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processing interactions between humans and VR systems
Computer-based VR systems include monitors to track information transferral from humans to computers, three-dimensional rendering software and screen displays to transmit computer-to-human interaction, and strong computing systems to manage the formation of virtual elements and coordinate how they connect with people. In order to make a feeling of engagement with a realistic setting, computing systems should be able to monitor and analyze at least fifty (and ideally over 100) interactions between a human and computer each second. At lower speeds, one's brain receives conflicting impulses from the organelles in the inner ear (that sense movement in real time) vs. one's eyes (that sense a delayed picture), resulting in motion sickness and disconfiguration. As the power of computers increases, it is easier to shrink the delay in the communication between people and computer-generated environments. This increases the accessibility and range of applications for virtual reality. The site on EON Reality, Inc. has more details.
If you wanted to specify the sum of sensory capacity for interaction from environment to human and total locomotor and sensory output for interaction from human to setting, then one could identify a base-level percentage that are required to be actively involved by computer simulation to be called virtual reality, but specifying sensory information processing potential and summing communication potential across different senses and mechanisms is a challenge. An alternative way to specify the baseline amount of human to computer communication to be virtual reality is the "four-fold" approach. Virtual reality must be (1) responsive, (2) immersive, (3) immediate, and (4) sophisticated. Virtual Tours Richfield, Minnesota covers more information along these lines. Link to Virt Phones for more on VR.
VirtPhones.com
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