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    Neopets Case Study

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    online youth-focused virtual world whose primary focus is to allow members to create and take care of virtual pets. In addition to virtual pets‚ it also offers games‚ auctions‚ trades and messaging. Neopets have been created in 11 languages and generates more than 5 billion pageviews per month. With nearly 200 games‚ weekly contests‚ discussion boards‚ plots and thousands of virtual items to collect‚ Neopets members are as passionate about the site as they are about their virtual pets. Neopets has approximately

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    “Positive Psychological Effects of Exercise” Kelsey Leavitt Thomas G. Plante‚ C. C. (2006‚ April 10). Psychological Benefits of Exercise Paired with Virtual Reality. Retrieved from http://web.ebscohost.com.ezproxy.tntech.edu/ehost/detail?vid=5&sid=2e69bd11-298b-4674-98ca8d42db4513b4%40sessionmgr110&hid=126&bdata=JnNpdGU9ZWhvc3QtbGl2ZQ%3d%3d#db=pdh&AN=2006-04110-006 Introduction Numerous studies showed that a daily routine of exercise made people live longer lives‚ had healthier

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    Review study on HCI

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    more general concept called mediated reality‚ in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result‚ the technology functions by enhancing one’s current perception of reality. By contrast‚ virtual reality replaces the real world with a simulated one. Augmentation is conventionally in real-time and in semantic context with environmental elements‚ such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer

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    Immersive of Multimedia.

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    This interactive technology is used by architects‚ science and engineering researchers‚ and the arts‚ entertainment and video games industry. Virtual reality systems can simulate everything from a walk-through of a building prior to construction to simulations of aircraft flight and three dimensional computer games. Immersive technologies and virtual reality are powerful and compelling computer applications by which humans can interface and interact with computer generated environments in a way

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    in the form of virtual reality VR‚ graphical user interface GUI and human computer interaction / interface HCI. The aim of this unit is to provide an understanding of the importance of VR‚ GUI and HCI in the development of user friendly computer software and to inform the reader about the components that may be involved in these features. The Objectives that I want to achieve is to define what is meant by the terms VR‚ GUI and HCI. I also want to show what applications use Virtual reality‚ Human

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    STA Travel Case Study

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    also welcomed the SL idea however he knew it would be a tough sell to marketing departments in other countries. STA had a two prong approach to utilize SL. One was to hold a movie making competition among SL residents which would highlight their virtual worlds. STA could then use the best of the videos to provide the services to the SL world as they do in the real world. The second element evolved into creating a separate orientation landing where new comers would be provided basic orientation

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    Haptic Technology

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    Early haptic interface systems were therefore developed purely for telerobotic applications. {draw:frame} {draw:frame} Fig.2.1Basic architecture for a virtual reality application incorporating visual‚ auditory‚ and haptic feedback. • Simulation engine: • Visual‚ auditory‚ and haptic rendering algorithms: Compute the virtual environment’s graphic‚ sound‚ and force responses toward the user. • Transducers: Convert visual‚ audio‚ and force signals from the computer into a

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    Bethany's Vlogs

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    MED 5041 Media Culture Ranjani Ramanathan (s12799778) MED 5041- Assignment Research Report What is the cultural significance of Bethanyslife vlogs? Ranjani Ramanathan s12799778 1 |cultural significance of Bethanyslife MED 5041 Media Culture Ranjani Ramanathan (s12799778) Contents Introduction Literature Review -Real or unreal? -Hyper reality page 3 page 4 Methodology Findings page 7 page 9 - The content of vlogs‚ editing‚ presentation‚ observation - Hyper

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    Immersive of Multitmedia

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    IMMERSIVE OF MULTIMEDIA 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

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    Augmented Reality

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    between aspects of virtual reality‚ and true reality would have been thought to be only for movies and computer games by the average person a decade or so ago‚ but now augmented reality has become a reality‚ and evidence of its progression can be seen in early technologies and computer systems that interact with humans. Augmenting reality can take several forms‚ but it usually encompasses combining a ‘real world ’ or true reality view or image with a computer generated virtual image or environment

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