Difference in the phase of a sound between a user's ears, caused by the direction the sound comes from.
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One of the problems with global, persistent, shared virtual environments, is time. More specifically, time zones. To demonstrate this problem, go to any non-roleplay virtual environment or even a simple chatroom with a fair number of participants, and ask people what the time is:
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At the time of publication, it was the best book on the subject of networking real-time, multiple user, persistent environments. Although it is still on the market today, the problem is, it is almost hopelessly dated, still insisting on a hierarchical architecture, which was perfect at the time, but just cannot cope with large worlds today.
The vLink Computer System approach to skiing is rather novel. It's a data collection sensor set that clips to the front of a pair of skis, and in real-time, monitor in real-time forward speed and lateral displacement data of the skis as the skier proceeds down a mountain.
Virtual girl is firmly placed for all time, in the category of camp, cheesy, low budget trash, attempting to pass itself off as VR. It?s a film with a schizophrenic direction. Half the time it is trying oh so hard, so desperately hard to be a sci-fi film about VR technology gone wrong. The other half of the time, it is trying to be soft core pornography. Thus, it fails miserably at both.
One of the major issues with any virtual form, is facial expression. Traditionally, getting a virtual face to match your physical intent for expression in real-time, was a lost cause. Even for big budget film making, CG overlays had to be constructed frame by frame by hand. Enormously time consuming, ludicrously expensive and completely useless for real-time usage.
Researchers at the Fraunhofer Institute for Surface Engineering and Thin Films IST in Braunschweig, Germany have developed a sensor system that fits into a prosthesis to analyse gait over time.
Networked neuroprosthetics used to control and subjugate a host population. Not the most original of storylines, but the first time such appeared on TV. At this time, it was original, and done well indeed.
The Last Mimzy is a story of a future (to us) society?s attempt to utilise time travel to find a solution, to a catastrophic ecological disaster that has destroyed their world. To do this, they employ time travel, and AI.
October 2005, and Project Entropia hits the headlines forthe second time in a row, this time for $100,000 us paid for a VR-only space station, further demonstrating the potential for money making in modern virtual landscapes by the very fact it was keenly purchased as investment.
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For the first time, games have overtaken e-mail as Americans' No. 2 online time killer, according to new research from the Nielsen Co.
But not surprisingly, blogs and social networks - Facebook, mostly - are still what Ameri...
Nicely Crafted Entertainment, makers of Time of Defiance MMORTS - the first of its kind- have signed a deal to launch the world across half of Asia, including Hong Kong, Japan, Taiwan, China and Malaysia.
MMORTS is a concept ...
Finnish researchers have developed a way to achieve the ?bullet-time? effect of the movie The Matrix in real-time multi-participant environments. The challenge had been to achieve the slowing time effect for one participant, whilst none of ...
A computational model developed by scientists at the Salk Institute for Biological Studies suggests that newborn brain cells?generated by the thousands each day?add a time-related code, which is unique to memories formed around the same tim...
It be Loebner Prize time again, the annual prize awarded for artificial intelligence. Held in New York on Sunday, the heavyweights of the artificial intelligence chatbots arrayed against one another, from the German Jabberwocky to the Briti...