A reality-virtuality continuum is just another way of describing a virtuality continuum. In other words, a scale of realities, stretching from a pure virtual reality at one end, to a pure physical reality at the other end, with a continuous scale of augmented realities in between. First introduced in 1994, in the paper ?Augmented Reality: A class of displays on the reality-virtuality continuum? by the four authors Paul Milgram, Haruo Takemura, Akira Utsumi, and Fumio Kishino, the concept of a virtuality continuum has become integral to cataloguing various attempts at augmented, virtual and mixed reality.
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The ACME project, perhaps unfortunately named similar to the cartoon company that produces zany inventions, is actually a collaboration between the VTT Technical Research Centre of Finland, IBM Research and Nokia Research. It is a serious attempt at bringing disparate technologies together to form something we have all desired for a long while - an interoperable environment in which physical and virtual mix (almost) seamlessly.
A short news snippet from August, 2003, concerning a planned medical school in cyberspace.
In myth and legend, a magic symbol is a pattern drawn on a physical object which possesses otherworldly powers; able to alter reality by creating protective circles, summon creatures to do the artist's bidding, or alter the structure of reality itself. Perhaps it is poetic that the same concept is now used as the keystone for augmented reality.
A mainstream media piece on the growing explosion of augmented reality gaming - combining physical and virtual data as one, in order to play location-based games.
An interesting study looks at how we differentiate real characters from fictional characters, and its not done the way you might think. Instead, reality and fiction are highly subjective traits, different for each individual, depending on how their reality is based.
Bad name puns aside, CamAR is exactly what it sounds like. Its an augmented reality camera system. Designed by Vuzix, it clips onto the outside of their VR920 virtual reality video eyewear, turning the 400 usd device into an augmented reality visor.
This book is dedicated to both virtual reality and augmented reality, as in how both apply to the manufacturing process. Everything from 3D visualisation and pre-manufacture prototyping to 3D printers and revolutionising the manufacture process.
Understanding Virtual Reality is essentially a holistic introductory book, covering in a little depth, a wide swathe of issues, applications and advancements in and around the sphere of virtual reality.
This Second Edition of the first comprehensive technical book on the subject of virtual reality provides updated and expanded coverage of the technology?where it originated, how it has evolved, and where it is going. The authors cover all of the latest innovations and applications that are making virtual reality more important than ever before.
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17 - 20 OCTOBER 2006
at CONFERENCE CENTER TORINO INCONTRA
7th International Conference On Digital Cinema, Virtual Reality, Computer Graphics, (3d) Animation Vid...
The 6th international conference on digital cinema, virtual reality, computer graphics, (3d) animation & visual effects.
November 3, 4 and 5 at conference centre Torino Inntra, a Nino Costa 8, Turin, Italy
An international virtual medical school, planned by a large group of universities around the world will allow medical students to train for up to two years without going near a physical body - or having to relocate near to a top university....
In a novel twist on the reality as a simulation idea, Craig Hogan, a physicist at the Fermilab particle physics lab in Batavia, Illinois, USA, has he believes, stumbled upon the fundamental limit of space-time - the point where space-time s...
Augmented reality is sort-of the ?hybrid of natural physical reality, and virtual reality. It combines the two as one reality as far as the user is concerned.
Augmented reality wearable displays have been about for some time ...