processing interactions between humans and VR systems

Virtual reality systems have sensors to measure human to computer communication, three-dimensional graphics software and computer displays to convey computer-to-human communication, and high-performance computers to manage the formation of virtual elements and orchestrate how they connect with people. In order to make a feeling of interaction with a realistic world, computers should monitor and analyze at least fifty (and ideally 100 or more) connections between a human and computer each second. At lower speeds, one's brain receives contradictory impulses from the tiny organs in the inner ear (that sense motion in real time) versus=the eyes (that sense a lagged image), causing motion sickness and disorientation. As computing power increases, it becomes easier to reduce the lag time in the communication between people and artificially-generated worlds. This expands the accessibility and range of uses for Virtual Reality (VR). Further, Institute for Simulation and Training, University of Central Florida has information that may be of interest.

To achieve interaction, a world must respond to human action with a high enough level of appropriateness and quickness to offer a person engaged a sense similar to communication with real world elements. With current science and equipment, this usually involves achieving a specific level of computer response to the position, movement, and angle of the participating person's head or eyes and that of more than one hand. Computer response to the location, angle, and patterning of the rest of the participating person's body is vital. Nonetheless, this is not included now in the minimal specification for virtual reality. This also will change as there is further progress. Linked page Virtual Tours Greensboro, North Carolina also has information on VR.

For different information on VR, please see Virtual Reality Television .

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