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application of haptics technology to virtual reality
Technology that involves human-computer interaction based on higher-order physical touch (not just fingertips hitting a keyboard or moving a mouse), resistance, pressure, or force is known as "kinesthetics." The most common current version of kinesthetic applied science for interaction from a human to a computer is a glove that converts hand gestures to computer commands. Other human to computer haptic science and equipment include exoskeleton appliances that convert angular joint movement into computer inputs. The most common form of kinesthetic applied science for communication from computer to human involves a force feedback device that vibrates or gives movement resistance via the use of a magnetic field or actuator. Touch and motion based applied science is more and more common in virtual reality, robotics, medicine, and online gaming. Linked page Visual Tours also has useful information on this topic.
A Virtual Reality setting should connect with vital human senses through sufficient accuracy to provide participating people a feeling of interacting in a real setting. Given the constraints of applied science now available, this usually entails screen displays that span a lot of the human span of vision with satisfactory resolution, high-end 3D sound, and human to computer interaction built on hand and head position, motion, and patterning that records at least 50 times each second. More complete tactile and motion communication that engages movement of the rest of the body and works with senses beside sight, hearing, and touch are usually above today's base-line criteria for Virtual Reality (VR). These sophisticated functions could, in contrast, become what is expected for Virtual Reality (VR) in the future. See also Virtual Tours Chesapeake, Virginia for material regarding virtual reality. Holographic Simulation covers more information on these topics.
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