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Since the hype began in the middle 1980s, virtual reality (VR) has captivated public interest with pictures of people wearing enormous goggles and sensors-laden gloves. The technologies used to immerse people in a computer - generated world will, however, change radically during the coming decade, making the begoggled cybernaut as quaint an image as the undersea explorer in a heavy metal diving helmet.
The important thing about VR is that it does rather than how its effects are achieved: it permits people to behave as if they were somewhere they are not. That place may be a computational fiction or a recreated environment from another place or time. VR transports perceptions by appealing to several senses-- sight, hearing and touch--and by presenting images that respond immediately to one’s movements. The techniques for creating this illusion differ depending on the kind of place being visited and what a user want to do while there. A pilot in a flight simulator, for example, might need hydraulic actuators to simulate banks and forms, whereas a molecular biologist exploring the bonds between molecules might need particularly fine position sensors and mechanisms to simulate the “feel” of interatomic forces.
自从本世纪八十年代中期以来,虚拟现实就开始强烈地吸引着公众的兴趣,人们戴着巨大的头盔观望镜和布满感应器的手套。技术曾经使人们沉浸于一个电脑主宰的世界之中; 然而,今后的十几年间,将产生巨大的变化,从而使得戴着头盔观望镜的赛百空间遨游者的形象十分时髦,就象戴着沉重的潜海头盔的海底探险者一样。
对虚拟现实而言,重要的是它所产生的什么样的效果,而不是它是如何产生这些效果的。虚拟现实能使人们感到自己好像处于一个他们从未到过的境界之中。这种境界似乎是计算机文艺创作出来的;也可能是从另一时间、空间再创造而成的。虚拟现实通过同时刺激几种感觉,如视觉、听觉、触觉,并通过人对各种运动迅速做出反应的反应,来展示形象的
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