一部以体育竞技为主题的虚拟现实电影。
观众将穿戴VR设备,仿佛置身于赛车场上与选手一同竞速。
逼真的图像和身临其境的音效将带来全新的观影感受,让观众体验高速驰骋的刺激与快感。
4.《远征火星》本片讲述人类首次登陆火星的故事。
观众将通过虚拟现实技术,亲身经历火星的探险和殖民过程。
逼真的火星表面、神秘的火星生命体和宇航员的生存困境将给观众带来震撼和思考。
5.《灵境之门》该电影以灵魂穿越和心灵探索为主题,通过虚拟现实技术将观众带入一个神秘而幻想的世界。
观众可以亲身经历主人公的情感和心理变化,与电影中的角色一同寻找真相与救赎。
6.《未来都市》影片以未来城市为背景,利用虚拟现实技术创造出令人惊叹的未来科技场景。
观众将进入这个充满奇幻色彩的城市,沉浸在充满活力和创新的未来世界中。
7.《黑暗虚空》本片融合了恐怖和科幻元素,讲述了一位探险家在宇宙中的恐怖遭遇。
通过虚拟现实技术,观众将身临其境地体验那种深邃黑暗和未知恐怖带来的紧张与刺激。
8.《未来战场》这是一部关于未来战争的动作片,通过虚拟现实技术,将观众带入战场中与敌人厮杀,亲身体验战争的残酷和紧张。
虚拟与现实世界 英语作文
虚拟与现实世界英语作文Title: The Interplay Between the Virtual and the Real Worlds。
In today's digital age, the boundary between thevirtual and the real world is becoming increasingly blurred. With the advancement of technology, we are witnessing a profound integration of virtual experiences into our daily lives. This phenomenon has sparked debates and discussions regarding the implications it has on society, culture, and individual lives.First and foremost, the virtual world offersunparalleled opportunities for connectivity and communication. Platforms such as social media, online forums, and virtual reality environments enable people to interact and engage with others irrespective ofgeographical boundaries. These virtual interactions have redefined the concept of socialization, allowingindividuals to form relationships and communities based onshared interests and values. However, the virtual nature of these interactions raises concerns about the authenticity and depth of human connections in the digital realm.Moreover, the virtual world serves as a vast repository of information and knowledge. The internet, in particular, has democratized access to information, empowering individuals to learn and explore diverse subjects with unprecedented ease. From online courses to digital libraries, the virtual sphere has revolutionized education and self-improvement. Nonetheless, the abundance of information available online raises challenges related to misinformation, filter bubbles, and information overload, highlighting the need for digital literacy and critical thinking skills.In addition to social and educational aspects, the virtual world has also transformed entertainment andleisure activities. Video games, virtual reality experiences, and online streaming platforms offer immersive and engaging entertainment options for people of all ages. These virtual experiences allow individuals to escape fromreality momentarily and explore fantastical worlds or engage in thrilling adventures. However, excessive immersion in virtual entertainment can lead to issues such as addiction, sedentary lifestyle, and detachment fromreal-world responsibilities.Furthermore, the integration of virtual elements into various aspects of society has given rise to new economic opportunities and challenges. The rise of e-commerce, digital marketplaces, and remote work has reshaped traditional business models and employment practices. While the virtual economy offers flexibility and scalability, it also poses risks such as cybercrime, data privacy breaches, and economic inequalities. Navigating this digital landscape requires innovative solutions and regulatory frameworks to ensure equitable access and fair competition.Despite the undeniable benefits and advancements brought forth by the virtual world, it is crucial to recognize its limitations and potential pitfalls. Striking a balance between the virtual and the real world is essential to maintain our connection with tangibleexperiences, human relationships, and physical environments. As we embrace the opportunities presented by technology, we must also remain mindful of its impact on our well-being, society, and the planet.In conclusion, the interplay between the virtual andthe real worlds is reshaping the way we live, communicate, and interact with the world around us. While the virtual sphere offers unprecedented opportunities for connectivity, knowledge dissemination, and entertainment, it alsopresents challenges related to authenticity, misinformation, and socioeconomic disparities. By fostering digitalliteracy, promoting responsible usage, and cultivating a balanced approach, we can harness the transformative potential of the virtual world while preserving therichness and authenticity of real-world experiences.。
VR虚拟现实发展史
第8感VR主题乐园:VR虚拟现实的发展史VR英文全称Virtual Reality,中文翻译为虚拟现实,它利用电脑模拟产生一个三维空间的虚拟世界,为用户提供关于视觉、听觉、触觉等感官的模拟,让用户如身历其境,可以及时、无限制地观察三维空间内的事物。
我们一般认为VR的发展分为四个阶段。
1963 年以前,虚拟现实思想的萌芽阶段;1963年~1972 年,虚拟现实技术的初现阶段;1973 年~1989 年,虚拟现实技术概念和理论产生的初期阶段;1990 年至今,虚拟现实技术理论的完善和应用阶段。
第一阶段:虚拟现实思想的萌芽阶段。
(1963年以前)其实VR思想究其根本是对生物在自然环境中的感官和动态的交互式模拟,所以这又与仿生学息息相关,中国战国时期的风筝的出现是仿生学较早的在人类生活中的体现,包括后期西方国家根据类似的原理发明的飞机。
1935年,美国科幻小说家斯坦利·温鲍姆(Stanley G.Weinbaum)在他的小说中首次构想了以眼镜为基础、涉及视觉、触觉、嗅觉等全方位沉浸式体验的虚拟现实概念,这是可以追溯到的最早的关于VR的构想。
1957-1962年莫顿·海利希(Morton Heilig),研究并发明了Sensorama,并在1962年申请了专利。
这种“全传感仿真器”的发明,蕴涵了虚拟现实技术的思想理论。
第二阶段:虚拟现实技术的初现阶段。
(1963-1972年)1968 年美国计算机图形学之父Ivan Sutherlan 开发了第一个计算机图形驱动的头盔显示器HMD 及头部位置跟踪系统,是VR技术发展史上一个重要的里程碑。
第三阶段:虚拟现实技术概念和理论产生的初期阶段。
(1972-1963年)这一时期主要有两件大事,M.W.Krueger 设计了VIDEOPLACE系统可以产生一个虚拟图形环境,使体验着的图像投影能实时地响应自己的活动。
另外一件则是由M.MGreevy 领导完成的VIEW 系统,它是让体验者穿戴数据手套和头部跟踪器,通过语言、手势等交互方式,形成虚拟现实系统。
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A Theoretical Approach of the Design and Evaluationof a Virtual Reality DeviceP. Fuchs, F. Nashashibi, D. LourdeauxRobotics Center - ENSMP, Paris, Francee-mail: fuchs@caor.ensmp.fr, fawzi@caor.ensmp.f r, lourdeau@caor.ensmp.frAbstractThe majority of virtual reality researches mainly tackle the problems of modeling and digitalization of the virtual world. On interfacing man and the virtual world, few studies analyze theoretically these problems, with introduction of new concepts and new methods: behavioral interfaces, three levels of immersion and interaction (sensorimotor, mental and functional), the mental immersion based on the schemas, the behavioral software assistance In this article, we propose a theoretical and pragmatic approach for the design and the evaluation of a virtual reality device, with two examples: the virtual reality training on infrastructures railway and the study of the behavior of consumer in a virtual store.1 Theoretical approach of virtual reality1.1. Bases of reality virtualWe expose different levels of definitions which enable to clarify the field of virtual reality, by separating its finality from its functional and technical definitions.1.1.1. Definitions of virtual realityThe finality of virtual reality is to allow one or several people to do sensorimotor, and thus mental, experiments in an artificial world, which is either imaginary, or a simulation of some aspects of the real world. The fields of the real world, which must be simulated, are to be determined during the stage of design. This initial stage is fundamental and must be explicitly analyzed. The principal error is that the designer seeks the greatest "degree of realism" (limited in practice by technical and economic constraints) without worrying to know precisely the fields of the reality which the application requires. It is absurd to wish the behavior of the virtual world entirely identical of the real world is absurd. If we want to make a " virtual " reality, it is with an aim of modifying some fields of the " true " reality. For example:- training of people in a virtual world in order to avoid real risks to them,- studying a future product which is thus not materialized yet, etc.But if a simulation represents only part of reality, virtual reality also enables to simulate differently some physical phenomena, " the realism " going beyond " true " reality:- physical, invisible phenomena by the human senses (radioactivity, infra-reds, etc.) can be virtually represented.- the images of the objects in boundary representation can be more comprehensible. Virtual Reality (VR) can be also exploited to represent concepts, structures and symbolic entities, associated with the simulated real world. Those allow the user to have a better mental representation of its environment.The functional definition enables us to specify the field of the VR applications: with his own perception of reality, man discerns the concepts of time and space on which hecan interact only according to immutable physical laws1. The VR will enable him to be extracted from physical reality to change virtually the time, the space and the type of interaction: interaction, with an environment simulating reality, or interaction, with an imaginary or symbolic world. These three functions allow, by their combinations, a functional taxonomy of all the VR applications [1].The technical definition:to provide these three functions, the VR techniques are founded on the interaction2 in time real (1) with a world virtual (2), using behavioral interface (3) allowing the natural immersion (4) of the user. We will specify the terms " interface behavioral" and the concept of natural immersion.1.1.2. The behavioral interfacesThe techniques of VR enable person to act via its muscles on a virtual environment which reacts in feedback on the user’s senses. We prefer to employ the term of Behavioral Interfaces rather than interface device or man-machine interfaces in order to differentiate the BI : it is a device which exploits a human, natural behavior and without (or with very little) preliminary training. We will specify these criteria further. The "sensorial interfaces" are designed to transmit sensorial stimuli from the virtual world towards the man and conversely the " motor interfaces " to transmit motor responses of the man towards the virtual world.1.2. Hierarchical structure based on immersion and interactionIn any VR device, man is in the center of the system because the virtual application is dedicated to him. On the basis of this report, we have an anthropocentric not a technocentric approach. We thus have the anthropocentric diagram of the immersion of man, as it is perceived by a user (the left part of the diagram). But for the designer, this “user-diagram” is to be supplemented. We schematize the interfacing at the physical level (first level). We speak about sensorimotor immersion, because the computer isBut this diagram is restrictive because it represents only partially the problems and the solutions which must study any designer. The behavioral interfacing implies similar problems of the operator-machine interfacing. In this last case, it is not only a matter of thinking the physical level interfacing, we should also understand from which mental models the person thinks and acts. As Rabardel[2] described it, the interfacing is presented in a triadic diagram. We actually propose the equivalent for the behavioral 1 According to Piaget (we will refer to later), the sensorimotor intelligence organizes reality by building the categories of the action which are the schemas of the permanent object, space, time and causality.2 We think navigation is only one particular interaction.interfacing in VR: the designer schematizes the interfacing by the links from the person to the material interface and from this interface to the computer. The user must have a direct behavior in the virtual world, the BI’s have to be transparent for him. The direct link of the diagram represents this desired behavior: "desired motor function" and "desired perception". The link between the user and the interface device represents effective motor function and "effective perception". The BI’s is based materially on artifacts and are used according to mental user's models.In order to use easily the BI’s, we can provide Behavioral Software, implying the terms : "programmed motor function" and "programmed perception". For example, we can add specific constraints in the movements of a object in order to help the user (an object will be put on a table when a face of this object will be parallel and close to this table) [3]. Effective perception is a sensory perception imposed to the user; it is partial, natural as much as possible and more or less coherent. For example, the perception of the movement utilizes in natural perception: vision, sensitivity to the efforts, the vestibular apparatus and touch. According to the selected BI, some of the sensorial receivers will not be stimulated, others will be stimulated with different characteristics compared with real world. The effective stimulation will perhaps imply inconsistencies which the brain will have to manage for fear of failure (similar remarks for effective motor function). This problem of the inconsistencies is inherent in the techniques of the RV and is often complex to solve. Can the brain adapt itself ? will it refuse them? Knowledge and experiences of the specialists in cognitive sciences can help us to validate our designs.2 Behavioral Interfaces, schemas and metaphors2.1. Concept of schemaWe specified that we seek to propose to the user a natural immersion. At first, we can affirm what is performed naturally is made unconsciously and without mental effort. For example: in a virtual store, the consumer wishes to move between the corridors. We propose to him as BI: a carriage that he will push and orient with respect to a screen. The consumer will unconsciously and naturally exploit the knowledge he acquired. He thus uses a assimilated schema. The concept of schema was proposed by the psychologist Piaget [4]. According to him who analyzed the birth of the child's intelligence, in particular at his sensorimotor dimension, the schemas constitute man's means with the help of which it can assimilate the situations and the objects. We dare todo a parallel between the comprehension of a virtual world by a user and the comprehension of our real world by the child. For Piaget, a schema is a mental structure which enables to repeat the same action or to apply it to new actions (like the consumer handling its carriage under neighboring conditions compared with the real world). It is on this concept that we base our design to obtain really behavioral interfaces, proposing a natural immersion and interactivity. The behavioral interface is thus a mixed entity including an artifact (material device) and therefore a schema. Let us note that :- the schema is reproducible: it contains the conditions of recognition of the situations on which it is applicable.- the schema is accommodated: it applies to new situations- the schema is used and assimilated unconsciously.To specify these concepts, let us take the example of the object gripping. The associated schema is not the particular course of the movements and perceptions. It is the general groundwork enabling to reproduce and to propose varied achievements in different circumstances. The arm is more or less stretched out or opened according to the distance and the size of the object. Whatever the object, we always must act with the same schema of gripping, only sensorimotor parameters vary. A schema , exploited in virtual environment, is often modified compared with the schema in real environment. The requested sensorimotor functions can be partly different from those of the real world. For example, the gripping and the handling of the objects in the virtual store imply modified sensorimotor functions: thanks to a tracker with six degrees of freedom (dof), the user can take and handle the object virtually. But its glance is directed towards the screen, and not towards its hands, and the grasp of the object is achieved without the real closing of the hands.In conclusion, as Piaget had mentioned, the sensorimotor intelligence manages to solve a group of problem of actions, with building a complex system of schema and to organize the reality according to a group of space-time and causal rules. We affirm that the person exploits the same process to organize the virtual world according to a group of space-time and causal rules. It is the fundamental postulate of our VR design.2.2. Use of schemas or metaphors in virtual realityIn the case of technical, economic or theoretical difficulties not making it possible to exploit a schema, we can avoid these difficulties by employing a "virtual" metaphor. Instead of exploiting the natural behavior of the person, one in general proposes a symbolic image of wished motor function or wished perception. For example, one could have proposed to the consumer to validate the purchase of a product performing a click on an icon representing a check-out. This action becomes symbolic and it is no more representative of sensorimotor action in a real store. The use of metaphor requires more concentration and cognitive effort than the exploitation of a schema. The exploitation of metaphor moves us away from the finality of VR. One will thus use a metaphor instead of a schema in case of theoretical, economic or technical impossibility.3 Methodology of the design and the evaluation of a VR device3.1. The diagram of reference in RVThere is a great discussion concerning the concept of immersion or presence in a virtual environment [5]. We propose a general diagram for the VR which defines three levels ofimmersion and interaction with their particular characteristics. We already clarified we speak about the physical level "sensorimotor immersion and interaction", because physically the computer is connected to the man by his senses and its motor responses. This level of immersion and interaction is quantifiable compared to the characteristics of exploited senses and motor answers. As clarified in the triadic diagram on the interfacing, the user must immerse himself mentally in the virtual world, the lower level of sensorimotor immersion and interaction having to be mentally invisible for him. Here, we speak about the second level "mental immersion and interaction". On a third level concerning the application of VR, the objective is to achieve an immersion of the man with the aim of realizing a process or a function. It is the case of a "functional immersion and interaction" (I²=”Immersion and Interaction”). We can compare this three levels diagram with the close representations of M. Fréjus (sensory, cognitive and operative models)[6] or P. David (sensorial, cognitive and behavioral immersions) [7]. In parallel to the two levels of sensorimotor and mental I² for the person, the virtual world has two software levels. Symmetrically in I² sensorimotor, the computer must manage the real time software ( real time kernel and drivers for material interfaces), allowing physical realization of the virtual world. Vis-a-vis I² mental, the specific VR software must manage behavioral modeling of the virtual world. This software part must provide Behavioral Software Assistance (BSA) of " programmed motor function and perception ", associated with the exploited schemas, in order to facilitate I² mental of the person, example: paragraph 1.2. [3]. In all the applications, behavioral modeling is decomposable in some traditional basic behaviors which we will call the "Behavioral Primitives in VR" (BPVR): navigation, object handling, visual observation, orientation, locomotion, etc. We obtain the general VR diagram, which will exploitedWith this multi-field diagram3, we clarify the concepts of immersion and interaction. Instead of seeking to reproduce most accurately reality, we are interested now with the optimum of functional I² for the application and, by deduction, with the optima of mental and sensorimotor I². It is this innovative step we present in the following paragraph.3.2. step of designFor the design of a VR device, we make the assumption that it be preferable to reach the level of sensorimotor intelligence of the user to facilitate its I² in the world virtual, rather than to exploit its level of semiotic intelligence. Therefore for a given BPVR, with some required characteristics, we will rather privilege the choice of the schema (with its corresponding artifact) than exploit a metaphor. The chronological step is the following :Stage 1: determination of the desired functional I²,Stage 2: determination of the necessary BPVR deduced from functional I²,Stage 3: design of the BI deduced from the BPVR (Schemas or metaphors, artifacts, sense and motor answers)Stage 4: design of the BSA from the BIStage 5: design of RV software (BSA program, BI drivers, etc.)The choice of the schemas is thus very significant in the phase of design and must be studied carefully. The schemas used in the virtual must be assimilated and familiar to the concerned population (children, professionals, etc...). In all the cases, they must annihilate the sensorimotor inconsistencies. These ones are important obstacles for sensorimotor and mental I². The study of the sensorimotor inconsistencies and the adaptation of the brain is an opened problem, that the specialists in neurophysiology and cognitive sciences should study further.This general step of design must be validated with user's experiences. A BI has two functionings : the first envisaged by the designer and the second used by the operator. The designer has a technical and internal representation of the BI and the user will have only an external representation. For example, the virtual displacement of the user on a ground can be done by a manual command (with dataglove or 6 dof tracker), if one does not want or can exploit a travelator. But there is a risk that the user could interpret his interface commands differently from those envisaged by the designer. The user 's difficulty is the auto-representation of his body: where am I, where am I going? and what is the reference mark which I am manipulating? (is it located at my current point of view, in the direction of my trajectory, or in the center of my body?).3.3. Step of the evaluationThe evaluation of a VR device must be based on the same groundwork of our general diagram. It should not only relate to sensorimotor I², like often observed. One should not seek to evaluate the degree of realism but one must refer to the only required BPVR and their corresponding schemas to obtain correct functional I². At the level of 3 With each block, we associate the physicist (for the B.I.), the neurophysiologist (sense and motor answers), the data processing specialist (software), the psychologist (mental processes) and the ergonomics specialist (wished perception and motor function).sensorimotor I², the "metrological" characteristics of the artifact (the material interface) must theoretically be values identical to the psychophysical characteristics of the senses and motor answers. If they are lower, one can quantitatively determine the relative sensorimotor deficit. At the level of mental I²,the evaluation is more difficult to quantify. After the choice of a new schema, tests of validation must confirm the choice. The more BI training time is weak, the more effective the schema is. To evaluate concretely the performance of a natural behavioral interfacing, we propose to make traditional tests of ergonomics and tests "without assistance": the testers will try to use the interface without explanations before use. If the interface exploit a easy and little skewed schema, the user must interact very naturally, after a little training time. At the level of functional I², we can give only one general rule of evaluation. The function of VR device must be compared with the similar function in a real world: for example, does the consumer have a similar behavior in a virtual store compared to a real store?3.4. Simple example: opening of a doorWe take the case where the user must cross a door. Instead of using a metaphor (click on icon of a half-opened door), the person must move a handle naturally. The geometrical shape of the handle can indicate the gesture which must be achieved, unconsciously thanks to the corresponding schema of opening: rotation, translation or mixed movements. Some BSA can facilitate handling: proximity attractions, kinematics constraints, etc.3.5. Virtual store of commercial experimentation3.5.1. IntroductionIn Vivo, a French company, performs marketing studies while observing consumers during their purchase. Their behaviors are analyzed. In Vivo, the Robotics Center and SIM TEAM company work together to achieve a virtual store.3.5.2. The analysis of the problem based on our general VR diagramAt the level of functional I²,the device must make it possible to a person to make naturally its purchase, but in a virtual store. The consumer must be able to move in the corridor, stop in front of a shelf and choose a product. The products must be displayed with a resolution of great quality, because it is a matter of esthetic in product packaging. At the level of mental I², we can classify the various BPVR :1 The two most significant BPVR are the observation of a product and its2 The third BPVR is the observation of the products on the shelves.3 The other BPVR are secondary, to insure the conditions of purchase: displacement and orientation of the customer in the corridors, purchase a product.At the level of sensorimotor I²,it is necessary that the selected schemas and the artifacts are employed as natural as possible to induce a minimal time of adaptation. (1 to 3’, weak compared to total time: 20 ’). Under these conditions, the immersion of the consumer will be successful, he forgets that he is vis-a-vis a .We could validate these results with real test where, over 24 people, all could make their purchase, after 3 to 5 minutes of explanations.3.5.2.1. Visual immersionIn order to obtain the visual immersion most natural and most relevant, it is necessary to consider a projection of scale 1. The consumer is thus in front of a large screen. Theproduct must be displayed with a high resolution corresponding to the visual capacities of the user (visual acuteness of 1' of angle). The field of vision must be wide (130 °). Following these psychophysical characteristics, the solution is a group of 6 XGA videoprojectors, providing a 4m x 2m image with 3072x1536 pixels, displayed with 6 graphic cards put into 3 PC computers.3.5.2.2 The natural 3D handling of the products with 6 dofWe refer on the handling schema of an object in the real world which we clarified in 2.1. The handling gesture being identical to those of the real world, we could check that the consumers do not have any difficulty to handle the product virtually. To facilitate the grasp of the product on the shelves and put down in a carriage, we added BSA (proximity attraction). Results of the tests: 22 out of 24 people could observe without difficulty the 6 faces of a package and read the texts there, after 3' of training.Handling of a product with a tracker (6ddl), included in a ball3.5.2.3 navigation in the storeIn the corridors, the trajectories are predetermined to simplify the commands of displacements (BSA). Moving the carriage orders the displacement (see 2.1). The only skew, compared to the schema in reality, resides in the amplitudes of the movements. The design and the realization of this experimentation store were based on our general VR diagram and on the search for schemas. We tested the validity of our patented design, with the following principal conclusion: the customer makes his purchases in a virtual store and is not in front of a screen.3.6 Virtual training on railways infrastructuresThe training on real railways is often complex to implement and do not offer all the teaching possibilities which allow virtual simulations. The French railway society SNCFcarries out a project with our Center on a " virtual training " of its agents for the intervention on the railways.3.6.1. The analysis of the problem based on our general VR diagramAt the level of functional I², VR devices must enable train drivers to be trained for a specified mission on railway infrastructures. For example, the train drivers of TGV (high speed train) should be trained to control and to handle the on line switching at high speed, in the event of abnormal operation of switching command. For the trainer, the device is a teaching tool which must enable him to propose various teaching strategies. At the level of mental I² : the three significant BPVR are the orientation on the railway, displacement 2D along this one (length 300m) and the three-dimensional handling of objects (3ddl). Another BPVR is the visual observation in all the directions. At the level of sensorimotor I²,it is necessary that the selected schemas and the artifacts are of a natural employment to induce a minimal training time. (10’ to 20', weak compared to few hours of training). The immersion of the driver must also be successful. Under these conditions, he forgets that he is vis-a-vis a system and he concentrates on his training.3.6.2 2D displacement on the railwaysA priori, the schema to be exploited allowing a natural interaction is obviously the walk. The basic technical problem is the difficulty to achieve a travelator (2D), authorizing the walk in two directions. Prototypes were produced, but they are difficult to use. Even a one direction travelator (1D), imposes a sensorimotor inconsistency, which must be assimilable: the vestibular system of the user indicates an absence of real movement. It is necessary to use another schema enabling to turn: the schema of the change of direction by a bike handlebars. Motricity BSA will be associated with the exploited artifacts, to facilitate mental I² of the person.3.6.3 The orientation on the railwaysThe orientation poses a delicate problem. Experiments [8] showed that the real rotation of the body on itself was relatively significant for the orientation (contrary to the translations). Will the user be able to be always well oriented if a 1D-travelator is exploited? Tests are envisaged to analyze the solutions.3.6.4 The visual immersionThe training user must able to dialogue with the trainer beside, we thus do not use Head Mounted Displays. For natural actions, the virtual environment must be represented on scale 1. The user must have a large field of vision to see the approach of the trains and to direct itself towards the ways. The display must thus be in back projection by one or more projectors, according to whether a 1D or 2D travelator is exploited.3.6.5 Natural handling of objects in 3D with 3ddl:Compared to the handling of products with 6 dof in the virtual store, the handled objects should not be oriented in all directions. The handling of a tracker with two hands is thus not obligatory in this case. One can thus use a dataglove to handle the telephone or whatever with one hand only. The dataglove has the advantage of transmitting also binary signals by the movement of the fingers (grasp and pose an object, etc.) and to exploit a very natural schema. The principal lack of the schema is in the lack of force and tactile feedback. This lack does not make it possible to reproduce the difficulty of areal handling. BSA are added to this artifact to facilitate handling: attraction (when the glove is near an object, they attract each other) and cinematic restraints. A "virtual pocket" (metaphor) is displayed to virtually move with objects without holding them.4 Prospects and conclusionsWe are prospecting to make a taxonomy of the principal BPVR and an inventory of their solutions, tested and validated by the scientific community. They could be clarified starting from the concepts of schemas and to be improved by adequate BSA. From our experiments, we conclude on the validity of our approach of design and evaluation. We propose this approach to any designer, which will make it possible to validate it and improve it. The accumulation of these experiments must gradually enable to have sufficient knowledge on the effective realization of the principal BPRV.REFERENCES[1] P. Fuchs, Book "Les interfaces de la réalité virtuelle", AJIIMD, 1996, ISBN 2-9509954-0-3, les Presses de l'Ecole des Mines de Paris.[2] P. Rabardel, Book "Les hommes et les technologies, approche cognitive des instruments contemporains", Armand Colin, 1995, ISBN, 2-200-21569-X.[3] D. Mamam, Thèse 1998, Ecole des Mines de Paris, 60 Bd St Michel.[4] J. Piaget, B. Inhelder, Book "La psychologie de l'enfant", Que sais-je, 369, PUF, 96.[5] Livre "Nouvelle Interfaces Homme-Machine", série ARAGO, Observatoire Français des Techniques Avancées, 1996.[6] M. Frejus, A. Drouin, réalité virtuelle et processus cognitifs, EDFF-DER, UniversitéParis 5, René Descartes, 1996.[7] Ph. David, A. Guidon, J.N. Temem & A. Gazet. Using virtual reality fortesting a station signing scheme. WCCRR'97, Florence, 1997.[8] S. Chance, F. Gaunet, A. Beall, Locomotion Mode Affects the Updating of Objects Encountered During travel, Presence, vol 7, N° 2, MIT, 168-178, 1998.。