Virtuality (disambiguation)

Last updated

Virtuality is the quality of having the attributes of something without sharing its (real or imagined) physical form.

Contents

Virtuality also may refer to:

Technology

Virtuality (gaming)

Virtuality is a line of virtual reality gaming machines produced by Virtuality Group, and found in video arcades in the early 1990s. The machines deliver real time gaming via a stereoscopic visor, joysticks, and networked units for multi-player gaming.

Virtuality is a term used by Ted Nelson for what he considers one of the central issues of software design. "Virtuality" refers to the seeming of anything, as opposed to its reality.. Everything has a reality and a virtuality. Nelson divides virtuality into two parts: conceptual structure and feel so in every field these have different roles. The conceptual structure of all cars are the same, but the conceptual structure of every movie is different. The reality of a car is important, but the reality of a movie is unimportant—how a shot was made is of interest only to movie buffs.

The virtuality continuum is a continuous scale ranging between the completely virtual, a virtuality, and the completely real, reality. The reality–virtuality continuum therefore encompasses all possible variations and compositions of real and virtual objects. It has been described as a concept in new media and computer science, but in fact it could be considered a matter of anthropology. The concept was first introduced by Paul Milgram.

Other

Virtuality is a concept in philosophy elaborated by French thinker Gilles Deleuze.

Virtuality is a song from the progressive rock band Rush and was released as the fourth single from their 1996 album Test for Echo. The song peaked at #16 on the U.S. Its lyrics deal with how the Internet affects the way relationships are conducted.

VBirds were a British virtual girl group created in 2002 by a team of designers, producers and musicians. Six one-minute episodes aired on Cartoon Network between long-form programming. The band's only single, "Virtuality", was released on Liberty Records and reached No.21 in the UK charts in early 2003. A spin-off series of dance tutorials, VBirds: Perfect, aired in 2003. Despite its success as a promotional tool to keep young viewers watching during ad breaks, no further singles were released.

See also

Related Research Articles

Cyberspace notional environment in which communication over computer networks occurs

Cyberspace is an individual as well as international concept. It is a widespread, interconnected digital technology. The term entered the popular culture from science fiction and the arts but is now used by technology strategists, security professionals, government, military and industry leaders and entrepreneurs to describe the domain of the global technology environment. Others consider cyberspace to be just a notional environment in which communication over computer networks occurs. The word became popular in the 1990s when the uses of the Internet, networking, and digital communication were all growing dramatically and the term cyberspace was able to represent the many new ideas and phenomena that were emerging.

Fred Brooks American computer scientist (born 1931)

Frederick Phillips "Fred" Brooks Jr. is an American computer architect, software engineer, and computer scientist, best known for managing the development of IBM's System/360 family of computers and the OS/360 software support package, then later writing candidly about the process in his seminal book The Mythical Man-Month. Brooks has received many awards, including the National Medal of Technology in 1985 and the Turing Award in 1999.

Massively multiplayer online role-playing games (MMORPGs) are a combination of role-playing video games and massively multiplayer online games in which a very large number of players interact with one another within a virtual world.

Virtual reality Computer-simulated environment simulating physical presence in real or imagined worlds

Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment and educational purposes. Other, distinct types of VR style technology include augmented reality and mixed reality.

A simulation is an approximate imitation of the operation of a process or system; that represents its operation over time.

Augmented reality View of the real world with computer-generated supplementary features

Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. The overlaid sensory information can be constructive, or destructive. This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.

<i>Permutation City</i> novel by Greg Egan

Permutation City is a 1994 science-fiction novel by Greg Egan that explores many concepts, including quantum ontology, through various philosophical aspects of artificial life and simulated reality. Sections of the story were adapted from Egan's 1992 short story "Dust", which dealt with many of the same philosophical themes. Permutation City won the John W. Campbell Award for the best science-fiction novel of the year in 1995 and was nominated for the Philip K. Dick Award the same year. The novel was also cited in a 2003 Scientific American article on multiverses by Max Tegmark.

A virtual world is a computer-based simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, two or three-dimensional graphical representations, or live video avatars with auditory and touch sensations. In general, virtual worlds allow for multiple users but single player computer games, such as Skyrim, can also be considered a type of virtual world.

The term virtual patient is used to describe interactive computer simulations used in health care education. The special focus is targeted on the simulation of clinical processes with virtual patients. Virtual patients combine scientific excellence, modern technologies and the innovative concept of game-based learning. Virtual patients allow the learner to take the role of a health care professional and develop clinical skills such as making diagnoses and therapeutic decisions. Virtual patients have also been considered computer-based simulations designed to complement clinical training. The use of virtual patient programmes is increasing in healthcare, partly in response to increasing demands on health care professionals and education of students but also because they allow opportunity for students to practice in a safe environment. There are many different formats a virtual patient may take. However the overarching principle is that of interactivity—a virtual patient will have mechanisms for the learner to interact with the case and material or information is made available to the learner as they complete a range of learning activities. Interactivity is often included with questions, specific decision-making tasks, text-composition etc. and is non-sequential. Most systems provide quantitative and qualitative feedback.

Immersion (virtual reality) perception of being physically present in a non-physical world

Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

A pervasive game is a Video, Role Playing (RPG), or Live Action Role Playing (LARP) game where the gaming experience is extended out in the real world, or where the fictive world in which the game takes place blends with the physical world. The "It's Alive" mobile games company described pervasive games as "games that surround you", while Montola, Stenros and Waern's book, Pervasive Games defines them as having "one or more salient features that expand the contractual magic circle of play spatially, temporally, or socially." The concept of a "magic circle" draws from the work of Johan Huizinga, who describes the boundaries of play.

A projection augmented model is an element sometimes employed in virtual reality systems. It consists of a physical three-dimensional model onto which a computer image is projected to create a realistic looking object. Importantly, the physical model is the same geometric shape as the object that the PA model depicts.

MusicVR

MusicVR is a virtual reality project created and developed by the musician Mike Oldfield. To date it has produced two standalone simulation games and inspired content for some of Oldfield's albums. As of January 2010 Tubular.net hosts the free downloads of the two games.

Immersive technology

Immersive technology refers to technology that attempts to emulate a physical world through the means of a digital or simulated world, thereby creating a sense of immersion. Immersive technology enables mixed reality; in some uses, the term "immersive computing" is effectively synonymous with mixed reality as a user interface.

Daniel Thalmann Swiss computer scientist

Prof. Daniel Thalmann is a Swiss and Canadian Computer Scientist and a pioneer in Virtual Humans. He is currently Honorary Professor at EPFL, Switzerland, and Director of Research Development at MIRALab Sarl.

Tango was an augmented reality computing platform, developed and authored by the Advanced Technology and Projects (ATAP), a skunkworks division of Google. It used computer vision to enable mobile devices, such as smartphones and tablets, to detect their position relative to the world around them without using GPS or other external signals. This allowed application developers to create user experiences that include indoor navigation, 3D mapping, physical space measurement, environmental recognition, augmented reality, and windows into a virtual world.

Transreality gaming, sometimes written as trans-reality gaming, describes a type of game theory or a mode of gameplay that combines playing a game in a virtual environment with game-related, physical experiences in the real world and vice versa. In this approach a player evolves and moves seamlessly through various physical and virtual stages, brought together in one unified game space. Alongside the rising trend of gamification, the application of game mechanics to tasks that are not traditionally associated with play, a transreality approach to gaming incorporates mechanics that extend over time and space, effectively playing through a players day-to-day interactions.

Virtual reality in fiction describes fictional representations of the technological concept of virtual reality.

Applications of virtual reality

Virtual reality is a digitally simulated environment that can be used to create or manipulate our perception of immediate, physical surroundings. It has a variety of uses for education and training, and can be applied to architectural and urban design, digital marketing and activism, engineering and robotics, entertainment, fine arts, healthcare and clinical therapies, heritage and archaeology, and occupational safety as well as social science and psychology.