Sensory Reference Frame
A sensory reference frame is where a reference frame for the location of your body, and for the world around you, is derived entirely from the relative locations of your senses. Your eyes, ears, and bodily limbs usually form the basic elements of the frame, with other sensory organs chipping in to lesser extents.
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An introduction to philosophy book, third in the ?Popular Culture and Philosophy? series, The Matrix and Philosophy is a collection of essays that mediate on the nature of existence, using the film The Matrix, and the simulation of total reality as a frame of reference.
The sequel to ?The Matrix and Philosophy: Welcome to the Desert of the Real?, this book continues the work of the first, by mediating on the nature of existence, using the film The Matrix, and the simulation of total reality as a frame of reference.
OpenGL Reference Manual: The Official Reference Document to OpenGL, Version 1.4 (4th Edition): Printed Version
The official reference manual for OpenGL, in printed format, for reading away from the PC, or during a reboot. Outside of the Windows operating environment, Open Graphics Library, is industry standard for developing 2D and 3D applications.
The official reference to OpenGL, online version of a book, published by Addison-Wesley.
This is essentially the one-stop reference for OpenGL, the bible of the graphics programmer as it were. Covers everything up to OpenGL 2.1.
Resource Type not Available
This reference manual, designed for PennMUSH, but suitable for all MUSH codebases, provides an excellent grounding for familiarity with MUSHes. Note: File size is in excess of 130k.
Our perception of the world is driven by sensory input which is sent to our brains through sequences of spikes carried by sensory neurons, an incoming/outgoing "language of the brain". This book explores the way in which the nervous system represents or encodes these sensory signals.
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.
Usually when we think of sensory input channels - sight, sound, touch, taste, smell, balance - we think of the traditional hierarchical order, under the brain. It seems that that hierarchy is not as cut and dried as we once thought, with interesting implications for virtual worlds.
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With their immersive 3D capabilities, virtual-reality environments (VEs) provide the kind of intense visual experience that two-dimensional digital televisions could never to live up to. But digital TVs outperform VEs in one important way: ...
Researchers are beginning to wonder whether video games, long seen as a top time waster for kids and a roadblock to their educational development, might actually be a solution to what ails today's schools rather than a problem.
A computer specialist is that gives virtual beings sensory powers.
Tony Conde, a researcher at the Swiss Federal Institute of Technology (EPFL), has been honoured with an award from Vaud?s capital for his development of softw...
At a press conference held in Berlin, Germany on the eve of IFA 2009, Sony Corporation announced plans to lead the way in delivering new 3D viewing experiences by bringing 3D to the home in 2010.
Sony's 3D compatible "BRAVI...
Wine aficionados are better able to resist misleading advertising if they are provided with accurate sensory descriptors, according to a new study in the Journal of Consumer Research.
"Wine is a complex, sensory-driven produ...