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Search results on "VIRTUAL REALITY TECHNOLOGIES":

Term Paper # 103213 SHOPPING CART DISABLED
Virtual Reality Technologies, 2008.
An analysis of some of the uses for and benefits of virtual reality technologies.
2,537 words (approx. 10.1 pages), 8 sources, MLA, $ 76.95
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Abstract
This paper discusses the benefits of virtual reality technologies. It describes how virtual reality can be used to design buildings, cities and elaborate interactive entertainments. It looks at how virtual reality technologies offer the architect greater freedom, both physically and mentally and discusses how the introduction of a new technology into society is strongly tied to the cultural context in which it is introduced.

From the Paper
"Virtual reality is also used to design buildings, cities, and elaborate interactive entertainments. The architect and client go inside the model and make changes they desire. Virtual reality is the most physical computer interface, because it puts your body inside the simulation. Virtual reality provides architects another tool; with it we can directly create experiences for each other to share in imagination, something that could lead to extraordinary outcomes. Jaron Lanier uses the terms "post-symbolic communication" and "reality conversation" to talk about this new potential for communication by building a world together instead of just sharing talk about building the world (picture 6). With virtual reality, architects can directly create experiences for and share experiences with each other. Design is now a more active process for the architect, one that allows freedom from physical and greater reliance on active, intuitive engagement with the designs themselves. Changes do not have to wait for a new model partition or addition. Colors, shapes, details and other design aspects are immediate, providing immediacy and active engagement where before the process was drawn out, costly and far from active or immediate, "Rather than wade through a complex series of menu options or wait for glue to dry, architects can simply reach out and manipulate the virtual world" (Architectural 1)."
Term Paper # 2773 SHOPPING CART DISABLED
Technological Utopianism and Virtual Reality, 2001.
An examination of virtual reality, its ideas, concepts and development.
5,045 words (approx. 20.2 pages), 11 sources, $ 127.95
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Abstract
This paper examines the ideas, advancements, and historical factors that have perpetuated the concept of Virtual Reality as a natural extension of technology for the creation of social utopia. The author examines concepts that have influenced this ideology in American history throughout the past century.

From the Paper
"Since the 1980?s when the term Virtual Reality was used, hundreds of optimistic articles have touted the boundless nature of the coming technology. Although at this point Virtual Reality still consists of only a sensor glove and a visor, articles envisioned entire sensor suits, if they mention hardware at all. Most relayed sensations of flying or participating in some activity with alien like creatures. It is clear that most articles hold high expectations for Virtual Reality. Possibly no less than the standard set by fictional accounts like Bradbury?s, The Veldt and Star Trek?s Holodeck. The purpose of the articles is to stimulate more interest and fuel desire for technological advancement. The public waits anxiously for the next transformation from the imagination to reality."
Term Paper # 43387 SHOPPING CART DISABLED
Virtual Reality Has Become a Reality, 2002.
A overview of the technology of virtual reality.
1,400 words (approx. 5.6 pages), 5 sources, $ 53.95
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Abstract
This six-page paper presents a discussion about the field of virtual reality. The author of this paper takes the reader on an exploratory journey about virtual reality and includes information about what it is, what it is used for and how it works. .
Term Paper # 34968 SHOPPING CART DISABLED
Virtual Reality a Reality, 2002.
A philosophical discussion on virtual reality.
1,150 words (approx. 4.6 pages), 4 sources, $ 44.95
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Abstract
This paper presents a discussion on the philosophical reality of virtual reality. The meaning of the term as well as the possibilities it creates are all detailed and outlined. The author also summarizes the outcome of being able to enter a virtual state at will.
Term Paper # 84393 SHOPPING CART DISABLED
Virtual Reality of Janet Cardiff, 2005.
This paper looks at the work of Janet Cardiff, examining the ways in which she uses her voice and other sounds to create a false but convincing "virtual" reality.
2,025 words (approx. 8.1 pages), 4 sources, $ 80.95
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Abstract
This paper examines two of the audio installation works of Canadian artist Janet Cardiff "The Large Slow River" and "Missing Voice" in the context of creating virtual realities. The paper also looks at aspects of the history of recorded sound and voice. In addition, the writer discusses virtual reality as a personal storytelling device. The first page presented in this article is a research proposal.

From the Paper
"The creation of virtual reality is an attempt to re-create the world of actual human experiences through digital means, always attempting to make it more and more realistic. Janet Cardiff's work attempts this also, but without using digital visual representations of reality. Instead she uses sounds and words to elicit the memory and pre-existing knowledge of the audience/participant. This process creates an even more realistic "virtual reality," since memory often involves synesthesia, using all five of your own senses and not just the digitally created artificial ones of computer "virtual reality"."
Term Paper # 35409 SHOPPING CART DISABLED
Virtual Reality, 2002.
The morality and ethics behind virtual reality.
2,400 words (approx. 9.6 pages), 17 sources, $ 89.95
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Abstract
This paper outlines the moral and ethical issues involved in virtual reality.
Term Paper # 20172 SHOPPING CART DISABLED
Virtual Reality Technology, 1993.
A look at the development, applications (medicine, military), history and limitations of virtual reality technology.
2,475 words (approx. 9.9 pages), 7 sources, $ 87.95
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From the Paper
"A medical student puts on a modified wetsuit, SCUBA gear, and covered goggles, and climbs into an enclosed tank of water. Moments later, shrunk to microscopic size, she is injected via hypodermic needle into the bloodstream of a cancer patient. She swims through the bloodstream, exploring the interior of her patient's body, until she discovers a node of cancerous cells. After studying the tumor and observing and recording its precise location and characteristics, she ends the virtual reality simulation, climbs out of the water tank, and goes on to her next class . . .


The above scenario is not science fantasy, but a projection of what will be possible, within the next few years, by the use of the emerging computer-interface technology called virtual reality. To understand what virtual reality is and how it works..."
Term Paper # 44115 SHOPPING CART DISABLED
Virtual Reality (VR), 2002.
How VR is used in business, education and entertainment.
650 words (approx. 2.6 pages), 3 sources, $ 26.95
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Abstract
Thispaper on Virtual Reality or VR reviews on how it is being used in today's world in the fields of business, education and entertainment. This paper describes the approach of this thrilling technology to computer-human interaction by recognizing and responding to the user's emotions in ways that they can meet their requirements. This interaction is only possible through special gears designed solely for VR. Despite its widespread popularity the reasons why Virtual Reality has not, still set a foothold on the computing world are also discussed.
Term Paper # 21344 SHOPPING CART DISABLED
Cognitive Psychology and Virtual Reality Systems, 1994.
An examination of the Interactive effects and influences. Includes definitions, applications, symbolic structures, technology, learning theory, soft constraints, computational and brain metaphor models and the impact of the environment.
3,825 words (approx. 15.3 pages), 34 sources, $ 135.95
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From the Paper
"Cognitive Psychology and Virtual Reality Systems
Introduction
The purpose of this research is to review the interactive effects and influences between cognitive psychology and the development of computer-based virtual reality systems. Computer- based virtual reality systems are defined, and the applications of the technology are discussed prior to the review of the interactive effects and influences between cognitive psychology and the development of computer-based virtual reality systems.


Virtual Reality Systems: Definitions and Applications
Virtual reality is a technology that is more commonly associated with combat pilot activities and computer games than with the more scholarly pursuits (Laurel, 1991, p. 3). The..."
Term Paper # 95192 SHOPPING CART DISABLED
Technologies for Virtual Businesses, 2006.
This paper discusses the integration of emerging computer and Internet technologies required for the information systems of today's virtual stores and offices.
1,155 words (approx. 4.6 pages), 6 sources, APA, $ 39.95
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Abstract
This paper explains that today's leading business organizations are characterized primarily by their flexibility to provide products and services through their brick-and-mortar and virtual Internet stores and offices. The author points out recently developed technologies that demonstrate the consumer-centric and integrated systems approach adopted by these virtual organizations. The paper explains (1) the technological idea of co-opetition, (2) the IT intelligence 'correlative' to customer service, (3) integrated client management systems, (4) identity management and (5) anti-phishing service.

From the Paper
"Discussing first the idea of co-opetition is essential since the remaining four technologies discussed in this paper actually embody the thought expressed by the idea of co-opetition. Co-opetition is more than just a relational description between products or services; it extends towards one-to-one relationship to include other relations or many-to-one relations among products or services, until these products or services create an integrated system that makes work and operations easier, faster, more productive, and more efficient."
Term Paper # 11119 SHOPPING CART DISABLED
The Reality of Reality Television, 2002.
A study of the societal, cultural, and entertainment environments in which the reality television industry thrives.
4,740 words (approx. 19.0 pages), 25 sources, MLA, $ 121.95
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Abstract
This paper describes in detail the phenomenon of reality television and explores the different reasons why it works. Included are examples and reasons from the early 2000s and late 1950s. The reasons the genre is chosen to be used by networks rather than others is also discussed. The paper provides descriptions of a number of reality television shows and illustrates their success.

From the Paper
"In May of 2000, the United States population got to know the cast of Survivor. The cast was not that of a normal television show. They had never acted before, they were not portraying characters, nor were they being paid big bucks for each episode they filmed. The people were normal. They were being filmed as they performed everyday activities in the show?s environment. Critics quickly labeled the show as reality television. The public subsequently showed a desire for the programming genre."
Term Paper # 44446 SHOPPING CART DISABLED
Virtual Organizations And Virtual Offices, 2002.
A look at running a virtual organization.
650 words (approx. 2.6 pages), 3 sources, $ 26.95
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Abstract
This three-page undergraduate paper compares and contrasts virtual organizations and virtual offices. The paper discusses the pros and cons of the two and comes to a conclusion.
Term Paper # 50760 SHOPPING CART DISABLED
Brave New Reality, 1999.
An in-depth look at how virtual reality and the Internet are changing our societies and our global consciousness.
9,100 words (approx. 36.4 pages), 30 sources, MLA, $ 188.95
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Abstract
This essay is split into four main chapters. The first chapter, ?Imaginary Exodus?, analyzes the term ?cyberspace? and looks at how the Internet is changing, or perhaps has already changed, our lives. The second chapter, ?Creating Escapes to Wonderland?, looks at the various cultural marvels the computer world has developed in order to provide us with entertainment, looking predominantly at the games market, which is already a multi-billion dollar business outstripping Hollywood?s entire yearly profits. The third chapter, ?Virtual Reality (VR) ? A Consensual Hallucination?, analyzes the dream of VR and how it came to be, what it offered us, and what has become of it since the term was first coined back in the eighties, with regards to how it may already be a subtle part of our lives. The fourth and final chapter, ?Future Predicaments and Cyber Harbingers?, deals with the effects the cultural backlash, the Internet, VR ,and computing in general, have had on the creative arts, particularly film, in relation to science fiction inspired from science fact. The conclusion, having mused upon the ?Brave New Reality? we face, suggests a number of culturally significant hypotheses for our time and how the world might be changing with the onset of the seemingly unstoppable technological infiltration.

From the Paper
"Cyberspace, a term coined in the early eighties by the science fiction author and theorist William Gibson, and later described as ?the place you are when you?re on the phone? is now an everyday term in much of the Western world, if not the Eastern too. It denotes a coming of a new age, an electronic entity created out of silicon and wires that store millions and millions of bytes of information, information that governs, informs and teaches almost anything we need to know about. The Internet, a nineties phenomenon, has already taken a large chunk of this new found frontier and brought it into the homes of over sixty million ?net surfers? within a short period of time. It is only in the last fifty years that the words ?computer?, ?integrated circuit? and ?television?, amongst countless others, have become household names, and each has brought with it it?s own small revolution within the society that now not only uses them everyday, but almost depends on them."
Term Paper # 16690 SHOPPING CART DISABLED
Marketing Technology, 2002.
Examining three new trends in the way companies market their products - database marketing, sales force automation and virtual reality.
2,410 words (approx. 9.6 pages), 12 sources, MLA, $ 73.95
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Abstract
This paper looks at the latest technological trends in the marketing field. The terms - database marketing, sales force automation and virtual reality - are all individually defined. All three technologies offer specific advantages and disadvantages for their use. The paper shows how the use of these new technologies must be based solidly on the type of product, costs incurred, and the nature of relationship with clients. When used in a judicious way, all three technologies can have a viable and positive effect on a company?s marketing strategy.

From the Paper
"Database Marketing

As the name suggest, database marketing simply involves the extensive use of database systems, and tools related to databases within the field of marketing. Database marketing allows a company to use all information in their databases (or any other useful external information) in a potentially wide variety of marketing efforts. Further, information gleaned from company databases can be used to evaluate new markets, and assess the potential for potential products (db-marketing.com, Overview)."
Term Paper # 56609 SHOPPING CART DISABLED
Technology in Education, 2005.
An examination of the role technology plays in the educational world today.
3,215 words (approx. 12.9 pages), 8 sources, MLA, $ 92.95
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Abstract
Technology learning is one of the most widely discussed issues within the education world today. The paper explains that this stems largely from the demand of individual students whose worlds have been surrounded by technology and technology concepts for the most of their lives. Today?s students know more about technology than their parents or any generation of students that has come before them. This paper looks at the implications and many dimensions of virtual reality as a learning tool for use in education. Early analysis of the efficacy of virtual technology is explored, and implications for the future are discussed. Includes graphs.

From the Paper
"Technology has always been a life altering force within human dynamics, and virtual technology is breaking new ground in its application in industry, entertainment and education. Within technology, many would say modern man has found the way to overtake the rest of creation and manipulate his own environment. Within virtual reality many would say modern man has found a way to learn and engage situations and environments otherwise unstable and even dangerous, without fear. Yet, it is also clear that with the advancing of technology there has been an even broader division of the rich from the poor and the educated and successful from the marginal. With the introduction of advanced telecommunications and other technology in public schools this division is beginning to be bridged. (Harkavy & Blank, 2003) Below is a graph which shows the advancement of technology in schools, up to 1999. It can be seen from this model that the sources for growth and development are varied and comprise a true community effort. This graph also shows that many more schools have advanced technology than in the past and that technology can be used for alternative learning practices, such as distance education, interactive technology learning and also, with additional added plug in technology virtual reality applications. There is no doubt that this is the wave of the future for schools, and in this case public schools, not just elite costly private schools, as one might think."
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Papers [1-15] of 100 :: [Page 1 of 7]
Go to page : 1 2 3 4 5 6 7 —>