Tags ‘computer’

Back Up Xbox 360 Console Games With Game Copying Software

If you are also a die hard Xbox 360 fan then I am sure that you are aware that it is by far the best gaming console that is available in the market for a very long time. Most Xbox 360 users get so hooked to the games that they play continuously for very long hours, but there is one problem with this gaming console and that is the fact that the original Xbox 360 game disks are very expensive and their prices are always on the rise.

I am sure that by now you must have already tried to make copies of these original game disks like any other ordinary disks. But it is not possible to do so because these disks come encoded with special lock codes that can only be read by the Xbox console. So this makes it impossible for the users to make backup copies of these original game disks. But now it is possible to do so.

All you have to do is make use of a good game copying software. These game copying softwares are designed in such a way that they can read the toughest codes that are present on these game disks and thus one can conveniently make backup copies of these disks. All you have to do is purchase good game copying software and install it on your computer and in no time you will be able to burn copies of your favorite Xbox games. But you have to make sure that you purchase a good game copy software as there are a number of faulty ones also that are on sale, so buy a software that is developed by a good and reputed company as it will come with video guides that will help you use it better and also it will be loaded with a whole lot of new features.

Are frustrated with buying same game repeatedly? If Yes! Then, I have a solution. You need an Xbox 360 game copying software. While selecting software be careful of choosing right one.
On next page, I will show you which software is best for copying your Xbox 360 game. Click Here to visit my website now!

Photo

admin

April 12th

Uncategorized

Are you looking for an Accredited Medical Billing School then look here!

Accredited Medical Billing School is a rapidly growing field in the health care industry. By starting a Medical Billing career, you will be trained in a field that is highly in demand, and also highly rewarding. With a Medical Billing School Degree that is Accredited you will act as the connection between the health care provider and the insurance companies. You are responsible for processing and collecting payment for the services rendered by the health care provider for which you work.• Healthcare Coders and Billers work regular office hours, Mon-Fri.• The salary for medical accounting staff varies by a number of factors, including workplace, experience level, and specialty (family practice, anesthesia, neurology, etc.)• According to a 2008 survey conducted by AAPC, the average annual salary range for Accredited Healthcare Billing staff was $39,400 to $46,500. This varies by state and industry you’re employed by.• According to salary.com Accredited Medical Billers earn between $33,370 to $41,506. This varies by state and industry you’re employed by.• Medical Billing Staff submit claims to insurance companies or the United States government, specifically Medicare, to receive payment for medical and preventive care services provided by a doctor or other licensed health care professional. Claims are usually submitted by computer.• A prospective Accredited Healthcare Billing School student must possess good basic computer, clerical and organizational skills. High school level education in mathematics, health, biology, typing, bookkeeping, computers and office skills are required.• American Hospital Association (AHA) (2007-2008) survey showed that about 18% of Accredited Healthcare Billing School positions remain unfilled due to a lack of qualified candidates.• Medical Accounting Staff can work in a claims processing office, or in a doctor’s office, hospital, dentist’s office, or clinic. Medical Billers usually do their work away from the public or as independent consultants that can be run from a home office.• According to a 2008 survey conducted by AAPC, the average annual salary range for Accredited Medical Billing School has increased by 11% since the 2007 survey.• As the general population ages the need for claims to be processed is on the raise.• The Bureau of Labor Statistics (US Department of Labor) projects higher job growth then other occupations throughout the year 2014. Accredited Healthcare Billing School is one of the ten fastest growing occupations.• The Bureau of Labor Statistics (US Department of Labor) report May 2009 for Occupation: Medical Records and Health Information Technicians (SOC code 292071) shows West Virginia holding 1,280 jobs with wages from $13.14/hour to California holding 15,180 jobs with wages from $18.53/hr.Are you looking for an Accredited Medical Billing School then look Here At! http://medicalbillingjumpstart.com/accredited-medical-billing-school/

Photo

admin

April 11th

Uncategorized

Are you looking for an Accredited Medical Billing School then look here!

Accredited Medical Billing School is a rapidly growing field in the health care industry. By starting a Medical Billing career, you will be trained in a field that is highly in demand, and also highly rewarding. With a Medical Billing School Degree that is Accredited you will act as the connection between the health care provider and the insurance companies. You are responsible for processing and collecting payment for the services rendered by the health care provider for which you work.• Healthcare Coders and Billers work regular office hours, Mon-Fri.• The salary for medical accounting staff varies by a number of factors, including workplace, experience level, and specialty (family practice, anesthesia, neurology, etc.)• According to a 2008 survey conducted by AAPC, the average annual salary range for Accredited Healthcare Billing staff was $39,400 to $46,500. This varies by state and industry you’re employed by.• According to salary.com Accredited Medical Billers earn between $33,370 to $41,506. This varies by state and industry you’re employed by.• Medical Billing Staff submit claims to insurance companies or the United States government, specifically Medicare, to receive payment for medical and preventive care services provided by a doctor or other licensed health care professional. Claims are usually submitted by computer.• A prospective Accredited Healthcare Billing School student must possess good basic computer, clerical and organizational skills. High school level education in mathematics, health, biology, typing, bookkeeping, computers and office skills are required.• American Hospital Association (AHA) (2007-2008) survey showed that about 18% of Accredited Healthcare Billing School positions remain unfilled due to a lack of qualified candidates.• Medical Accounting Staff can work in a claims processing office, or in a doctor’s office, hospital, dentist’s office, or clinic. Medical Billers usually do their work away from the public or as independent consultants that can be run from a home office.• According to a 2008 survey conducted by AAPC, the average annual salary range for Accredited Medical Billing School has increased by 11% since the 2007 survey.• As the general population ages the need for claims to be processed is on the raise.• The Bureau of Labor Statistics (US Department of Labor) projects higher job growth then other occupations throughout the year 2014. Accredited Healthcare Billing School is one of the ten fastest growing occupations.• The Bureau of Labor Statistics (US Department of Labor) report May 2009 for Occupation: Medical Records and Health Information Technicians (SOC code 292071) shows West Virginia holding 1,280 jobs with wages from $13.14/hour to California holding 15,180 jobs with wages from $18.53/hr.Are you looking for an Accredited Medical Billing School then look Here At! http://medicalbillingjumpstart.com/accredited-medical-billing-school/

Photo

admin

April 11th

Uncategorized

American Era History Resources – Antiquarian History Ebooks

American Era History Resources – Antiquarian History eBooks by Spencer Holly

What is American Era History ?

American era history is not about American history, only, but about world history since the dawn of America. The exact dawn of America is debatable; did America begin when the Puritans began to colonize America, in the early 1600’s, or did it develop slowly and then begin with the Revolutionary War ?

In general, I would say that American era history includes world historical events that have occurred since the early 1700’s. I arbitrarily mark the beginning to include the life of Benjamin Franklin who is a prime example of American spirit; his life story was one of rags to riches and world wide prominence; his was a living and breathing example of what is possible.

American history, and the American era, at large, is a defining period because it represented a break from the old world that, in time, affected a large part of the existing world. Because of the then modern printing presses, this is a well-documented era, that is a nearly endless resource of for historical study and research.

Unfortunately, many of those old, antiquarian (antique) books have been lost to the ages. However, many do survive, and have been reprinted and republished, and many more have been used as resources by modern researchers, etc.

And many American era antiquarian history books have been, and are being preserved through digitization; they are being converted to electronic books, i.e., ebooks.

This is a wonderful development for many reasons because it has extended the life of books that may otherwise have eventually been lost, and the knowledge they contain is being added to our ever growing knowledge base. In a way, the creation of ebooks is retroactively modifying our existing knowledge base.

And this knowledge is now available to the average person. Prior to this, antiquarian history books were not really available to masses of people, as are ebooks. The books are often rare, and hard to find, and expensive. And they really are not suitable for every day reading; they are delicate, and the simple act of reading them can destroy them.

And this new-old knowledge is valuable, and adds new perspective to existing perceptions. Antiquarian history books are very similar to any modern history book. They contain all of the usual elements; they are nonfiction, contain facts and figures, anecdotes, and a record, and/or descriptions of events, and their sequence, etc.

They have an intrinsic historical value simply because of their age, regardless of whether they are a work of fiction, or nonfiction. While the historical value of nonfiction books is obvious, works of fiction can also have an historical value; for example, the fictional stories written by Mark Twain teach us about the people, racial attitudes, and morals of the times in which they were written.

Antiquarian history books retain their original historical value and content, and also provide a charming perspective of the times in which they were written. For instance, a modern reader of a Civil War history will gain a unique historical perspective through the eyes, words, phrases, and style of an author who created their work in the post-Victorian era. The dramatic prose, and phraseology, are wonderful, and extremely fun to read. The reader cannot help but smile at colloquialisms that we now find silly, or even embarrassing, but fun.

The Future of American Era Antiquarian History eBooks is Now.

An ebook version of an American era antiquarian history book has many advantages, such as:

1) Cost and availability. Antiquarian books will no longer be hard to find, or rare.
2) You can actually read them; they won’t be destroyed by using them.
3) Obviously, they won’t wear-out, or degrade with time.
4) They are easy to store.
5) Their information is still valuable, readily available, and easy to search.
6) The original printed book version can be enhanced with modern multimedia effects.
7) Readability is enhanced; and the publication can be colorful, and soundful, and printable, and bookmarkable, and searchable. It can include slideshows, and music, and video, and audio, and can include additional information and resources.

Of course, there are always disadvantages to ebooks. For example, you need a computer, or some kind of electronic device to read the ebook. If your ebook is designed for a computer, then you need to read it at a desktop computer, or a laptop. Unless you have a laptop, it would be difficult to sit in your easy chair and enjoy your ebook.

I’m sure in the future there will be electronic devices that have all the multimedia capabilities of a desktop computer, packaged in a device that can be easily accessed while you’re sitting in your favorite chair, or sitting on an airplane, etc.

Digitization of antiquarian history books is the Gutenberg Press of the current era.

Photo

admin

April 10th

Uncategorized

All The Sites You Can Obtain Auto Racing Games

So many styles of auto racing games have hit our culture today. You can come across them in your cell cell phone, on your laptop or computer, on-line, and even in arcades. The unique kinds of games varies as nicely, which include vehicle possibilities, vehicle pace and just how interactive you want to be with the entire game.Due to the fact video clip games are getting to be extra interactive, you don’t even have to have creativeness any more to completely take pleasure in the onscreen track in front of you. With the new controls, and some systems that do not demand controls, you can get a work out at the exact time, whilst you invest top quality time with relatives members and close friends.Part of the draw of the video game is the know-how that no make any difference how undesirable the crash, you will be in a position to walk absent unscathed. The rush of driving at full speed and mashing into a wall without having to head to the hospital is a major draw for another person who certainly not will take a chance in true daily life. When you race your friends, you win bragging rights and virtual trophies, with no need for storage room.The a lot more digital gadgets we carry into our lives, the extra possibilities we have to play games wherever we are. Regardless of whether it’s your handheld laptop or brand name new intelligent cellphone, there is a way to provide some of that mindnumbing relaxation wherever you have to have to. It’s a very good stress reliever when you can just zone out for a number of minutes, and allow your fingers do all the work.If you’re caught at work and can’t get that drive you’re dreaming of, then why not use your break to get it? With the remarkable onscreen graphics that extra games are providing, it can be just like you’re there on the seashore, on the track, or on a windy mountain road. As lengthy as you don’t get time away from your real perform hrs, anything should really be okay for a rematch when you feel the will need.Video game arcades are nevertheless around, and most of the time, have the nostalgic model of the game. Stick shifts and gasoline pedals are the rule of the day, and you can compete with a good friend at the same time, on the very same track. Pizza dining establishments seem to be to have fairly the company by which includes an arcade area in their establishments, and typically contain this form of game too.Gender does not seem to make a big difference in the gamers. Boys and ladies alike appreciate the thrill of the race, and degree enjoying fields bring a healthier level of competitiveness to any group celebration. For teenagers, this can be a fantastic release, permitting them the “feel” of a large-speed run with no the danger that worries parents on an everyday foundation.The foreseeable future of vehicle racing games is vivid and will not be heading anyplace at any time soon. The additional advanced our screens develop into, the much more interactive we can be with our electronic entertainment. Racing is a strain relief activity that offers folks an outlet they would not commonly get to delight in.

Photo

admin

April 9th

Uncategorized

A Laptop for Everyone on the Planet

Bill Gate’s vision of a desktop PC in every home in America has become a reality. Nobody dreamed of having the internet in every home, but that’s a reality as well. With the corporate work paradigm shifting from the confines of the office boundaries into the open road and at home, the phenomenon of mobile computing has made increasingly popular the use of computer laptops and notebook PCs.Going beyond a paradigm shift, mobile computing essentially shatters the distinction between office and home with the proliferation of mobile computing gadgets. 8-hour work shifts are replaced by the entire waking hours of employees working at home as they don’t need to be supervised within the traditional work hours. Soon every person on earth will have a laptop as an indispensable tool for making a living, whether employed or self-employed, in the office, at home or anywhere on the planet.

Overtaking the Desktop PCComputer laptops and notebooks have been outselling desktop PCs in the US starting in 2005. Statistical data from the Gartner Group reveal that they enjoy an 18% annual growth rate in worldwide sales while desktops hovered in the 7% growth in the same period. At this rate, laptops will soon account for 50% of all consumer PCs sold to homes by 2011. This year, the Gartner group sees laptops eating 40% of all PC shipments around the planet.Nearly half of the workforce in many organizations work at home or while on the road. Sales people don’t need office space as they are on the road most of the time visiting and selling to clients. Programmers and analysts, as well as executives can do what they do in the office.There are virtual secretaries and clerks that do the same work remotely and transparently. About the only people who need office space are lab researchers, engineers and scientists who still work on centralized facilities unique to their work and can’t be accessed from their homes.Popularity of LaptopsWhat’s causing this shift from desktop to laptops? It’s really a no-brainer when you consider that laptops have been increasingly approaching the computing power of desktop PCs. This is basically what’s needed in mobile computing that has redefined the way employees work. With a smaller footprint, its portability and decreasing prices factored in, laptops are sure to capture more market shares both in the office and in homes.- CostLaptops used to be more expensive than desktops of the same power. Today, while both desktops and laptops prices have reached mass prices, differences in prices cover a mere $300 to $500 gaps, giving both a nearly level playing field.- PowerComputing power differences have narrowed down for most models though high end desktop PCs still command a processing power edge, especially among power users in the animation and graphics industries. Data storage capacities between the two have likewise narrowed.- Portability/MobilityGiven the nearly level playing field for power and price, the laptop’s portability and smaller footprint give it the edge that the market finds increasingly practical for mobile computing that is fast becoming the norm in their employment situation these days. GP ITC Sales are a leading supplier of Dell and HP Laptops such as the Dell Precision and Vostro. ITC also supply servers such as the Dell PowerEdge

Related Articles –
Dell PowerEdge, Dell Precision, dell, poweredge, sc1430, 1900, 2900, SC440, 840 tower, server, solutions,

Email this Article to a Friend!
Receive Articles like this one direct to your email box!Subscribe for free today!

Photo

admin

April 8th

Uncategorized

A Laptop for Everyone on the Planet

Bill Gate’s vision of a desktop PC in every home in America has become a reality. Nobody dreamed of having the internet in every home, but that’s a reality as well. With the corporate work paradigm shifting from the confines of the office boundaries into the open road and at home, the phenomenon of mobile computing has made increasingly popular the use of computer laptops and notebook PCs.Going beyond a paradigm shift, mobile computing essentially shatters the distinction between office and home with the proliferation of mobile computing gadgets. 8-hour work shifts are replaced by the entire waking hours of employees working at home as they don’t need to be supervised within the traditional work hours. Soon every person on earth will have a laptop as an indispensable tool for making a living, whether employed or self-employed, in the office, at home or anywhere on the planet.

Overtaking the Desktop PCComputer laptops and notebooks have been outselling desktop PCs in the US starting in 2005. Statistical data from the Gartner Group reveal that they enjoy an 18% annual growth rate in worldwide sales while desktops hovered in the 7% growth in the same period. At this rate, laptops will soon account for 50% of all consumer PCs sold to homes by 2011. This year, the Gartner group sees laptops eating 40% of all PC shipments around the planet.Nearly half of the workforce in many organizations work at home or while on the road. Sales people don’t need office space as they are on the road most of the time visiting and selling to clients. Programmers and analysts, as well as executives can do what they do in the office.There are virtual secretaries and clerks that do the same work remotely and transparently. About the only people who need office space are lab researchers, engineers and scientists who still work on centralized facilities unique to their work and can’t be accessed from their homes.Popularity of LaptopsWhat’s causing this shift from desktop to laptops? It’s really a no-brainer when you consider that laptops have been increasingly approaching the computing power of desktop PCs. This is basically what’s needed in mobile computing that has redefined the way employees work. With a smaller footprint, its portability and decreasing prices factored in, laptops are sure to capture more market shares both in the office and in homes.- CostLaptops used to be more expensive than desktops of the same power. Today, while both desktops and laptops prices have reached mass prices, differences in prices cover a mere $300 to $500 gaps, giving both a nearly level playing field.- PowerComputing power differences have narrowed down for most models though high end desktop PCs still command a processing power edge, especially among power users in the animation and graphics industries. Data storage capacities between the two have likewise narrowed.- Portability/MobilityGiven the nearly level playing field for power and price, the laptop’s portability and smaller footprint give it the edge that the market finds increasingly practical for mobile computing that is fast becoming the norm in their employment situation these days. GP ITC Sales are a leading supplier of Dell and HP Laptops such as the Dell Precision and Vostro. ITC also supply servers such as the Dell PowerEdge

Related Articles –
Dell PowerEdge, Dell Precision, dell, poweredge, sc1430, 1900, 2900, SC440, 840 tower, server, solutions,

Email this Article to a Friend!
Receive Articles like this one direct to your email box!Subscribe for free today!

Photo

admin

April 8th

Uncategorized

Virtual reality

Background Terminology and concepts The term “artificial reality”, coined by Myron Krueger, has been in use since the 1970s, but the origin of the term “virtual reality” can be traced back to the French playwright, poet, actor and director Antonin Artaud. In his seminal book The Theatre and Its Double (1938), Artaud described theatre as “la ralite virtuelle”, a virtual reality “in which characters, objects, and images take on the phantasmagoric force of alchemy’s visionary internal dramas”. It has been used in The Judas Mandala, a 1982 science-fiction novel by Damien Broderick, where the context of use is somewhat different from that defined above. The earliest use cited by the Oxford English Dictionary is in a 1987 article titled “”, but the article is not about VR technology. The concept of virtual reality was popularized in mass media by movies such as Brainstorm (filmed mostly in 1981) and The Lawnmower Man (plus others mentioned below). The VR research boom of the 1990s was accompanied by the non-fiction book Virtual Reality (1991) by Howard Rheingold. The book served to demystify the subject, making it more accessible to less technical researchers and enthusiasts, with an impact similar to that which his book The Virtual Community had on virtual community research lines closely related to VR. Multimedia: from Wagner to Virtual Reality, edited by Randall Packer and Ken Jordan and first published in 2001, explores the term and its history from an avant-garde perspective. Philosophical implications of the concept of VR are systematically discussed in the book Get Real: A Philosophical Adventure in Virtual Reality (1998) by Philip Zhai, wherein the idea of VR is pushed to its logical extreme and ultimate possibility. According to Zhai, virtual reality could be made to have an ontological status equal to that of actual reality. Timeline can trace its roots to the 1560s, when 360-degree art through panoramic murals began to appear. An example of this would be Baldassare Peruzzi’s piece titled, “Sala delle Prospettive”. In 1920s vehicle simulators were introduced. Morton Heilig wrote in the 1950s of an “Experience Theatre” that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device, which reportedly still functions today. Around this time Douglas Englebart uses computer screens as both input and output devices. In 1966 Tom Furness introduces a visual flight stimulator for the Air Force. In 1968, Ivan Sutherland, with the help of his student Bob Sproull, created what is widely considered to be the first virtual reality and augmented reality (AR) head mounted display (HMD) system. It was primitive both in terms of user interface and realism, and the HMD to be worn by the user was so heavy it had to be suspended from the ceiling, and the graphics comprising the virtual environment were simple wireframe model rooms. The formidable appearance of the device inspired its name, The Sword of Damocles. Also notable among the earlier hypermedia and virtual reality systems was the Aspen Movie Map, which was created at MIT in 1977. The program was a crude virtual simulation of Aspen, Colorado in which users could wander the streets in one of three modes: summer, winter, and polygons. The first two were based on photographs  the researchers actually photographed every possible movement through the city’s street grid in both seasons  and the third was a basic 3-D model of the city. In the late 1980s the term “virtual reality” was popularized by Jaron Lanier, one of the modern pioneers of the field. Lanier had founded the company VPL Research (from “Visual Programming Languages”) in 1985, which developed and built some of the seminal “goggles and gloves” systems of that decade. Future It is difficult to predict the future of virtual reality with confidence. In the short run, the graphics displayed in the HMD will soon reach a point of near visual (but not behavioral) realism (see: “real time” raytracing, Real Time rendering). The audio capabilities will move into a new realm of three dimensional sound. This refers to the addition of sound channels both above and below the individual or a Holophony approach. Within existing technological limits, sight and sound are the two senses which best lend themselves to high quality simulation. There are however attempts being currently made to simulate smell. The purpose of current research is linked to a project aimed at treating Post Traumatic Stress Disorder (PTSD) in veterans by exposing them to combat simulations, complete with smells. Although it is often seen in the context of entertainment by popular culture, this illustrates the point that the future of VR is very much tied into therapeutic, training, and engineering demands. Given that fact, a full sensory immersion beyond basic tactile feedback, sight, sound, and smell is unlikely to be a goal in the industry[citation needed]. It is worth mentioning that simulating smells, while it can be done very realistically, requires costly research and development to make each odor, and the machine itself is expensive and specialized, using capsules tailor made for it. Thus far basic, and very strong smells such as burning rubber, cordite, gasoline fumes, and so-forth have been made. Japan’s NTT Communications, of Tokyo, has just finished testing an Internet-connected odor-delivery system to be used by retailers and restaurants to attract customers. But as new trials and applications are tried out and more data gathered, Hamada says he is sure the technology ill take communications to a new level in content richness, compared to today’s communications, which only offers images and sounds. In order to engage the other sense of taste, the brain must be manipulated directly. This would move virtual reality into the realm of simulated reality like the brain interface ports used in The Matrix. Although no form of this has been seriously developed at this point, Sony has taken the first step. On April 7, 2005, Sony went public with the information that they had filed for and received a patent for the idea of the non-invasive beaming of different frequencies and patterns of ultrasonic waves directly into the brain to recreate all five senses. There has been research to show that this is possible[citation needed]. Sony has conducted tests and says that it is a good idea.[citation needed] is a costly development in technology. Because of this, the future of VR is dependent on whether or not those costs can be reduced in some way. If VR technology becomes affordable, it could be very widespread but for now major industries are the sole buyers that have the opportunity to utilize this resource. Impact There has been increasing interest in the potential social impact of new technologies, such as virtual reality (as may be seen in utopian literature, within the social sciences, and in popular culture). Mychilo S. Cline, in his book, Power, Madness, and Immortality: The Future of Virtual Reality, published in 2005, argues that virtual reality will lead to a number of important changes in human life and activity. He argues that: will be integrated into daily life and activity and will be used in various human ways. Techniques will be developed to influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics). As we spend more and more time in virtual space, there will be a gradual igration to virtual space, resulting in important changes in economics, worldview, and culture. The design of virtual environments may be used to extend basic human rights into virtual space, to promote human freedom and well-being, and to promote social stability as we move from one stage in socio-political development to the next.[citation needed] Heritage and archaeology The use of VR in Heritage and Archaeology has enormous potential in museum and visitor centre applications, but its use has been tempered by the difficulty in presenting a ‘quick to learn’ real time experience to numerous people any given time. Many historic reconstructions tend to be in a pre-rendered format to a shared video display, thus allowing more than one person to view a computer generated world, but limiting the interaction that full-scale VR can provide. The first use of a VR presentation in a Heritage application was in 1994 when a museum visitor interpretation provided an interactive ‘walk-through’ of a 3D reconstruction of Dudley Castle in England as it was in 1550. This consisted of a computer controlled laserdisc based system designed by British based engineer Colin Johnson. It is a little known fact that one of the first users of Virtual Reality was Her Majesty Queen Elizabeth II, when she officially opened the visitor centre in June 1994. Details of the original project can be viewed here:Virtual Tours of Dudley Castle archive. The system featured in a conference held by the British Museum in November 1994 and in the subsequent technical paper.. ‘Imaging the Past’ – Electronic Imaging and Computer Graphics in Museums and Archaeology  ISBN 0861591143. VR reconstruction enables heritage sites to be recreated extremely accurately, so that the recreations can be published in various media. The original sites are often inaccessible to the public, or may even no longer exist. This technology can be used to develop virtual replicas of caves, natural environment, old towns, monuments, sculptures and archaeological elements. The process that Virtualware has used to reproduce the natural cave of Santimamie is based on the following main steps: Data collection in the area through a 3D laser scanning and photogrammetry, Data processing in cabinet, Virtual model generation, Application development, Design and an installation and setting up of the Virtual Reality system. A video sample of the results of this technology can be viewed in virtualcaves Mass media Mass media has been a great advocate and perhaps a great hindrance to its development over the years. During the research oom of the late 1980s into the 1990s the news media’s prognostication on the potential of VR  and potential overexposure in publishing the predictions of anyone who had one (whether or not that person had a true perspective on the technology and its limits)  built up the expectations of the technology so high as to be impossible to achieve under the technology then or any technology to date. Entertainment media reinforced these concepts with futuristic imagery many generations beyond contemporary capabilities. Fiction books Many science fiction books and movies have imagined characters being “trapped in virtual reality”. One of the first modern works 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 and into a movie titled The Thirteenth Floor in 1999. Other science fiction books have promoted the idea of virtual reality as a partial, but not total, substitution for the misery of reality (in the sense that a pauper in the real world can be a prince in VR), or have touted it as a method for creating breathtaking virtual worlds in which one may escape from Earth’s now toxic atmosphere. They are not aware of this, because their minds exist within a shared, idealized virtual world known as Dream Earth, where they grow up, live, and die, never knowing the world they live in is but a dream. Stanislaw Lem wrote a short story in early 1960 called “dziwne skrzynie profesora Corcorana”[citation needed] 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 with diabetes slowly succumbing to insulin shock. This novel toys with the idea of both the potential positive therapeutic uses, such as allowing the paralysed to experience the illusion of movement while stimulating unused muscles, as well as virtual realities’ dangers. An early short science fiction story  “The Veldt”  about an all too real “virtual reality” was included in the 1951 book The Illustrated Man, by Ray Bradbury and may be the first fictional work to fully describe the concept. Phillip K Dick’s 1964 The Three Stigmata of Palmer Eldritch includes Perky Pat ‘layouts’, small physical representations of the world exact in every detail complete with dolls. With the help of an interface in the form of a drug, people immerse, or ‘translate’, themselves totally into these worlds to escape the tedium of their lives as colonists on other planets of the solar system. Vernor Vinge’s True Names, published in 1981, imagines a virtual world which is probably the first to represent a metaverse as it was later to be characterised by such authors as William Gibson and Neal Stephenson. In True Names characters interact with each other in a complete world where they can have homes and work and are represented using avatars. This kind of virtual world was later to be realised as Second Life, which was launched in 2003. The Otherland series of 4 novels by Tad Williams, published between 1996 and 2001 and set in the 2070s, show a world where the Internet has become accessible via virtual reality and has become so popular and commonplace that, with the help of surgical implants, people can connect directly into this future VR environment. The series follows the tale of a group of people who, while investigating a mysterious illness attacking children while in VR, find themselves trapped in a virtual reality system of fantastic detail and sophistication unlike any the world has ever imagined. 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. Another use of VR is in the teenage book “The Reality Bug” by D.J MacHale, where the inhabitants of a territory can have their own perfect virtual world, causing everyone to neglect the real world. To cause everyone to spend less time there, a virus is introduced that should make it slightly less than perfect. However, it is so powerful it introduces their worst nightmares, and eventually physically breaks out of the computer until it is shut down. Alexander Besher’s Rim: A Novel of Virtual Reality is similar to Otherland, however it also shows the urban decay that obsession with VR has caused, and the devastating effects to the economy it causes after a major crash leaves millions of users in a coma and some dead. Television Perhaps the earliest example of virtual reality on television is a Doctor Who serial “The Deadly Assassin”. This story, first broadcast in 1976, introduced a dream-like computer-generated reality known as the Matrix (no relation to the film  see below). The first major American television series to showcase virtual reality 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 of physical objects, as is done today. In Japan and Hong Kong, the first anime series to use the idea of virtual reality was Video Warrior Laserion (1984). An anime series known as Serial Experiments Lain included a virtual reality world known as “The Wired” that eventually co-existed with the real world. Cult British BBC2 sci-fi series Red Dwarf featured a virtual reality game titled Better Than Life, featuring a plot where the main characters had spent many years connected to the game. This was elaborated on in the book, based on the series’ episodes, of the same name. has also been featured in other Red Dwarf episodes including Back to Reality, where venom from the despair squid caused the characters to believe all their experiences on Red Dwarf had been part of a VR simulation. Other episodes that feature include Gunmen of the Apocalypse, Stoke Me a Clipper, Blue, Beyond a Joke, and Back in the Red. Children’s television show Are You Afraid Of The Dark? uses the concept of virtual reality as the premise of the episode “The Tale Of The Renegade Virus” (1993). Channel 4′s Gamesmaster (1992  1998) also used a VR headset in its “tips and cheats” segment. BBC 2′s Cyberzone (1993) was the first true “virtual reality” game show. It was presented by Craig Charles. FOX’s VR.5 (1995) starring Lori Singer and David McCallum, used what appeared to be mistakes in technology as part of the show’s on-going mystery. In 2002, Series 4 of hit New Zealand teen sci-fi TV Series, The Tribe featured the arrival of a new tribe to the city, The Technos. They tried to gain power by introducing Virtual Reality to the city. The tribes would battle each other in the Virtual World in a “game” designed by the leader of The Techno’s, Ram. However, the effects of VR on the people turned nasty when they started to fight in the real world as well, after too much use made them unable to tell the difference between what was real and what was virtual. In 2005, Brazilian’s Globo TV features a show where VR helmets are used by the attending audience in a space simulation called Conquista de Tit, broadcasted for more than 20 million viewers weekly. In the anime version of Yu-Gi-Oh!, one three-part episode sees the heroes entering a virtual world based on the game Duel Monsters, where the players must use their cards to work their way through a series of story-based challenges, including simulated monsters. Later, another anime-only arc forces the heroes to enter another virtual world, similar in concept but with a different set of rules. In both arcs, the bodies of the humans entering the virtual world are confined to special pods for the duration of their stay there. The popular .hack multimedia franchise is based on a virtual reality MMORPG ironically dubbed “The World” The French animated series Code Lyoko is based around the virtual world of Lyoko and the Internet, the virtual world is accessed by large scanners which use an atomic process which breaks down the atoms of the person inside, digitalizes them and recreates an incarnation on Lyoko. Motion pictures Steven Lisberger’s 1982 movie TRON was the first mainstream Hollywood picture to explore the idea. One year later, it would be more fully expanded in the Natalie Wood film Brainstorm.David Cronenberg’s film EXistenZ dealt with the danger of confusion between reality and virtual reality in computer games. Cyberspace became something that most movies completely misunderstood, as seen in The Lawnmower Man. This idea was also used in Spy Kids 3-D: Game Over. Another movie that has a bizarre theme is Brainscan, where the point of the game is to be a virtual killer. A more artistic and philosophical perspective on the subject can be seen in Avalon. One of the non-Sci Fi movies that uses VR as a story driver is 1994′s Disclosure, starring Michael Douglas and based on the Michael Crichton book of the same name. A VR headset is used as a navigating device for a prototype computer filing system. There is also a film from 1995 called “Virtuosity” with Denzel Washington and Russell Crowe that dealt with the creation of a serial killer, used to train law enforcement personnel, that escapes his virtual reality into the real world. Written by William Gibson himself, Johnny Mnemonic uses extensive VR, depicting Keanu Reeves playing a “cyber-courier” (Johnny Mnemonic) who smuggles data in his brain. James Cameron’s 2009 movie Avatar depicts a future time when people’s consciousness are virtually transported into biologically grown avatars. Music videos The lengthy video for hard rock band Aerosmith’s 1993 single “Amazing” depicted virtual reality, going so far as to show two young people participating in virtual reality simultaneously from their separate personal computers (while not knowing the other was also participating in it) in which the two engage in a steamy makeout session, sky-dive, and embark on a motorcycle journey together. Games Classic HMD with glove In 1991, the company (originally W Industries, later renamed) Virtuality licenced the Amiga 3000 for use in their VR machines and released a VR gaming system called the 1000CS. This was a stand-up immersive HMD platform with a tracked 3D joystick. The system featured several VR games including Dactyl Nightmare (shoot-em-up), Legend Quest (adventure and fantasy), Hero (VR puzzle), Grid Busters (shoot-em-up). Virtual Reality I Glasses Personal Display System is a visor and headphones headset that is compatible with any video input including 3D broadcasting, and usable with most game systems (Nintendo, PlayStation, etc.). Virtual Reality World 3D Color Ninja game comes with headset visor and ankle and wrist straps that sense the player’s punches and kicks. Virtual Reality Wireless TV Tennis Game comes with a toy tennis racket that senses the player’s swing, while Wireless TV Virtual Reality Boxing includes boxing gloves that the player wears and jabs with. Bob Ladrach brought Virtual Knight into the major theme park arcades in 1994. Aura Interactor Virtual Reality Game Wear is a chest and back harness through which the player can feel punches, explosions, kicks, uppercuts, slam-dunks, crashes, and bodyblows. It works with Sega Genesis and Super Nintendo. In the Mage: The Ascension role-playing game, the mage tradition of the Virtual Adepts is presented as the real creators of VR. The Adepts’ ultimate objective is to move into virtual reality, scrapping their physical bodies in favour of improved virtual ones. Also, the .hack series centers on a virtual reality video game. This shows the potentially dangerous side of virtual reality, demonstrating the adverse effects on human health and possible viruses, including a comatose state that some players assume. Metal Gear Solid bases heavily on VR usage, either as a part of the plot (particularly Metal Gear Solid 2 which focuses on the blur between reality and virtual reality), or simply to guide the players through training sessions. In System Shock, the player has implants making him able to enter into a kind of cyberspace. Its sequel, System Shock 2 also features some minor levels of VR. In Black and White users could download a patch to use the P5 glove to control the game. Attractions The developer of theme park style attractions using Virtual Reality technology was a major part of the development of the hardware  moving beyond simulation towards an immersive entertainment experience. Of all these developments, the Walt Disney ‘DisneyQuest’ venue is the major conceptual application  still operational in 2009. Making Virtual Reality attractions mobile has also been on the forefront of their consumer appeal. As the technology improves and becomes more mainstream, various business and corporate events employ Virtual Reality providers to attract business and entertain their employees and guests. Fine Art David Em was the first fine artist to create navigable virtual worlds in the 1970s. His early work was done on mainframes at III, JPL and Caltech. Jeffrey Shaw explored the potential of VR in fine arts with early works like Legible City (1989), Virtual Museum (1991), Golden Calf(1994). Canadian artist Char Davies created immersive VR art pieces Osmose (1995) and Ephmre (1998). Maurice Benayoun’s work introduced metaphorical, philosophical or political content, combining VR, network, generation and intelligent agents, in works like Is God Flat (1994), The Tunnel under the Atlantic (1995), World Skin (1997). Other pioneering artists working in VR have include Luc Courchesne, Rita Addison, Knowbotic Research, Rebecca Allen, Perry Hoberman, Jacki Morie, and Brenda Laurel. All mentioned artists are documented in the Database of Virtual Art. Marketing A side effect of the chic image that has been cultivated for virtual reality in the media is that advertising and merchandise have been associated with VR over the years to take advantage of the buzz. This is often seen in product tie-ins with cross-media properties, especially gaming licenses, with varying degrees of success. The NES Power Glove by Mattel from the 1980s was an early example as well as the U-Force and later, the Sega Activator. Marketing ties between VR and video games are to be expected, given that much of the progress in 3D computer graphics and virtual environment development (traditional hallmarks of VR) has been driven by the gaming industry over the last decade. TV commercials featuring VR have also been made for other products, however, such as Nike’s “Virtual Andre” in 1997, featuring a teenager playing tennis using a goggle and gloves system against a computer generated by am co-operation.. Health care education This section may require cleanup to meet Wikipedia’s quality standards. Please improve this section if you can. (August 2008) While its use is still not widespread, virtual reality is finding its way into the training of health care professionals. Use ranges from anatomy instruction to surgery simulation. Annual conferences are held to examine the latest research in utilizing virtual reality in the medical fields. Therapeutic uses The primary use of VR in a therapeutic role is its application to various forms of exposure therapy, ranging from phobia treatments, to newer approaches to treating PTSD. A very basic VR simulation with simple sight and sound models has been shown to be invaluable in phobia treatment (notable examples would be various zoophobias, and acrophobia) as a step between basic exposure therapy such as the use of simulacra and true exposure. A much more recent application is being piloted by the U.S. Navy to use a much more complex simulation to immerse veterans (specifically of Iraq) suffering from PTSD in simulations of urban combat settings. While this sounds counterintuitive, talk therapy has limited benefits for people with PTSD, which is now thought by many to be a result of changes either to the limbic system in particular, or a systemic change in stress response. Much as in phobia treatment, exposure to the subject of the trauma or fear seems to lead to desensitization, and a significant reduction in symptoms. Another research field for the use of Virtual Reality is Physical Medicine and Rehabilitation and Occupational Therapy. Virtual Reality is being tested in upper and lower limb motor rehabilitation after stroke and spinal cord injuries, and also for cerebral palsy and other disabilities. Researchers use haptic devices and rehabilitation robots with virtual reality games to improve motivation during exercises. Examples of this robotic applications are for upper limbs, Armeo form Hocoma, Gentle from Reading University, or Manus from MIT. An example of haptic device for upper limbs rehabilitation is Curictus. Examples for lower limb rehabilitation robot and haptic devices used with virtual reality systems are Lokomat (from Hocoma Company) and Haptic Walker from Reading University. Radio In 2009, British digital radio station BBC Radio 7 broadcasted Planet B, a science-fiction drama set in a virtual world. Planet B is the largest ever commission for an original drama programme. Implementation To develop a real time virtual environment, a computer graphics library can be used as embedded resource coupled with a common programming language, such as C++, Perl, Java or Python. Some of the most popular computer graphics library/API/language are OpenGL, Direct3D, Java3D and VRML, and their use will be directly influenced by the system demands in terms of performance, program purpose, and hardware platform. The use of multithreading (e.g. Posix) can also accelerate 3D performance and enable cluster computing with multi-user interactivity. Manufacturing can serve to new product design, helping as an ancillary tool for engineering in manufacturing processes, new product prototype and simulation. Among other examples, we may also quote Electronic Design Automation, CAD, Finite Element Analysis, and Computer Aided Manufacturing. The use of Stereolithography and 3D printing shows how computer graphics modeling can be applied to create physical parts of real objects used in naval, aerospace and automotive industry. Beyond modeling assembly parts, 3D computer graphics techniques are currently used in the research and development of medical devices for innovative therapies, treatments, patient monitoring, and early diagnosis of complex diseases. Urban Design 3D simulation is becoming widely used for urban regeneration and planning, and transport projects (e.g. highways, bridges, railways), especially in East Asia.[citation needed] Challenges has been heavily criticized for being an inefficient method for navigating non-geographical information. At present, the idea of ubiquitous computing is very popular in user interface design, and this may be seen as a reaction against VR and its problems. In reality, these two kinds of interfaces have totally different goals and are complementary. The goal of ubiquitous computing is to bring the computer into the user’s world, rather than force the user to go inside the computer. The current trend in VR is actually to merge the two user interfaces to create a fully immersive and integrated experience. See also: simulated reality Pioneers and notables Maurice Benayoun Mark Bolas Fred Brooks Luc Courchesne James H. Clark Doug Church Char Davies Tom DeFanti David Em Scott Fisher William Gibson Morton Heilig Myron Krueger Knowbotic Research Jaron Lanier Brenda Laurel Randy Pausch Mark Pesce Warren Robinett Dan Sandin Susumu Tachi Ivan Sutherland Michael Naimark See also The length of this “see also” section may adversely affect readability. Please ensure that the “see also” links are not mentioned elsewhere in the article, are not red links, are as few in number and as relevant as possible. Augmented reality Augmented virtuality CAVE – Cave Automatic Virtual Environment Computer graphics Cyberspace Positioning technologies Head Mounted Display Meat world Methods of virtual reality Mixed reality Omnidirectional treadmill Simulated reality Virtual facility Virtual globe Virtual Reality Modelling Language Virtual worlds Virtuality Continuum Notes ^ Erik Davis, Techgnosis: myth, magic and mysticism in the information age, 1998. ^ Garb, Yaakov (Winter 1987). “”. Whole Earth Review (57): 118ff.  ^ Rheingold.com-howard Virtual Reality. 1991. ISBN 0262681218. http://www.rheingold.com/howard/ Rheingold.com-howard.  ^ Boyd, J. (2008). “NTT Becomes a Smell-o-Phone Company”. IEEE Spectrum. 45 (1): 8.  ^ Times Online[dead link] ^ “Power, Madness, & Immortality: the Future of Virtual Reality”. Virtualreality.universityvillagepress.com. http://books.google.com/books?id=7OxbJWzIaVEC&printsec=frontcover&dq=power+madness+and+immortality&source=bl&ots=OpESqMJ808&sig=5hZ85gH25RWnql8WGABfxG7EiDQ&hl=en&ei=uJ1zS6fpKY6TkAWuh_3-CQ&sa=X&oi=book_result&ct=result&resnum=2&ved=0CAkQ6AEwAQ#v=onepage&q=&f=false. Retrieved 2009-10-28.  ^ “The Future of Virtual Reality with Mychilo Cline  Introduction to the Future of Virtual Reality”. Virtualreality.universityvillagepress.com. http://virtualreality.universityvillagepress.com/index.php?itemid=25&catid=4. Retrieved 2009-10-28.  ^ Castranova, E. (2007). Exodus to the Virtual World: How online fun is changing reality. New York: Palgrave Macmillan. ^ Pimentel, K., & Teixeira, K. (1993). . New York, NY: McGraw-Hill. ISBN 9780830640652 ^ “Example of anatomy instruction”. Meded.ucsd.edu. http://meded.ucsd.edu/edcom/development/virtual_reality_overview/anatomic_visualizer/. Retrieved 2009-10-28.  ^ “Virtual surgery example”. Ohsu.edu. http://www.ohsu.edu/ohsuedu/newspub/releases/062005virtual.cfm. Retrieved 2009-10-28.  ^ A Dose of Virtual Reality ^ http://www.onr.navy.mil/media/article.asp?ID=86 ^ Hemley, Matthew (2008-09-30). “BBC radio launches major cross-station sci-fi season”. The Stage. http://www.thestage.co.uk/news/newsstory.php/21930/bbc-radio-launches-major-cross-station-sci-fi. Retrieved 2009-04-09.  ^ Rapid Marine Prototype -[Marine Prototyping, Yacht Prototyping, Marine Design, Boat Modeling, Design, and Engineering ]-  Case Study[dead link] ^ “CEI : News”. Legacy.ensight.com. http://legacy.ensight.com/news/ncc.html. Retrieved 2009-10-28.  ^ “Werkzeug- und Formenbau  Motion Control Systems  Siemens”. Automation.siemens.com. http://www.automation.siemens.com/mc/mc-sol/en/977978ba-1d82-47b3-a560-eb298ce89d42/index.aspx. Retrieved 2009-10-28.  ^ “Silicone Medical Device Testing”. Dynatek dalta. http://www.dynatekdalta.com/silicone_medical_device_testing.htm. Retrieved 2009-10-28.  ^ “Special Feature: Emerging Technologies Medical Product Manufacturing News”. Mpmn-digital.com. http://www.mpmn-digital.com/mpmn/200803/?pg=24. Retrieved 2009-10-28.  ^ Shantesh Hede, Nagraj Huilgol. “”Nano”: The new nemesis of cancer Hede S, Huilgol N, – J Can Res Ther”. Cancerjournal.net. doi:10.4103/0973-1482.29829. http://www.cancerjournal.net/article.asp?issn=0973-1482;year=2006;volume=2;issue=4;spage=186;epage=195;aulast=Hede. Retrieved 2009-10-28.  ^ “IngentaConnect Nanotechnology: Intelligent Design to Treat Complex Disease”. Ingentaconnect.com. 2006-06-16. doi:10.1007/s11095-006-0284-8. http://www.ingentaconnect.com/content/klu/pham/2006/00000023/00000007/00010284;jsessionid=8tqn6da8a03l0.alice. Retrieved 2009-10-28.  ^ “Over the Horizon: Potential Impact of Emerging Trends in information and Communication Technology on Disability Policy and Practice”. Ncd.gov. http://www.ncd.gov/newsroom/publications/2006/emerging_trends.htm. Retrieved 2009-10-28.  ^ “Nanomedicine – 1(1):67 – Summary”. Future Medicine. http://www.futuremedicine.com/doi/abs/10.2217/17435889.1.1.67. Retrieved 2009-10-28.  References Media related to at Wikimedia Commons Brooks Jr., F. P. (1999). “What’s Real About Virtual Reality?”, IEEE Computer Graphics And Applications, 19(6), 16 Burdea, G. and P. Coffet (2003). Virtual Reality Technology, Second Edition. Wiley-IEEE Press. Goslin, M, and Morie, J. F., (1996). “Virtopia” Emotional experiences in Virtual Environments”, Leonardo, vol. 29, no. 2, pp. 95100. Oliver Grau, (2003) Virtual Art: From Illusion to Immersion (Leonardo Book Series). Cambridge/Mass.: MIT-Press. Hayward V, Astley OR, Cruz-Hernandez M, Grant D, Robles-De-La-Torre G. Haptic interfaces and devices. Sensor Review 24(1), pp. 1629 (2004). Hillis, Ken (1999). Digital Sensations: Space, Identity and Embodiment in Virtual Reality. University of Minnesota Press, Minneapolis, MN. Kalawsky, R. S. (1993). The Science of Virtual Reality and Virtual Environments: A Technical, Scientific and Engineering Reference on Virtual Environments, Addison-Wesley, Wokingham, England ; Reading, Mass. Kelly, K., A. Heilbrun and B. Stacks (1989). “Virtual Reality; an Interview with Jaron Lanier”, Whole Earth Review, Fall 1989, no. 64, pp. 108(12) Klein. D, D. Rensink, H. Freimuth, G.J. Monkman, S. Egersdrfer, H. Bse, & M. Baumann  Modelling the Response of a Tactile Array using an Electrorheological Fluids – Journal of Physics D: Applied Physics, vol 37, no. 5, pp794803, 2004 Klein. D, H. Freimuth, G.J. Monkman, S. Egersdrfer, A. Meier, H. Bse M. Baumann, H. Ermert & O.T. Bruhns  Electrorheological Tactile Elements. Mechatronics – Vol 15, No 7, pp883897 – Pergamon, September 2005. Krueger, M. W. (1991). Artificial Reality II, Addison-Wesley, Reading, Massachusetts Lanier, J., and F. Biocca (1992). “An Insider’s View of the Future of Virtual Reality.” Journal of Communication, 42(4), 150 Monkman. G.J. An Electrorheological Tactile Display Presence (Journal of Teleoperators and Virtual Environments) Vol. 1, issue 2, pp. 219228, MIT Press, July 1992. Monkman. G.J. – 3D Tactile Image Display – Sensor Review – Vol 13, issue 2, pp. 2731, MCB University Press, April 1993. Joseph Nechvatal, Immersive Ideals / Critical Distances. LAP Lambert Academic Publishing. 2009 Rheingold, H. (1992). Virtual Reality, Simon & Schuster, New York, N.Y. Robinett, W. (1994). “Interactivity and Individual Viewpoint in Shared Virtual Worlds: The Big Screen vs. Networked Personal Displays.” Computer Graphics, 28(2), 127 Robles-De-La-Torre G. The Importance of the Sense of Touch in Virtual and Real Environments. IEEE Multimedia 13(3), Special issue on Haptic User Interfaces for Multimedia Systems, pp. 2430 (2006). Slater, M., Usoh, M.(1993). he Influence of a Virtual Body on Presence in Immersive Virtual Environments Virtual Reality International 93, Proceedings of the Third Annual Conference on Virtual Reality, London, April 1993, pages 3442. Meckler, 1993 Stanney, K. M. ed. (2002). Handbook of Virtual Environments: Design, Implementation, and Applications. Lawrence Erlbaum Associates, Inc., Mahwah, New Jersey Sutherland, I. E. (1965). “The Ultimate Display”. Proceedings of IFIP 65, vol 2, pp. 506508 Warwick, K., Gray, J. and Roberts, D. eds. (1993). Virtual Reality in Engineering, Peter Peregrinus. Zhai, Philip. (1998). Get Real: A Philosophical adventure in Virtual Reality, Rowman & Littlefield Publishers, New York and Oxford. v  d  e Mixed reality Concepts Virtual    Augmented reality  Augmented virtuality  Meat world  Projection augmented model  Virtuality Continuum  Simulated reality  Ubiquitous computing  Virtual world Technology Compositing  Camera resectioning  Head-mounted display  Head-up display  Image-based modeling and rendering  Real-time computer graphics  Video tracking  Virtual retinal display  Wearable computer  Stereoscopy (Computer stereo vision)   Chroma key   Visual hull Applications Alternate reality game  ARToolKit  Interactive art  Cave Automatic Virtual Environment
Categories:

Reality Science fiction themesHidden categories: All articles with dead external links Articles with dead external links from October 2009 Wikipedia articles needing copy edit from October 2009 All articles needing copy edit All articles with unsourced statements Articles with unsourced statements from October 2008 Articles with unsourced statements from November 2007 Articles with unsourced statements from July 2009 Articles with unsourced statements from August 2008 Articles with unsourced statements from December 2007 Articles needing cleanup from August 2008 All pages needing cleanup Articles with unsourced statements from June 2009 I am an expert from China Manufacturers, usually analyzes all kind of industries situation, such as comp cams , connecting rod kit.

Related Articles –
comp cams, connecting rod kit,

Email this Article to a Friend!
Receive Articles like this one direct to your email box!Subscribe for free today!

Photo

admin

March 12th

Uncategorized

Why is my computer running slower than usual

Why is my computer slower than usual?There are a number of tweaks you can do to improve certain areas of performance on both Windows XP and Windows Vista, but I will cover that at another time; since that is a different subject altogether. Today I would like to highlight a few common problems why your computer tends to run slower as time passes by. Like anything, whether clothes, appliances or motor vehicles, you need to take good care of them in order for them to last longer and stay looking good and, in the case of the motor vehicle, perform better. There is a saying: “Garbage in. Garbage out.” It basically boils down to: Depending what you put in (good or bad) that will give you the result or output. I will highlight three things to consider; although slowness of your computer can be contributed to more than just these three points, but I consider these to be the most common of all the reasons:1. I’ll start with the least severe “problem”. One reason that can contribute to slowness is Windows – and program updates. You might have started off using Adobe Acrobat Reader 5, Windows XP with service pack 1 and Internet Explorer 6, just as an example. You needed to upgrade as to keep up with the time. Now you may run Adobe Acrobat Reader 9, Windows XP with service pack 3 and Internet Explorer 8. New and better drivers for your hardware are released all the time as well. The updated programs and drivers never use fewer resources, but usually needs more. (Some exceptions could be anti-virus packages that aims to use up less resources while actively scanning your computer in the background and surprisingly I did find one or two that did improve in the resource usage department with a later version) What do I mean by resources? That would be CPU (central processor unit) usage, RAM (random access memory) usage and disk activity to name but a few. These three things mainly, but certainly not limited to, depict your computer’s speed. Some resource hungry applications would be Symantic Internet Security suites and MS Office 2007 as examples. The latter is very noticeable when switching from MS Office 2003 to Office 2007. Apparently Symantic promises big improvements for their 2008 release for both install time and resource usage. (I am sorry to say that I am not a big fan of Symantic’s Internet Security, but that is just me and many may find it adequate.) Moving on…This could mean, if you had your computer for a while or you have bought an entry level machine, you started off with a computer capable of running, what was current then, those programs and now you sit with having the minimum system requirements for the products you are running at the moment. In short: You need a hardware upgrade. All this ties in with my next point:2. Installing and uninstalling software all the time causes two things: Firstly, your hard disk gets fragmented. To explain this a little better and as simple as possible: Your hard disk is made up of tracks and sectors, created with a low level format. Sectors are “empty blocks” that can contain data and are stacked neatly next to one another, filling the hard drive. When first starting up your computer with only Windows installed, all your data are stored in the first available sectors without any spaces in between. The next program you install will fill the next available sectors and so forth. When you uninstall a program, it “deletes” (or actually, marks those sectors, that held that program’s data, as available to accept data again) the data in those sectors. Next you may install a bigger program and the program will install itself on the first available sectors, which could be where the previous uninstalled program happened to be, but also some sectors much further down on the hard drive. As you create “empty” spaces and scattered data on the hard drive, you now have a fragmented drive. So what is the big deal? Well, consider your hard drive being similar to a vinyl record player. It has a round disk (it actually got several round disks) with a needle/s that scans the hard drive for the relevant data. When your hard drive becomes fragmented, it takes longer to scan for the relevant data the computer needs. This will mean more disk activity than needed and more waiting states. This in turn could also contribute to a shorter lifespan of your hard drive. What are waiting states? Very simply put, in this case, your computer’s CPU needs to wait a bit longer to process the information it needs. Thus, the CPU is not operating at optimum performance. That is why Microsoft Windows includes a utility called: “Disk Defragmenter” It is important, for good hard drive health, to run this utility every now and again. There are more sufficient defragmenter programs you can buy, like Disk Keeper. Just for interest sake: The needles of a hard disk never touches the round plate, but hovers above them. If they do touch the plate, we use the term: your hard drive has crashed. The space between the needle and disk is minute and therefore it is advisable not to bump or smack your computer while switched on as not to risk the needle touching the disk. Some of you may remember the DOS days where you had to enter the command: “park disk” before shutting it down. The reason was to firstly lock the needle in place, to prevent it dropping on the disk when the hard drive loses power and spinning momentum, before shutting down. Later years, the “shut down” function in Windows 95 was introduced that performed the same action and afterwards gave a message:”It is now safe to turn off your computer”, or something to that effect. Nowadays, it is all automatic. Secondly: Your registry holds all the information about Windows. This includes preferences, software product keys, information and serial keys; program install/uninstall information and installed hardware; etc. That is also the reason why you can’t just copy a program from one Windows system to the next without having the relevant registry keys. When launching a program, the registry also gets searched. More or less the same thing happens here as with the hard drive: It takes longer and longer to scan the registry. Not because the data in it gets scattered, but because your registry accumulates more and more entries. The registry might accumulate invalid and broken links as well. The problem here: Search times through the registry increases and the invalid and broken links can seriously affect computer performance. Some examples: You might get error messages stating that a dll file can’t find the relevant program, your computer becomes unstable and you may experience all the more software crashes and “blue screens”(or stop error messages). In all fairness, most “blue screens” points to a hardware problem, but far from always the case. Invalid links in the registry would typically point to some program or shortcut that does not exist anymore. A broken link could point to a program that is still partially installed, but you are unable to fully uninstall the program with the “add/remove programs” function, just to mention an example. How does this happen? When you remove a software package’s folder without using its proper uninstaller or a virus/spyware infection that has been removed by your security software, but sometimes leaves registry key/s behind that still wants to call the malicious software, to mention two. What you can do: Back up your data and do a reinstall of Windows or you could use a registry cleaner. If you know what you are doing, you can manually edit your registry. Do not mess about in the registry if you don’t know what you are doing!! Deleting the wrong key, may cause Windows not to boot up again. First thing I would do is to backup the registry and my data, then scan the pc with a registry cleaner and fix the relevant problematic key entries. This could improve your computer’s performance considerably depending on the state your registry was in. I will not use a free registry scanner for the same reason I gave above above: I had customers use some free scanners that rendered their computer unbootable. For a product that is user friendly, has good support and does the job as safe as possible, I recommend Registry Fix. 3. Lastly: In cyberspace, all kinds of infections are present. Everyone has heard of a computer virus and we sometimes confuse them with other malicious infections. I like to think that the idea of a virus was to protect data – a sort of copyright protection. For example: You would copy a software package onto your computer and by doing so, activates the virus on your computer that in turn renders the copied data useless. If this was the intention, I can’t say. All I know is that viruses have been around since the 1970′s and already in the early days, they caused damage to your files. That is why virus infections are the most feared among the infections you can get; since they are usually harmful to your computer. Now a days, viruses are just creations of people with too much time on their hands, hoping to see their creation being the top rated thread in the world. Some may create a virus to see if they can bypass security software and thereby landing a solid job in pointing out all the security loopholes. (Just my theory, though) Apart from viruses, you get: Spyware, adware, jokeware, hijackware, trojans, worms and root kits. They all reduce computer performance and some just renders your computer inoperable. Spyware is software that monitors your every movement on the Web. Adware, opens advertisement pop ups on your computer, some even when you are not connected to the Internet. Jokeware, is software that uses scare tactics to force you into buying their product. Hijackware, is software that takes over your browser and redirect you to their pages. A Trojan, simply explained, is a software program that disguises itself as something it is not and takes you by surprise. (Sounds a bit funny. But that’s the general idea.) Its name is derived from the story of The Trojan Horse. A worm, is a software program that replicates itself and does not need to attach itself to a file to spread infection. Some have the ability to mail itself to all the users in the network without user intervention. Worms generally causes harm to your network. Root kits are software programs that hide its presence from your security software. It aims to take control of your operating system as the administrator. All of these infections are collectively called malware. Mal – derived from the word “malicious” and ware – derived from the word “software”. You get infections that incorporate a combination of these characteristics and are pretty nasty. All this extra activity decreases your computer’s performance dramatically. To sum up: Defrag your hard drive once in a while, keep your registry clean, have an active anti-virus scanner (that you keep updated) and make sure you are clean of any malware. I recommend not turning of System Restore to safe space on the hard drive. This can be a very valuable tool when disaster strikes. Do not turn off your Windows firewall. This does not keep malware at bay, but does make your computer a little bit more secure and closes some security loopholes. For some more information and tools you can use, visit my Blog at: http://computing-online.blogspot.com

Photo

admin

March 12th

Uncategorized

Web Designing a Process of Thought and Creativity

Information technology and its advancement brought many changes in the lives and standard of people. It changed the perspective of people and above all, it change the way of viewing towards any subject or things. Development in the internet and computer communication brought a dedicated approach in the way people use to see and grasp the ever changing world. The way of advertisement change, the way of approaches change and in the same way came new way to influence the people. Internet brought the world of web media and website, with its advancement of website web design came into being. With time web design become popular and it started impacting the usability of computer system, mobile system, multimedia system above all the design of each of the site. UK web design start taking extra effort to give the site something beautiful and something extra. They are always innovative and well day ahead to catch any new changes in the world. They just believe in ruling the world of website design by extrapolative creativity they have. The field has three experts all specific in their work and field. Off-course all are inter-related and chained to each other. The three professional in the world of web design includes

Web Designers: The master in designing is not only familiar with visual art but expert in their niches. They know to create images and designs that are sure to capture the interest of viewers. London web design are very much familiar with the scope and the possibility of the web world and they design the site accordingly for their clients. Webmasters: They understand the indispensable extent of any of the topics that fall under the wide range of web design but with less depth into the entity topics of graphic design. However, they have additional skills of project management and presentation skills. Web Developers: They are also creative people but more familiar with the basics of creating web site configuration and interactivity. They are master in using database tools and custom applications. They are the one who develop and prepare websites. These three professional combine their creativity and approach to give you an eye catching design for your website. The sole purpose of the London web designer is to create a website that has potential to bring user, hold user and create good revenue for the owners. The designer and London web developers also considers things from the perspective of user as they are very much obliged to provider user with usability, easy navigation and informative website so that their search ends in a positive way. In this way a journey of good web design concludes and the world gets a wonderful design Methew Gilcrist is working with http://ukwebsitedesigncompany.co.uk. He advises consumers through her articles on Web Design London related issues as He is an expert web design advisor. To know more about web developers London, UK web design, web design UK.

Related Articles –
London web developers, web developers London, London web designers, London web design, UK web design,

Email this Article to a Friend!
Receive Articles like this one direct to your email box!Subscribe for free today!

Photo

admin

March 11th

Uncategorized
line
May 2012
M T W T F S S
« Apr    
 123456
78910111213
14151617181920
21222324252627
28293031