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Vidéos : vr
Head Tracking for Desktop VR Displays using the WiiRemote
Using the infrared camera in the Wii remote and a head mounted sensor bar (two IR LEDs), you can accurately track the location of your head and render view dependent images on the screen. This effectively transforms your display into a portal to a virtual environment. The display properly reacts to head and body movement as if it were a real window creating a realistic illusion of depth and space. By Johnny Chung Lee, Carnegie Mellon University. For more information and software visit http://johnnylee.net
Tags : wii remote wiimote virtual reality VR display head tracking 3D games interactive computer nintendo immersive window
Affichage : 6032754 Durée : 285 s
VR Troopers Intro
The opening to VR Troopers
Tags : opening VR Troopers
Affichage : 303958 Durée : 60 s
VR-Handz up
here is the sexiest Rnb performer called VR!In his first hit single called handzup he's tellin us what kind of role he wanna play in the music industry! so just enjoy http://www.myspace.com/vrmusic album out in stores in january 2007
Tags : VR handz up On the Track Matt Houston Omarion dance moves sexy r&b poppin locking b2k
Affichage : 49235 Durée : 273 s
PhotoTechEDU Day 29: Photographing VR Panoramas
Google Tech Talks October, 17 2007 ABSTRACT Scott Highton, one of the pioneers of virtual reality photography, will present an overview of methods and techniques for photographing VR panoramas. While VR panoramas have become common for online tours in the real estate and travel industries, where low-quality point-and-shoot technique seems to prevail, Scott focuses on the higher-end and higher-quality approaches that yield memorable and evocative imagery. Scott's talk will include discussion of the various capture and post-production technologies available for panoramic imaging today, as well as a look behind the scenes at real-life VR photo shoots Speaker: Scott Highton Scott Highton is one of the pioneers of virtual reality photography. He was the first independent photographer contracted by Apple to work with and test QuickTime VR, as well as an early photographic consultant and contract photographer during the development of IPIX's PhotoBubble technology. Specializing in photography of extreme locations and environments, he was the first to use both technologies underwater. Scott has been a commercial photographer, documentary cinematographer, and writer for close to 30 years, and is in the process of finishing his long-awaited book on Virtual Reality Photography techniques. He has lectured at a number of photo industry events, and produces the Virtu...
Tags : google techtalks techtalk engedu talk talks googletechtalks education
Affichage : 7324 Durée : 4422 s
VR Quake 3 Arena Map Viewer
A renderer for Quake 3 Arena maps in immersive environments, based on the Aftershock rendering engine and the CaveQuake wrapper. Shown here in the UC Davis KeckCAVES facility ( http://www.keckcaves.org ). The video was shot with a tripod-mounted video camera from outside the CAVE.
Tags : VR CAVE Quake3 renderer walkthrough map first person shooter shotgun railgun plasma gun
Affichage : 46721 Durée : 87 s
VR-Zone.com - Intel Little Falls mini-ITX power test
http://www.vr-zone.com managed to lay our hands on Intel's latest Little Falls ES mini-ITX solution, featuring their latest low power processor, the Intel Atom. The Atom on the Little Falls is based on the Diamondville core, clocked at 1.6Ghz and comes with Hyperthreading technology. This is the first time that Intel incorporated their own chipset into their mini-ITX solution, previously employing SiS chipset solutions with their processors. we ran some power test on the board, and together with our FSP Everest power supply, 7200rpm 80gb hard drive and a sata dvd-rw, it draws roughly about 32 watts (assuming 80% efficiency, power meter shows about 39watts) of power. Something cool, check the video out for more information.
Tags : Intel Atom Diamondville vrzone vr-zone little falls
Affichage : 37171 Durée : 127 s
VR First person shooter
Port of old Descent PC game to modern VR environment. First-person and third-person footage.
Tags : VR immersive graphics FPS descent CAVE first person shooter holodeck
Affichage : 26429 Durée : 226 s
MITSUBISHI GALANT VR-4
JDM MITSUBISHI GALANT VR-4
Tags : GVR4 MITSUBISHI GALANT VR-4
Affichage : 67332 Durée : 186 s
VR - Conversa de Botas batidas
Foto-Clipe da música "Conversa de Botas Batidas" do Los Hermanos, feito por Victor Ramos.
Tags : Los Hermanos Conversa de Botas Batidas Victor Ramos
Affichage : 9035 Durée : 242 s
DisneyVision - Imagineering VR Lab EPCOT '94
The DisneyVision / Imagineering lab that was at EPCOT in 1994... A bit of history on the lab: (Geeking-out a bit here!) The DisneyVision Lab was joint venture between Disney Imagineering and Silicon Graphics Computer Systems (AKA: SGI). Disney used the lab to develop their VR app for DisneyQuest and SGI used the opportunity to write extensions to their IRIS Performer package and gather data for the next generation of graphics hardware. The SGI graphics hardware used a custom board called "Tri-clops"...as far as I know SGI only produced 5 of them. The Tri-clops board allowed the output of the three graphics pipes in the SGI Onyx systems to be summed into one full rez HDTV (keep in mind this was 1994!), stereo (120Hz) display. Due to the rez, pixel depth and refresh rate of the HMD (Head Mounted Display), motion sickness was a problem and barrels were added to show for to accommodate sick guests. Also, the temperature of the lab was kept quite low to help minimumize the effects the motion had on guests...a practice that is still used today in DisneyQuest...well, the barrels are not in use, but the temp is quite chilly. Disney and SGI displayed DisneyVision at the 1994 Siggraph show in Orlando. The current VR attraction @ DisneyQuest is (as 07/98) is MUCH lower quality than that of the EPCOT lab. Where EPCOT was running one SGI Onyx with three graphics pipes summed into one pod, the DisneyQuest attraction has one Onyx2 with one graphics pipe running 4 pods. The DQ attraction removed the Mickey Mouse hands from the edge of the magic carpet...sad to see that touch did not make it into the attraction.
Tags : SGI Silicon Graphics
Affichage : 6620 Durée : 592 s

 

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