Virtual reality (VR) is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the concepts of telepresence and telexistence or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus, and omnidirectional treadmills. The simulated environment can be similar to the real world in order to create a lifelike experience—for example, in simulations for pilot or combat training—or it can differ significantly from reality, such as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power, image resolution, and communication bandwidth; however, the technology's proponents hope that such limitations will be overcome as processor, imaging, and data communication technologies become more powerful and cost-effective over time.
Virtual reality is often used to describe a wide variety of applications commonly associated with immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves, and miniaturization have helped popularize the notion. In the book ''The Metaphysics of Virtual Reality'' by Michael R. Heim, seven different concepts of virtual reality are identified: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. People often identify VR with head mounted displays and data suits.
In addition, Mychilo S. Cline, in his book ''Power, Madness, and Immortality: The Future of Virtual Reality'', argues that virtual reality will lead to a number of important changes in human life and activity. He argues that:
Many science fiction books and movies have imagined characters being "trapped in virtual reality".
A comprehensive and specific fictional model for virtual reality was published in 1935 in the short story Pygmalion's Spectacles by Stanley G. Weinbaum. In the story, the main character, Dan Burke, meets an elfin professor, Albert Ludwig, who has invented a pair of goggles which enable "a movie that gives one sight and sound [...] taste, smell, and touch. [...] You are in the story, you speak to the shadows (characters) and they reply, and instead of being on a screen, the story is all about you, and you are in it." A more modern work to use this idea was Daniel F. Galouye's novel Simulacron-3, which was made into a German teleplay titled ''Welt am Draht'' ("World on a Wire") in 1973. Other science fiction books have promoted the idea of virtual reality as a partial, but not total, substitution for the misery of reality, or have touted it as a method for creating breathtaking virtual worlds in which one may escape from Earth.
Stanisław Lem wrote a short story in early 1960 called " IJON TICHY'S MEMORIES", in which he presented a scientist who devised a completely artificial virtual reality. Among the beings trapped inside his created virtual world, there is also a scientist, who also devised such machines creating another level of virtual world. The Piers Anthony novel ''Killobyte'' follows the story of a paralyzed cop trapped in a virtual reality game by a hacker, whom he must stop to save a fellow trapped player slowly succumbing to insulin shock. This novel toys with the idea of both the potential positive therapeutic uses, such as allowing the paralyzed to experience the illusion of movement while stimulating unused muscles, as well as virtual realities' dangers. Vernor Vinge's ''True Names'', published in 1981, imagines a virtual world which is probably the first to represent a metaverse. In the story, characters interact with each other in a complete world, where they own homes and are represented using avatars. This type of virtual world was later to be realized as Second Life, which was launched in 2003.
Other popular fictional works that use the concept of virtual reality include William Gibson's ''Neuromancer'' which defined the concept of cyberspace, Neal Stephenson's ''Snow Crash'', in which he made extensive reference to the term avatar to describe one's representation in a virtual world, and Rudy Rucker's ''The Hacker and the Ants'', in which programmer Jerzy Rugby uses VR for robot design and testing.
The ''Doctor Who'' serial "The Deadly Assassin", first broadcast in 1976, introduced a dream-like computer-generated reality, known as the Matrix.
The first major American television series to showcase virtual reality regularly was ''Star Trek: The Next Generation''. Several episodes featured a holodeck, a virtual reality facility that enabled its users to recreate and experience anything they wanted. One difference from current virtual reality technology, however, was that replicators, force fields, holograms, and transporters were used to actually recreate and place objects in the holodeck, rather than illusions.
The New Zealand post-apocalyptic soap opera The Tribe (TV Series) shows Virtual Reality being used by an advanced enemy tribe named the Technos.
Cult British BBC2 sci-fi series Red Dwarf featured a virtual reality game titled "Better Than Life", in which the main characters had spent many years connected. Virtual reality has also been featured in other Red Dwarf episodes, including "Back to Reality", where venom from the despair squid caused the characters to believe that all of their experiences on Red Dwarf had been part of a VR simulation. Other episodes that feature virtual reality include "Gunmen of the Apocalypse", "Stoke Me a Clipper", "Blue", "Beyond a Joke", and "Back in the Red".
The popular .hack multimedia franchise is based on a virtual reality MMORPG dubbed "The World" The French animated series ''Code Lyoko'' is based on the virtual world of ''Lyoko'' and the Internet. The virtual world is accessed by large scanners which use an atomic process, and breaks down the atoms of the person inside, digitizes them, and recreates an incarnation on ''Lyoko''. The Saban show VR Troopers also made use of the concept.
Other research fields in which the use of virtual reality is being explored are physical medicine, rehabilitation, physical therapy, and occupational therapy. In adult rehabilitation, a variety of virtual reality applications are currently being evaluated within upper and lower limb motor rehabilitation for individuals recovering from stroke or spinal cord injury. In pediatrics, the use of virtual reality is being evaluated to promote movement abilities, navigational abilities, or social skills in children with cerebral palsy, acquired brain injury, or other disabilities. Research evidence is emerging rapidly in the field of virtual reality for therapeutic uses. A number of recent reviews published in peer-reviewed journals have summarized the current evidence for the use of Virtual Reality within pediatric and adult rehabilitation. One such review concluded that the field is potentially promising.
Category:Article Feedback Pilot Category:Reality Category:Science fiction themes Category:User interface techniques
af:Skynwerklikheid ar:واقع افتراضي az:Virtual reallıq bs:Prividna stvarnost bg:Виртуална реалност ca:Realitat virtual cs:Virtuální realita da:Virtual reality de:Virtuelle Realität et:Virtuaalreaalsus el:Εικονική Πραγματικότητα es:Realidad virtual eo:Virtuala realeco fa:واقعیت مجازی fr:Réalité virtuelle ko:가상현실 hr:Virtualni svijet id:Realitas maya it:Realtà virtuale he:מציאות מדומה lv:Virtuālā realitāte mk:Виртуелна реалност ms:Realiti maya nl:Virtuele werkelijkheid ja:バーチャルリアリティ no:Kunstig virkelighet pl:Rzeczywistość wirtualna pt:Realidade virtual ro:Realitate virtuală ru:Виртуальная реальность sk:Virtuálna realita sl:Navidezna resničnost sr:Виртуелна стварност fi:Virtuaalitodellisuus sv:Virtuell verklighet th:ความเป็นจริงเสมือน tr:Sanal gerçeklik uk:Віртуальна реальність vi:Thực tế ảo zh:虚拟现实
This text is licensed under the Creative Commons CC-BY-SA License. This text was originally published on Wikipedia and was developed by the Wikipedia community.
Name | Esther Hicks |
---|---|
Birth date | March 5th 1948 |
Residence | San Antonio, Texas |
Other names | Abraham |
Known for | Author and public speaker for Abraham-Hicks teaching |
Occupation | Author |
Home town | Coalville, Utah |
Spouse | Jerry Hicks |
Children | Tracy Geer Ayers |
Website | www.abraham-hicks.com |
Footnotes | }} |
"Jerry and Esther never used the word channeling," Abraham reflects. "It is used when applied to them, but they have never used it, because it means many things of which they are not, you see."
"You could leave the channeling out of it. Call it inspiration; that's all it is. You don't call the basketball player a channeler, but he is; he's an extension of Source Energy. You don't call the surgeon a channeler, but he is. You don't call the musician, the magnificent master musician, you don't call him a channeler, but he is. He's channeling the broader essence of who he is into the specifics of what he is about."
Esther herself calls Abraham "infinite intelligence," and to Jerry they are "the purest form of love I've ever experienced." (from their website). Her teachings (referred to as Abraham–Hicks teachings) are based on this experience. The basic tenets of the teachings include that people create their own reality through their thoughts, that emotions are constantly guiding people toward where they want to go, and that life is supposed to be fun. The essence of Abraham–Hicks' teachings since 1986 has been presented as follows: Offical Website
A large part of Hicks' work centers around the Law of Attraction, a concept written about in the early 1900s by William Walker Atkinson (1862–1932), in his book Thought Vibration or the Law of Attraction in the Thought World (1906).
Hicks has since posted a video on YouTube further explaining her discomfort with ''The Secret'' and finally, her decision to discontinue involvement with the film.
Category:Living people Category:American children's writers Category:American metaphysics writers Category:American spiritual teachers Category:American spiritual writers Category:Channellers Category:New Thought writers Category:New Age writers Category:American spiritual mediums Category:People from San Antonio, Texas Category:1948 births
it:Esther Hicks no:Esther HicksThis text is licensed under the Creative Commons CC-BY-SA License. This text was originally published on Wikipedia and was developed by the Wikipedia community.
The World News (WN) Network, has created this privacy statement in order to demonstrate our firm commitment to user privacy. The following discloses our information gathering and dissemination practices for wn.com, as well as e-mail newsletters.
We do not collect personally identifiable information about you, except when you provide it to us. For example, if you submit an inquiry to us or sign up for our newsletter, you may be asked to provide certain information such as your contact details (name, e-mail address, mailing address, etc.).
When you submit your personally identifiable information through wn.com, you are giving your consent to the collection, use and disclosure of your personal information as set forth in this Privacy Policy. If you would prefer that we not collect any personally identifiable information from you, please do not provide us with any such information. We will not sell or rent your personally identifiable information to third parties without your consent, except as otherwise disclosed in this Privacy Policy.
Except as otherwise disclosed in this Privacy Policy, we will use the information you provide us only for the purpose of responding to your inquiry or in connection with the service for which you provided such information. We may forward your contact information and inquiry to our affiliates and other divisions of our company that we feel can best address your inquiry or provide you with the requested service. We may also use the information you provide in aggregate form for internal business purposes, such as generating statistics and developing marketing plans. We may share or transfer such non-personally identifiable information with or to our affiliates, licensees, agents and partners.
We may retain other companies and individuals to perform functions on our behalf. Such third parties may be provided with access to personally identifiable information needed to perform their functions, but may not use such information for any other purpose.
In addition, we may disclose any information, including personally identifiable information, we deem necessary, in our sole discretion, to comply with any applicable law, regulation, legal proceeding or governmental request.
We do not want you to receive unwanted e-mail from us. We try to make it easy to opt-out of any service you have asked to receive. If you sign-up to our e-mail newsletters we do not sell, exchange or give your e-mail address to a third party.
E-mail addresses are collected via the wn.com web site. Users have to physically opt-in to receive the wn.com newsletter and a verification e-mail is sent. wn.com is clearly and conspicuously named at the point of
collection.If you no longer wish to receive our newsletter and promotional communications, you may opt-out of receiving them by following the instructions included in each newsletter or communication or by e-mailing us at michaelw(at)wn.com
The security of your personal information is important to us. We follow generally accepted industry standards to protect the personal information submitted to us, both during registration and once we receive it. No method of transmission over the Internet, or method of electronic storage, is 100 percent secure, however. Therefore, though we strive to use commercially acceptable means to protect your personal information, we cannot guarantee its absolute security.
If we decide to change our e-mail practices, we will post those changes to this privacy statement, the homepage, and other places we think appropriate so that you are aware of what information we collect, how we use it, and under what circumstances, if any, we disclose it.
If we make material changes to our e-mail practices, we will notify you here, by e-mail, and by means of a notice on our home page.
The advertising banners and other forms of advertising appearing on this Web site are sometimes delivered to you, on our behalf, by a third party. In the course of serving advertisements to this site, the third party may place or recognize a unique cookie on your browser. For more information on cookies, you can visit www.cookiecentral.com.
As we continue to develop our business, we might sell certain aspects of our entities or assets. In such transactions, user information, including personally identifiable information, generally is one of the transferred business assets, and by submitting your personal information on Wn.com you agree that your data may be transferred to such parties in these circumstances.