The Vitarama process used multiple cameras and projectors and an arc-shaped screen to create the illusion of immersion in the space perceived by a viewer. Waller’s work led him to focus on the importance of vision for immersion in an artificial environment, and his goal was to devise a projection technology that could duplicate the entire human field of vision. For example, the widescreen film format, originally called Vitarama when invented for the 1939 Fair by and Ralph Walker, originated in Waller’s studies of vision and depth perception. This image tradition stimulated the creation of a series of media-from futuristic theatre designs, stereopticons, and 3-D movies to IMAX movie theatres-over the course of the 20th century to achieve similar effects. Panoramas blurred the visual boundaries between the two-dimensional images displaying the main scenes and the three-dimensional spaces from which these were viewed, creating an illusion of in the events depicted. Illusionary spaces created by paintings or views have been constructed for residences and public spaces since antiquity, culminating in the monumental of the 18th and 19th centuries. Numerous precedents for the suspension of disbelief in an artificial world in artistic and entertainment media preceded virtual reality. A common thread linking early VR research and development in the United States was the role of the federal government, particularly the, the, and the (NASA). © 2006 Blizzard Entertainment, all rights reservedThe term virtual reality was coined in 1987 by Jaron Lanier, whose research and engineering contributed a number of products to the VR industry. Screen from World of Warcraft, a “massively multiplayer” online game (MMOG). Wearing data gloves equipped with force-feedback devices that provide the sensation of touch, the user can even pick up and manipulate objects that he sees in the virtual environment. Thus, a user can tour a simulated suite of rooms, experiencing changing viewpoints and perspectives that are convincingly related to his own head turnings and steps. The of “being there” ( telepresence) is effected by motion sensors that pick up the user’s movements and adjust the view on the screen accordingly, usually in real time (the instant the user’s movement takes place). In a typical VR format, a user wearing a helmet with a stereoscopic screen views animated images of a simulated environment.
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