Virtual Gamers Online

VirtualGamersOnline.com is a development phase website that is intended to provide online news, services, and connectivity for virtual reality gamers. Some technologies used in VR mediums to track human movement for information transmission from humans to computers include: multi-axis computer mice and joysticks; wired gloves with mechanical, magnetic, ultrasound or optical sensors that record finger, wrist, and hand position and motion; gesture recognition systems that recognize hand configurations and facial expressions using optical or mechanical sensors; Head Mounted Displays (head mounted displays) wherein movement is registered through mechanical, magnetic, ultrasound or optical sensing devices; electronically-wired clothing with multiple data transmitters and/or mechanical, magnetic, ultrasonic or optical position sensors; and omni directional treadmills. These technologies each have advantages and disadvantages. Some types of equipment detect movement promptly and precisely, but are often clumsy to use and restrict the scope of body movement due to the tangible connections that they require. Inertial devices require fewer physical connectors, but respond slowly and less accurately. Devices based on magnetism and ultrasound also tend to be slow and magnetic machines can be hindered by nearby ferrous elements. A current method of optical motion measurement involves attaching several LEDs to clothing and then monitoring the movement of the Light Emitting Diodes through computer, but this method only measures a limited quantity of places on one's body. Additional general developments at haptic communication in virtual reality environments .

There is potential for both good and bad use of Virtual Reality (VR) to the arena of human relationships. There are many venues of virtual human relationships, but one type that is gaining popularity by leaps and bounds is virtual dating. Advantages of virtual dating include: transcending geographic boundaries to interact with people in far away places (especially relevant for connecting with other people who share specialized or unusual interests); greater emphasize on communication (which might be lost in the hustle and bustle of loud, image-driven bars and clubs); convenience, efficiency, and date screening techniques which simply do not exist in a genuine environment, but there are potential negatives as well. The use of bogus identities with harmful intent is a potentially serious disadvantage of online relationships. Then too, it is not unusual to have a disappointing reality shock when you meet someone in person after having gotten to know them online. Unique VR-related reference subjects at the scope of human senses involved in virtual reality .

The essence of virtual reality is tricking one's body into seeing things that are not real. In this respect, it is not surprising that the human body can react adversely, especially when it gets contradictory signals from different senses and is not totally fooled. With respect to vision, a limitation of current VR image projection systems is conflict between eye focus (altering the lens of each eye at the apparent distance of the object viewed) and eye axial convergence (coordinating the orientation of both eyes to intersect lines of sight at the perceived distance of the object). This problem is more acute for head mounted display systems in which pictures are shown somewhat close to the eyes. Another problem is latency (lagtime) between the kinetic motion impulses that the brain gets from the inner organelles of one's ear and the visual motion impulses that the brain receives from one's eyes. When there is a lag in processing visual images, then the body receives signals of movement from kinetic senses as things happen but impulses of movement from vision after lag time. Further, defining virtual reality has further virtual reality info.

Parallax vision is built on the fact that human eyes see actual things from two intersecting angles. Eye muscles and cognitive analysis of the human brain work together to combine these two different pictures into sensation a single picture three-dimensionally. Muscles in each eye change the shape of each the lens to focus at the distance of the object viewed. Other muscles change the orientations of the eyes so that the angles of perception from the two eyes cross at that same distance. In real world sight, these two muscle functions work together. In virtual reality, they may conflict. When pictures are shown at great distances, then the display size demanded for immersion is prohibitively large in size and it is challenging to present different images to the eyes. When pictures are displayed near to the eyes extraordinarily high image resolution is required and the two muscle functions of one's eyes tend to conflict. Related VR information at virtual reality and human vision .

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