virtual reality and computer vision

One way of human to computer communication is "computer vision" in which high-order analysis of camera pictures of body movement via computer enables the computer system to recognize key configurations and patterns of body movement. Nonetheless, this technology has limitations. The relevant portions of one's body must all be visible by the camera. They must not be hidden by things in the world or by rest of the human body. Some gestures are self-occluding in themselves. This method is also constrained by lighting conditions. Technical discussion of similar topics at Novint Technologies .

Virtual Reality (VR) can be defined by: (1) technical specifications of the hardware involved; or (2) attainment of certain behavioral effects. With respect to technical specifications, one can define the minimum hardware for VR as: a 3D imaging system that acts to the position and movement of one's eyes and head, spanning a certain percent of the human field of vision, and analyzing a given number of changes in motion every second; a surround sound system; and an engaging hand device that tracks and processes hand motions for someone's commands to the computer-generated environment, but technical definitions such as this one are replaced as applied science progresses and expectations for believability grow. By analogy, early gramophone recordings in the early 20th century were once seen as "high fidelity" audio recording, but would fail such a designation by comparison to present day digital technology. There is additional discussion at Virtual Tours Portland, Oregon of interesting subjects.

Information on Gesture Recognition may also be of interest.

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