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the growing market for virtual reality
Virtual Reality is already a multi-billion-dollar field with uses in entertainment, information processing, design, medicine, robotics, trade, navigation, military, real estate, travel, dating, sports and instruction. Several forces are likely to further accelerate growth in elementary VR technology and expand its application to these and other industries. Evolutionary and revolutionary (e.g. nanocomputing, holocomputing, biological and quantum computing) advances in computing will enhance the performance and decrease the price of VR platforms available to businesses and the general population. Breakthroughs in computer-enhanced vision and computer-neural connectivity will probably lead to next-generation image projection systems without shutter glasses and accompanying sickness. Continued advancement in the area of telerobotics will increase the need for high-quality VR-based interfaces for human users. Sub-page Motek writes about further developments on this topic.
Present day three-dimensional image display systems frequently use simulated motion parallax, overlapping things, aerial perspective, shading and lighting to lead people to perceive images three-dimensionally. Future generation three-dimensional image projection systems might be able to create genuine, travelling three-dimensional things using moving holographic pictures projected from arrays of microscale mirrors. See Virtual Tours Durham, North Carolina for related material regarding virtual reality. The site on Holographic Simulation has more details.
HoloSim.com
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