3d Camera

If you’re using a smartphone, you want a big screen to make using it easier, and to make it look more impressive. Let’s take a look at three of the biggest screens you’ll find on a mobile phone…

HTC Touch HD – go with the FLO

If you’re talking big screens, there’s no way you can avoid the HTC Touch HD, as for a few months, it held the record for the biggest screen seen on a mobile phone. At 3.8 inches, it is truly vast, and the high, 800×480 resolution makes it genuinely easy to use things like scrollbars in menus. However, the HTC Touch HD actually does a very good job of making it so you don’t have to go into standard Windows menus that often, as on top of the operating system, the interface is HTC’s patented TouchFLO 3D setup, where everything is achieved through various finger swipes and sweeping gestures. It is truly intuitive, and it’s the reason why the HTC Touch HD is such an unmitigated joy to use. Of course, it’s not all about being pretty, a phone needs to have decent features and the HTC Touch HD has them in spades, from the 5 megapixel camera, through GPS, to incredibly fast HSDPA internet access (not to mention the superb Opera Mobile web browser). To any, the HTC Touch HD is the ultimate Windows Mobile phone.

However, it no longer has the honour of having the biggest screen in the land, because it’s been usurped by a phone from a company who have not much of a history of making mobile phones at all…

Toshiba TG01 – Power Windows

The Touch HD has been toppled by the Toshiba TG01, with a screen that comes in at an unbelievable 4.1 inches. That huge screen and the ludicrously fast 1GHz processor give Windows a whole new lease of life, removing any of the ‘clunkiness’ Windows phones of long ago may have had. In the case of the Toshiba TG01, Windows Mobile is allied to a brand new, 3D interface, with a series of 3 revolving strips that contain all your apps and shortcuts. The animations and actions of the interface are smooth and beautiful, and the Toshiba TG01 proves that as far as operating systems go, Windows Mobile is still one of the hottest properties in the world.

However, Windows Mobile isn’t the only place you’ll find a big screen, because Symbian are getting in on the act as well…

Sony Ericsson Idou – smallest screen, biggest gimmick…

However, the best has definitely been saved till last, because as good as the HTC Touch HD and TG01 are, one phone outshines both of them, despite having the smallest screen on this list: the phenomenal Sony Ericsson Idou. This includes the latest Symbian Touch interface, but in the Sony Ericsson Idou, they have included a custom interface on top. And it’s truly wonderful, with smooth finger swipes and gestures taking you through the menus. But that’s not its party piece… you may have noticed the cameras in these 3 phones are all bigger than 3 megapixels… and the Sony Ericsson Idou is a LOT bigger. With the HTC Touch HD, you get a 5MP camera, whereas the Toshiba TG01 has a measly 3MP camera… well, the Sony Ericsson Idou beats them both, thanks to its enormous TWELVE megapixel camera, that beats EVERYTHING on the market. If these three phones represent the best on display, the Sony Ericsson Idou is quite simply the best of the best!

Expert on mobile phones, having worked in the industry for over 7 years.

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Touchscreen Wonderphones from Samsung

by admin on July 11, 2010

Let’s take a look at three phones that show off just how good a touchscreen experience Samsung can deliver: the Jet, the Tocco Ultra, and the awesome i8910 HD.

Samsung Jet

The Samsung Jet is all about one thing: speed. And to make it mind-bendingly quick, the Samsung Jet has a processor running at 800MHz, faster than just about any other phone currently on sale. Combine that with a beautiful 3D ‘Cubic’ interface, and the Samsung Jet becomes a true work of art, that’s both easy and rewarding to use. As for features, you get a 5MP camera, and lightning fast internet access, making the Samsung Jet the obvious choice if you want a non-smartphone that’s nearly as powerful as a true smartphone.

Samsung Tocco Ultra

What would happen if you took an awesome camera, the fantastic TouchWiz UI and a sliding keypad, and put it into an ultra-thin body? You’d get the gorgeous Samsung Tocco Ultra, one of the prettiest phones Samsung have ever made. It really is quite astounding that, despite being less than a millimetre thicker than the Jet, the Samsung Tocco Ultra manages to squeeze in that beautiful keyboard. If amazing looks (with superb features) are what you seek from a phone, then the Samsung Tocco Ultra is perfect for you.

Samsung i8910 HD

For sheer speed, you’ll find it hard to find a phone as fast as the Samsung Jet with its 800MHz processor. As for supermodel looks, there’s the Samsung Tocco Ultra, which has an even SLEEKER design, and a superb 8MP camera. And then, sitting right at the top of their product range, there’s the awesome Samsung i8910 HD. It doesn’t just have the looks. It doesn’t just have an 8MP camera. The Samsung i8910 HD is a true smartphone, using the powerful Symbian OS. On top of that, though, it has a 3D version of the TouchWiz UI, making it simply incredible to use. And finally, there’s the Samsung i8910 HD’s party piece: its camera doesn’t just take phenomenal photos; you see, the Samsung i8910 HD is also the first phone in history to record true HD video. It really is as powerful as phones come, and if you want an uncompromising smartphone, with just about every bell and whistle imaginable, you need the Samsung i8910 HD.

Expert on mobile phones, having worked in the industry for over 7 years.

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Printer and Scanner

by admin on July 11, 2010

Printer, which produces hard copy of documents or data stored in electronic form, is an almost inseparable part of a computer. A printer usually produces human readable copy of text or/and graphics, which can be termed as hard copy. A number of printers are primarily connected by a printer cable and are mostly utilized as local peripherals. In most modern printers a USB cable is attached to the computer that works as he source of documents. There are some printers known as network printers that have inbuilt network interfaces (usually wireless or Ethernet) and can work as a hard copy device for any user on the network. Individual printers are sometimes formatted to support both network connected and local user simultaneously.

There are few modern printers, which can be directly interfaced to electronic media such as memory card or memory stick and to image captured devices such as scanner or digital camera. Some Multifunction Printers (MFP) are combined with a number of non printing features like fax machine or/and scanner and can also be used as photocopiers. These are also known as Multi Function Devices (MFD) or All In On (AIO) printers. There is Virtual Printer, which is not connected to physical computer printer, but its API and user interface looks like a printer driver.

Printers are usually slow devices. A high-speed printer can usually produce 30 pages/minute. Printers are formatted to serve short turnaround, low volume print jobs that do not required any set up time to produce hard copies of documents. Comparing to the speed the cost / page is quite high. For any high volume, professional publishing people still need to go for printing press. However performance and quality of printer is improving day by day and a number of jobs like Desktop Publishing (DTP) previously done by professional print houses are now performed by local printers or users.

Scanner is a device that is used to print any object, text, hand writing and scan images and transform them into digital images. In modern scanner Contact Image Sensor (CIS) or a Charge-Couple Device (CCD) is used as image sensor whereas in old drum scanner a photo multiplier is used as image sensor. Rotary Scanner is an example of drum scanner used for scanning high-speed documents with the help of CCD array, not photo multiplier. There are some other types of scanners like planetary scanner tat takes photographs of documents and books and #D scanners to produce 3 dimensional model of any object.

Another types of scanners are digital camera scanners designed on the idea of reprographic cameras.  In spite of some disadvantages compared to scanners like reflection, shadow, distortion digital camera has become an alternative option to traditional scanners due to its portability, speed, and gentle digitizing of thick document without damaging the spine of the book. To compete with such facilities modern day scanners are combined with both 3D scanner and digital camera to photo realistic, full color 3D model of object.

Sarah Jones, a decade old in the industry, writes on technology and computer-related issues. Her focus is on hardware troubleshooting. Writing on remote support of PC?s is her forte. The informative articles coherently explain technical complications. Sarah, who belongs to Bertford, has an eye for new development in technology and equips her readers with in-depth information on the same.

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Virtual Reality

by admin on July 11, 2010

INTRODUCTION:

 What is virtual reality?

Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world. It is an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment. On a computer, virtual reality is primarily experienced through two of the five senses: sight and sound

Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones.

Virtual reality can be divided into:

The simulation of a real environment for training and education. The development of an imagined environment for a game or interactive story.

 HISTORY:

The concept of virtual reality has been around for decades, even though the public really only became aware of it in the early 1990s.

Mid of 1950:  Cinematographer Named Morton Heilig & Device: Sensorama

Envisioned a theatre experience that would stimulate all his audiences’ senses, drawing them in to the stories more effectively. He build a console in 1960 called the Sensorama that included a stereoscopic display, fans, odor emitters, stereo speakers and a moving chair. He also invented a head mounted television display designed to let a user watch television in 3-D. Users were passive audiences for the films, but many of Heilig’s concepts would find their way into the VR field.

In 1961: Philco Corporation engineers & Device: Headsight

Developed the first HMD in 1961, called the Headsight. The helmet included a video screen and tracking system, which the engineers linked to a closed circuit camera system. They designed the HMD for use in dangerous situations — a user could observe a real environment remotely, adjusting the camera angle by turning his head.

Bell Laboratories used a similar HMD for helicopter pilots. They linked HMDs to infrared cameras attached to the bottom of helicopters, which allowed pilots to have a clear field of view while flying in the dark.

In 1965: A Computer Scientist Named Ivan Sutherland

Envisioned what he called the “Ultimate Display.” Using this display, a person could look into a virtual world that would appear as real as the physical world the user lived in. This vision guided almost all the developments within the field of virtual reality. Sutherland’s concept included:

A virtual world that appears real to any observer, seen through an HMD. A computer that maintains the world model in real time. The ability for users to manipulate virtual objects in a realistic, intuitive way.

For years, VR technology remained out of the public eye. Almost all development focused on vehicle simulations until the 1980s.

In 1984:  Michael McGreevy & Device: Human-Computer Interface (Hci)

 Began to experiment with VR technology as a way to advance human-computer interface (HCI) designs. HCI still plays a big role in VR research, and moreover it lead to the media picking up on the idea of VR a few years later.

In 1987: Jaron Lanier coined the term Virtual Reality in 1987.

 VIRTUAL REALITY ENVIRONMENT:

Other sensory output from the VE system should adjust in real time as a user explores the environment.  Sensory stimulation must be consistent if a user is to feel immersed within a VE. If the VE shows a perfectly still scene, you wouldn’t expect to feel gale-force winds. Likewise, if the VE puts you in the middle of a hurricane, you wouldn’t expect to feel a gentle breeze or detect the scent of roses.

Lag time between when a user acts and when the virtual environment reflects that action is called latency. Latency usually refers to the delay between the time a user turns his head or moves his eyes and the change in the point of view, though the term can also be used for a lag in other sensory outputs. Studies with flight simulators show that humans can detect a latency of more than 50 milliseconds. When a user detects latency, it causes him to become aware of being in an artificial environment and destroys the sense of immersion.

­An immersive experience suffers if a user becomes aware of the real world around him. Truly immersive experiences make the user forget his real surroundings, effectively causing the computer to become a non entity. In order to reach the goal of true immersion, developers have to come up with input methods that are more natural for users. As long as a user is aware of the interaction device, he is not truly immersed.

TYPES OF VIRTUAL REALITY:

Immersive virtual reality Non immersive virtual reality Semi immersive virtual reality

IMMERSIVE VIRTUAL REALITY:

In a virtual reality environment, a user experiences immersion, or the feeling of being inside and a part of that world. He is also able to interact with his environment in meaningful ways. The combination of a sense of immersion and interactivity is called telepresence.

Computer scientist Jonathan Steuer defined it as “the extent to which one feels present in the mediated environment, rather than in the immediate physical environment.” In other words, an effective VR experience causes you to become unaware of your real surroundings and focus on your existence inside the virtual environment

Jonathan Steuer proposed two main components of immersion:

Depth of information Breadth of information.

 Depth of information refers to the amount and quality of data in the signals a user receives when interacting in a virtual environment. For the user, this could refer to a display’s resolution, the complexity of the environment’s graphics, and the sophistication of the system’s audio output.

Breadth of Information as the “number of sensory dimensions simultaneously presented.” A virtual environment experience has a wide breadth of information if it stimulates all your senses. Most virtual environment experiences prioritize visual and audio components over other sensory-stimulating factors, but a growing number of scientists and engineers are looking into ways to incorporate a users’ sense of touch. Systems that give a user force feedback and touch interaction are called haptic systems.

NON IMMERSIVE VIRTUAL REALITY:

Non-immersive systems, as the name suggests, are the least immersive implementation of VR techniques. Using the desktop system, the virtual environment is viewed through a portal or window by utilizing a standard high resolution monitor. Interaction with the virtual environment can occur by conventional means such as keyboards, mice and trackballs or may be enhanced by using 3D interaction devices.

SEMI-IMMERSIVE VIRTUAL REALITY:

A large screen monitor A large screen projector system Multiple television projection systems

similar to the IMAX theatres sing a wide field of view, these systems increase the feeling of immersion or presence experienced by the user Semi-immersive systems therefore provide a greater sense of presence than non-immersive systems and also a greater appreciation of scale. In addition, images can be provided that are of a far greater resolution than HMDs and this implementation provides the ability to share the virtual experience. This may have a considerable benefit in educational applications as it allows simultaneous experience of the VE which is not available with head-mounted immersive systems.

 VIRTUAL REALITY INTERACTIVITY:

                    Immersion within a virtual environment is one thing, but for a user to feel truly involved there must also be an element of interaction. Early applications using the technology common in VE systems today allowed the user to have a relatively passive experience. Users could watch a pre-recorded film while wearing a head-mounted display (HMD). They would sit in a motion chair and watch the film as the system subjected them to various stimuli, such as blowing air on them to simulate wind. While users felt a sense of immersion, interactivity was limited to shifting their point of view by looking around. Their path was pre-determined and unalterable.

Interactivity depends on many factors. Steuer suggests that three of these factors are speed, range and mapping. Steuer defines speed as the rate that a user’s actions are incorporated into the computer model and reflected in a way the user can identify by means of senses. Range refers to how many possible outcomes could result from any particular user action. Mapping is the system’s ability to produce natural results in response to a user’s actions.

Navigation within a virtual environment is one kind of interactivity. If a user can direct his own movement within the environment, it can be called an interactive experience. Most virtual environments include other forms of interaction, since users can easily become bored after just a few minutes of exploration.

Computer Scientist Mary Whitton points out that poorly designed interaction can drastically reduce the sense of immersion, while finding ways to engage users can increase it. When a virtual environment is interesting and engaging, users are more willing to suspend disbelief and become immersed.

True interactivity also includes being able to modify the environment. A good virtual environment will respond to the user’s actions in a way that makes sense, even if it only makes sense within the realm of the virtual environment. If a virtual environment changes in outlandish and unpredictable ways, it risks disrupting the user’s sense of telepresence.

VIRTUAL REALITY INTERFACES:

DATAGLOVES:

Data gloves offer a simple means of gesturing commands to the computer. Rather than punching in commands on a keyboard, which can be tricky if you’re wearing a head-mounted display or are operating the BOOM, you program the computer to change modes in response to the gestures you make with the data gloves.

Pointing upwards may mean zoom in; pointing down, zoom out. A shake of your fist may signal the computer to end the program. Some people program the computer to mimic their hand movements in the simulation; for instance, to see their hands while conducting a virtual symphony.

WANDS:

Wands, the simplest of the interface devices, come in all shapes and variations. Most incorporate on-off buttons to control variables in a simulation or in the display of data. Others have knobs, dials, or joy sticks. Their design and manner of response a re tailored to the application.

Most wands operate with six degrees of freedom; that is, by pointing a wand at an object, you can change its position and orientation in any of six directions: forward or backward, up or down, or left or right.

STAIR STEPPERS:

Stair steppers are an example of the limitless manifestations of interface devices. As part of a simulated battlefield terrain, engineers from an army research lab outfitted a stair stepper with sensing devices to detect the speed, direction, and intensity of a soldier’s movements in response to the battlefield scenes projected onto a head-mounted display. The stair stepper provided feedback to the soldier by making the stairs easier or more difficult to climb.

 VIRTUAL REALITY SYSTEMS:

HEAD-MOUNTED DISPLAY:

Looking like oversized motorcycle helmets, head-mounted displays are actually portable viewing screens that add depth to otherwise flat images. If you look inside the helmet you will see two lenses through which you look at a viewing screen. As a simulation begins, the computer projects two slightly different images on the screen: one presenting the object as it would be seen through your right eye, the other, through your left. These two stereo images are then fused by your brain into one 3D image.

To track your movements, a device on top of the helmet signals your head movements relative to a stationary tracking device. As you move your head forwards, backwards, or sideways, or look in a different direction, a computer continually updates the simulation to reflect your new perspective.

Because head-mounted displays block out the surrounding environment, they are favored by VR operators who want the wearers to feel absorbed in the virtual environment, such as in flight simulators. And as you might expect, these displays also are popular with the entertainment industry.

Data gloves and wands are the most common interface devices used with head-mounted displays.

BOOM:

The Binocular Omni Orientation Monitor, or BOOM, is similar to a head-mount except that there’s no fussing with a helmet. The BOOM’s viewing box is suspended from a two-part, rotating arm. Simply place your forehead against the BOOM’s two eyeglasses and you’re in the virtual world. To change your perspective on an image, grab the handles on the side of the viewing box and move around the image in the same way you would if it were real: Bend down to look at it from below; walk around it to see it from behind. Control buttons on the BOOM handles usually serve as the interface although you can hook up data gloves or other interface devices.

 

CAVE:

One of the newest, most “immersive” virtual environments is the CAVE (CAVE Automatic Virtual Environment).

It provides the illusion of immersion by projecting stereo images on the walls and floor of a room-sized cube. Several persons wearing lightweight stereo glasses can enter and walk freely inside the CAVE.

SENSUAL TECHNOLOGIES:

A variety of input devices like data gloves, joysticks, and hand-held wands allow the user to navigate through a virtual environment and to interact with virtual objects. Directional sound, tactile and force feedback devices, voice recognition and other technologies are being employed to enrich the immersive experience and to create more “sensualized” interfaces.

SHARED VIRTUAL ENVIRONMENTS:

Three networked users at different locations (anywhere in the world) meet in the same virtual world by using a BOOM device, a CAVE system, and a Head-Mounted Display, respectively. All users see the same virtual environment from their respective points of view. Each user is presented as a virtual human (avatar) to the other participants. The users can see each other, communicated with each other, and interact with the virtual world as a team.

 HUMAN FACTORS:

As virtual environments are supposed to simulate the real world, by constructing them we must

have knowledge how to “fool the user’s senses” This problem is not a trivial task

and the sufficiently good solution has not yet been found: on the one hand we must give the

user a good feeling of being immersed, and on the other hand this solution must be feasible.

  • Sight…………….. 70 %

• hearing………….. 20 %

• smell ………………5 %

• touch………………4 %

• taste ……………….1 %

Human vision provides the most of information passed to our brain and captures most of our attention. Therefore the stimulation of the visual system plays a principal role in “fooling the senses” and has become the focus of research.

 VIRTUAL REALITY TRACKING SYSTEMS:

 Tracking devices are intrinsic components in any VR system. These devices communicate with the system’s processing unit, telling it the orientation of a user’s point of view. In systems that allow a user to move around within a physical space, trackers detect where the user is, the direction he is moving and his speed. There are several different kinds of tracking systems used in VR systems, but all of them have a few things in common. They can detect six degrees of freedom (6-DOF) — these are the object’s position within the x, y and z coordinates of a space and the object’s orientation. Orientation includes an object’s yaw, pitch and roll.

From a user’s perspective, this means that when you wear an HMD, the view shifts as you look up, down, left and right. It also changes if you tilt your head at an angle or move your head forward or backward without changing the angle of your gaze. The trackers on the HMD tell the CPU where you are looking, and the CPU sends the right images to your HMD’s screens

Every tracking system has a device that generates a signal, a sensor that detects the signal and a control unit that processes the signal and sends information to the CPU. Some systems require you to attach the sensor component to the user (or the user’s equipment). In that kind of system, you place the signal emitters at fixed points in the environment. Some systems are the other way around, with the user wearing the emitters while surrounded by sensors attached to the environment.

The signals sent from emitters to sensors can take many forms, including electromagnetic signals, acoustic signals, optical signals and mechanical signals. Each technology has its own set of advantages and disadvantages.

ELECTROMAGNETIC TRACKING SYSTEMS:

Magnetic trackers are the most often used tracking devices in immersive applications.Measure magnetic fields generated by running an electric current sequentially through three coiled wires arranged in a perpendicular orientation to one another. Each small coil becomes an electromagnet, and the system’s sensors measure how its magnetic field affects the other coils. This measurement tells the system the direction and orientation of the emitter. A good electromagnetic tracking system is very responsive, with low levels of latency.

One disadvantage of this system is that anything that can generate a magnetic field can interfere in the signals sent to the sensors.

ULTRA SONIC TRACKERS:

Emit and sense ultrasonic sound waves to determine the position and orientation of a target. Most measure the time it takes for the ultrasonic sound to reach a sensor. Usually the sensors are stationary in the environment — the user wears the ultrasonic emitters. The system calculates the position and orientation of the target based on the time it took for the sound to reach the sensors.

Disadvantages: Sound travels relatively slowly, so the rate of updates on a target’s position is similarly slow. The environment can also adversely affect the system’s efficiency because the speed of sound through air can change depending on the temperature, humidity in the environment.

OPTICAL TRACKING DEVICES:

Use light to measure a target’s position and orientation. The signal emitter in an optical device typically consists of a set of infrared LEDs. The sensors are cameras that can sense the emitted infrared light. The LEDs light up in sequential pulses. The cameras record the pulsed signals and send information to the system’s processing unit.

Disadvantages: Infrared radiation can also make a system less effective.

MECHANICAL TRACKING SYSTEM:

 Rely on a physical connection between the target and a fixed reference point. A common example of a mechanical tracking system in the VR field is the BOOM display. A BOOM display is an HMD mounted on the end of a mechanical arm that has two points of articulation. The system detects the position and orientation through the arm. The update rate is very high with mechanical tracking systems, but the disadvantage is that they limit a user’s range of motion.

 VIRTUAL REALITY APPLICATIONS:

As the technologies of virtual reality evolve, the applications of VR become literally unlimited. It is assumed that VR will reshape the interface between people and information technology by offering new ways for the communication of information, the visualization.

Two approaches to current VR development:

Modeling The Real World Abstract Visualization.

 MODELLING THE REAL WORLD:

ARCHITECTURE:

An area in which virtual reality has tremendous potential is in architectural design. Already being created are architectural that allow designers and clients to examine homes and office buildings, inside and out, before they’re built. With virtual reality, designers can interactively test a building before construction begins.

MILITARY:

The military have long been supporters of VR technology and development. Training programs can include everything from vehicle simulations to squad combat. On the whole, VR systems are much safer and, in the long run, less expensive than alternative training methods. Soldiers who have gone through extensive VR training have proven to be as effective as those who trained under traditional conditions.

ANXIETY THERAPY:

For years now, virtual environments have been used to treat anxiety problems with exposure therapy. Psychologists treat phobias and post traumatic stress disorder by exposing the patient to the thing that causes them anxiety and letting the anxiety dissipate on its own. But this proves difficult if your stressor is a battlefield in Iraq. Military psychologists use simulated Iraq war situations to treat soldiers. Other therapeutic VR uses include treating a fear of flying, fear of elevators, and even a “virtual nicotine craving” simulator for smoking addiction.

VR TRAINING PROGRAMS:

Virtual reality environments have also been used for training simulators. The earliest examples were flight simulators (“Microsoft Flight Simulator”), but VR training has expanded beyond just that. There are many modern military examples, including Iraqi cultural situations and battlefield simulators for soldiers.

Flight simulators are a good example of a VE system that is effective within strict limits. In a good flight simulator, a user can take the same flight path under a wide range of conditions. Users can feel what it’s like to fly through storms, thick fog or calm winds. Realistic flight simulators are effective and safe training tools, and though a sophisticated simulator can cost tens of thousands of dollars, they’re cheaper than an actual aircraft (and it’s tough to damage one in an accident). The limitation of flight simulators from a VR perspective is that they are designed for one particular task. You can’t step out of a flight simulator and remain within the virtual environment, nor can you do anything other than pilot an aircraft while inside one.

 VIRTUAL REALITY IN EDUCATION:

Virtual reality (VR) can be described as a cutting-edge technology that allows students to step through the computer or television screen into a three dimensional, computer-simulated world to learn.

MULTIPLAYER ONLINE GAMING:

One result of virtual-reality research is the existence of entirely separate virtual worlds, inhabited entirely by the avatars of real world users. These worlds are sometimes referred to as massively multiplayer online games, and the World of Warcraft is the largest virtual gaming world in use now, with 11.5 million subscribers.

THE NINTENDO WII:

Probably the most successful cousin of virtual reality on the market today is the Nintento Wii. The Wii owes its motion capture and intuitive interaction concepts to the virtual reality technologies of the past. The controller is basically a simplified version of the “virtual reality glove.” Both the Wiimote and the Wii Fit offer users another way of interacting with their virtual environment without having to wear any bulky equipment.

MEDICAL PROCEDURES:

Modern medicine has also found many uses for virtual reality. Doctors can interact with virtual systems to practice procedures or to do tiny surgical procedures on a larger scale. Surgeons have also started using virtual “twins” of their patients, to practice for surgery before doing the actual procedure. In medicine, staff can use virtual environments to train in everything from surgical procedures to diagnosing a patient. Surgeons have used virtual reality technology to not only train and educate, but also to perform surgery remotely by using robotic devices.

Researchers are using virtual reality technology to create 3-D ultrasound images to help doctors diagnose and treat congenital heart defects in children.

ABSTRACT VISUALISATION:

 The other most commonly found approach to VR application is in those areas where large quantities of abstract data need to be manipulated, examined or accessed. Such visualizations range from common datasets such as maps, to micro and macro structures such as molecular architecture or social networks. By combining VR with Geographical Information Systems (GIS), geographical information can be explored in three dimensions or the information contained within a computer database can be visualized and navigated.

Almost any situation that requires interaction with information (even mathematical algorithms can benefit from VR visualization. Users are able to visualize and interact with information through multi-dimensional graphical representations (combined with text clues). Such representations increase users’ ability to analyze the underlying data by negating the need for them to construct their own mental image of the data.

 VIRTUAL REALITY FORMATS:

As the number of applications of virtual reality (VR) has grown, there have also been changes in the different formats of VR-type software. Each format has differing approaches to, and varying degrees of, three-dimensionality, immersion and interaction.

 VIRTUAL REALITY & INTERNET:

­Some programmers envision the Internet developing into a three-dimensional virtual space, where you navigate through virtual landscapes to access information and entertainment. Web sites could take form as a three-dimensional location, allowing users to explore in a much more literal way than before. Programmers have developed several different computer languages and Web browsers to achieve this vision. Some of these include:

Virtual Reality Modeling Language (VRML) – the earliest three-dimensional modeling language for the Web. 3DML – a three-dimensional modeling language where a user can visit a spot (or Web site) through most Internet browsers after installing a plug-in. X3D – the language that replaced VRML as the standard for creating virtual environments in the Internet. X3D superseded VRML97. Since VRML97 is a subset of the X3D standard, VRML     files can still be processed by newer X3D browsers. Collaborative Design Activity (COLLADA) – a format used to allow file interchanges within three-dimensional programs.

DEVELOPMENT DIFFICULTIES

Bottleneck of transmission bandwidth 3-D visualization technology closely integrated with the data warehouse Preserve the integrity of the database in a shared user environment

APPLICATION IN THE INTERNET

Virtual Theme Park Virtual Shopping Mall Real-time Conferencing Flight Simulation Gaming Experience

POTENTIAL VR FOR E-COMMERCE:

Three-dimensional (3-D), multi-user, online environments constitute a revolution of interactivity by creating a compelling online experience.

VE offers e-shoppers the ability study the product carefully.

Provides the e-shoppers confidence that what they see is actually what they will get. Give better description on product.

 VIRTUAL REALITY FOR TELECOMMUNICATION:

Tele-education, telemedicine, Tele-banking, Tele-work becomes possible. It improves new ways for people to interact with each other and computer.

Application of VR and Telecommunication

Telemedicine Tele-education Tele-training Tele-banking Tele-work

VR TECHNOLOGY IN TELECOMMUNICATION:

Using VR to manage Broadband Telecommunication Networks

VR user interfaces for broadband network Allows network structure, information flow to be visualized So, immediately responds through VR, reduce error Act as though in the real world using data gloves.

 VIRTUAL REALITY CHALLENGES AND CONCERNS:

Most of today’s VR applications do not conform to reality and have poor quality, but are still very useful but must be improved a lot to allow more comfortable and intuitive

Interaction with virtual worlds.

The big challenges in the field of virtual reality are developing better tracking systems, finding more natural ways to allow users to interact within a virtual environment and decreasing the time it takes to build virtual spaces. While there are a few tracking system companies that have been around since the earliest days of virtual reality, most companies are small and don’t last very long.

 The major interest was paid to visual feedback and visual display technologies resolution is

Significantly below eye’s resolving capability, luminance and color ranges do not cover the whole eye’s perception range (brightness range and gamut respectively), and finally the field of

View is relatively narrow. All these disadvantages make virtual worlds appear “artificial” and unreal, which severely contributes to the simulator sickness.

 Without well-designed hardware, a user could have trouble with his sense of balance or inertia with a decrease in the sense of telepresence, or he could experience cyber sickness, with symptoms that can include disorientation and nausea. Not all users seem to be at risk for cyber sickness — some people can explore a virtual environment for hours with no ill effects, while others may feel queasy after just a few minutes

­Some psychologists are concerned that immersion in virtual environments could psychologically affect a user.

 CONCLUSION:

Technology has transformed the world in which we live, changing how we spend our time, how we understand ourselves, and how we interact with others. Technological innovation results in social and economic change. Thus, VR will lead to the development of a Virtual World. And it is the Virtual World that promises to restructure human life and activity.

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INTRODUCTION

The California Supreme Court confirmed that employees have a reasonable expectation of privacy in the workplace, but held that in some circumstances, those rights may be limited, taking a backseat to an employer’s “legitimate business interests.” In Hernandez v. Hillsides, 47 Cal. 4th 272, 211 P.3d 1063 (Cal. 2009), the Court confirmed a grant of summary judgment to an employer who conducted hidden, off-hours video surveillance in its employees’ semi-private office in an effort to prevent potential harm to its minor clients. The specific facts of the case drove the result, but the ultimate point is clear – employees do not have an absolute guarantee of privacy behind every closed door in a workplace.

 BACKGROUND

The executive director of Pasadena’s Hillsides Children’s Center, a facility that houses abused children, discovered that someone had been viewing pornography on employee Maria Lopez’ computer in the wee hours of the morning. This caused particular concern, as many of the 66 boys and girls in residence at the center had been the victims of physical, emotional, and sexual abuse, and a person viewing pornography late at night could potentially pose a danger to the children.

In an attempt to catch the perpetrator, the executive director installed hidden video surveillance equipment in the office shared by office director Abigail Hernandez and administrative assistant Lopez without informing Hernandez and Lopez of the camera. Neither Hernandez nor Lopez were suspects, and the camera was only activated after work hours – neither Hernandez nor Lopez were ever recorded. Nevertheless, when the two women discovered the camera, they were distraught and sued Hillsides for invasion of their privacy.

Los Angeles County Superior Court Judge C. Edward Simpson granted summary judgment in favor of Hillsides, but Los Angeles’ 2nd District Court of Appeals reversed that decision, holding that mere placement of camera equipment in the women’s office without their knowledge constituted an invasion of their privacy. Hillsides appealed to the California Supreme Court, which reversed the Court of Appeals decision and upheld the grant of summary judgment. Hernandez v. Hillsides, 47 Cal. 4th 272, 211 P.3d 1063 (Cal. 2009).

There is a limit to the expectation of privacy in the workplace

California law on workplace privacy is well established at its extremes — courts have allowed covert videotaping in open and accessible workplace areas while prohibiting videotaping in areas reserved for personal acts like restrooms and dressing areas. The facts presented in Hernandez, however, present the area in between those two extremes.

The Hernandez plaintiffs claimed invasion of their right of privacy as established under both the California Constitution and common law. To prove a claim based on the California constitutional privacy right, a plaintiff must show that 1) he had a legally protected privacy interest; 2) he had a reasonable expectation of privacy; and 3) the defendant’s conduct constituted a serious invasion of the privacy right. 47 Cal. 4th at 287. Under the common law tort claim for invasion of privacy, a plaintiff must establish an intentional intrusion into a private place or into private affairs in a manner that would highly offensive to a reasonable person. Id. at 286.

Under both the constitutional and common law claims, the measure of both the expectation of privacy and seriousness or offensiveness of the invasion is based on social norms and facts of the specific case. Moreover, in analyzing both claims, the court performs a balancing test, weighing the intrusion against the defendant’s justifications and countervailing interests to determine whether the privacy violation is actionable. Id. at 287-288.

The Hernandez court acknowledged the largely parallel elements of the two privacy actions, finding that both claims have basically two elements: “(1) the nature of any intrusion upon reasonable expectations of privacy, and (2) the offensiveness or seriousness of the intrusion, including any justification and other relevant interests.” Id. at 288.

The Court agreed with the Court of Appeal’s determination that a jury could find that Hillsides intruded on the plaintiffs’ privacy. The Court acknowledged that employees do have some expectation of privacy in a shared or solo office, writing that the plaintiffs “had a reasonable expectation under widely held social norms that their employer would not install video equipment capable of monitoring and recording their activities – person and work-related – behind closed doors without their knowledge or consent.” Id. at 277.

However, the Court disagreed with the Court of Appeals on the second element of the privacy claims, finding that the intrusion was not highly offensive or sufficiently serious to constitute an actionable invasion of privacy. Id. at 295. To reach this conclusion, the Court focused on the specific facts of the case, including the limited scope of the surveillance, the business interest of the employer, and more. “Activation of the surveillance system was narrowly tailored in place, time, and scope, and was prompted by legitimate business concerns,” wrote the Court. “Plaintiffs were not at risk of being monitored or recorded during regular work hours and were never actually caught on camera or videotape.” Id. at 301. Balancing the nature of the intrusion against the employer’s justification, the Court found in favor of the employer in this case.

The plaintiffs argued that employer could have employed less intrusive alternative means, but the Court made it clear that while employers should consider alternatives, it need not always take the least offensive alternative if it would be less effective in meeting the employer’s goals. Id. at 300.

CONCLUSION

At first glance, Hernandez may appear to chip away at employees’ right of privacy in the workplace, as employees have traditionally enjoyed a heightened expectation of privacy in private or semi-private offices compared to open, more public workplace areas. However, it’s clear that the Hernandez result largely hinged on the specific facts – the plaintiffs were never actually recorded, were not the target of the recording, and the employer had a specific and potential serious business interest to protect. When it comes down to it, the Hernandez plaintiffs may have made a mountain out of a molehill.

Nevertheless, the case cost the defendants in legal fees and resources, so employers should take lessons from Hernandez that could save them such litigation costs. First, employers should make privacy policies very clear to employees through ample notice and consistent application and enforcement. If employees are told that they should have no expectation of privacy in their office, then they cannot successfully claim a breach of a privacy right. Second, when workplace situations arise that may warrant surveillance, employers should take the time to consider alternatives and document the decision-making process that lead to the choice of surveillance over other choices.

Finally, employers should not see Hernandez as a free pass to videotape employees. There are clear statutory provisions in California completely prohibiting certain forms of invasion of privacy. More importantly, there are cases where the balancing test might tip the other way, finding that the employer’s justification does not outweigh the seriousness or nature of the invasion. Employers considering implementation of a surveillance system should contact an experienced employment attorney for advice on the scope and use of the intended system.

Mr. Gray is a partner of Zuber & Taillieu LLP, where he specializes in employment law. He earned a J.D. from Loyola Law School, where he graduated second in his class, and was Chief Note and Comment Editor of the Law Review.

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AgoodSeller.com release the report of best sale cell phones in Otc,which includes ten popular cell phones.so if you are one dropshipper or retailer,this report may provide some help for you.

This is review for A2688  cell phone:

Technology:  GSM     Type:Bar cellphones

Discount a2688 cell phone Highlights

Can use in all over the world Support Dual sim card dual standby Support TV function Support Bluetooth 2.0 Support FM radio Support Camera,network video Support handwriting Support extend memory Support GPRS,WAP Support MMS,SMS

a2688 tv cell phone Specification

Network:GSM network 850/900/1800/1900 mHz. Languages:Supported multi-languages Color:black, red,silver Memory:Supported up to 2GB usb disk Camera:1.3MP camera,supported network video TV function:With the most advanced international TV super chip and signal Battery:Li-Ion Batteries,high capacity batteries Talk Time and Standby Time Bluetooth:support Bluetooth2.0 FM radio with esternal speakers  Professional Yamaha sound IC Height BASS,surrounds 3d loudspeakers stereo sound PDA/handwritten & key board dual input Built-in saves electricity IC, high capacity batteries Cartoon incoming telegram head Talking pitch shift Compatible with NOKIA charger battery Network:GSM network 850/900/1800/1900 mHz. Languages:Supported multi-languages Color:black, red,silver Memory:Supported up to 2GB usb disk Camera:1.3MP camera,supported network video TV function:With the most advanced international TV super chip and signal Battery:Li-Ion Batteries,high capacity batteries Talk Time and Standby Time Bluetooth:support Bluetooth2.0 FM radio with esternal speakers  Professional Yamaha sound IC Height BASS,surrounds 3d loudspeakers stereo sound PDA/handwritten & key board dual input Built-in saves electricity IC, high capacity batteries Cartoon incoming telegram head Talking pitch shift Compatible with NOKIA charger battery

Accessories

2 Li-Ion Batteries Power Adaptor USB Data Cable Ear phones English Manual 1GB TF Card

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To offers its masses a stylish gadget that not only holds a distinctive appeal but also impress with its brilliant performance, LG has come out with their new model called LG BL40 Chocolate. Coming in a vibrant black color casing this smart 3G phone holds its own unique appeal due to its large display size and an amazing cosmetic work. Its 4 inches TFT feature sounds very impressive as this capacitive touchscreen that store 16 million colors give out a brilliant picture quality. To enhance the performance of the display screen LG has added some smart tools like Accelerometer sensor, Dual Screen User Interface, Multi-touch input method and Proximity sensor. Further this gadget’s scratch-resistant screen surface offers more durability in its usage. LG BL40 Chocolate satisfy the user’s desired requirement effectively as it has got some interesting facilities like GPS Navigation, Document viewer, Organiser, TV out and 3D image gallery.

This smart 3G phone even entertain with its nice features like media player and Stereo FM radio with FM transmitter. Media player provided in this device offer great compatability as one can groove by listening to various formats of the media files that include even MPEG4, H263, DivX & XviD files. Audio quality of this device is simply superb as here LG has introduced Dolby Mobile sound technology which further help in enhancing the listening experience. To give its users a great entertaining experience, here LG BL40 Chocolate come with exciting set of 7 motion-based games that are further downloadable. Another interesting thing that needs to be mentioned here is its 5 megapixels camera feature. This autofocus camera that come equipped with useful tools like Geo-tagging, face & smile detection, image stabilization and manual focus allow the user to capture and view distortion free images. Other useful camera related facilities that act as performance boosters are camera key, camera settings,video recording (30 fps), 3D video gallery, video settings & effects, themes display and Photo caller ID.

Impressive storage space is another highlight of this smart device as this device come with a 1.1 GB of internal memory with an expandable slot of 32GB. With this impressive storage space one can store sizable amount of their data easily. LG BL40 Chocolate enures that the user remain connected as this device keep in store smart connecvitity tools that include Wi-Fi, 3G HSDPA, HSCSD, USB, Bluetooth® with A2DP, EDGE and GPRS. Battery performance is equally impressive as its standard Lithium battery allow th euser to enjoy maximum Talktime of 6 hours in 2G mode and 5 hours when it is in 3G mode. So just sit back and get ready to experience the breathtaking performance of this smart device.

Alden Jerry is an author of various electronics and mobile phones products, gadgets and Cheap Mobile Phones like LG Phones

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