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virtual reality and computer vision
One way of information transferral from humans to computers is "motion capture" wherein advanced processing of camera images of human motion via computer enables the computer system to distinguish key patterns and gestures of body movement. Nonetheless, this technology has limitations. The relevant portions of the human body must all be visible by the camera. They must not be hidden by elements of the world or by rest of the human body. Some gestures are self-occluding in themselves. This approach is also constrained by available light. Jerry Isdae's VR Page also covers this VR material.
State-of-the-art distant sports fans may now be large-screen, high-definition television, but some day Virtual Reality (VR) involvement in sporting events will make present day big-screen TV's seem like the small black and white TVs of the 1940s. Future sports enthusiasts will not only be able to zoom in on vital plays, but also see them from rotating, three-dimensional perspectives. As VR technology is used for athletics watching, the borders between watching actual sports games and high-level athletics video games may mesh. There is additional discussion at Virtual Tours St. Cloud, Minnesota of similar topics. Virtual Reality Player also has further information on this VR topic.
VRDplayer.com
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