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Virtual objects in the real world

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Published:01 March 1997Publication History
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  1. Virtual objects in the real world

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        Lynda Hardman

        A number of problems with the implementation of a system that superimposes a virtual reality onto a real-world environment are described in this succinct, clearly written paper. The problems are as follows. The real world, to which the virtual world refers, needs to be modeled so that calculations can be carried out on both. Furthermore, both worlds need to remain aligned in the combination presented to the user; otherwise, virtual objects will not appear to merge with real-world objects. When a virtual object is moving in a static real world, calculations need to be made to determine when it will collide with real-world objects. The author describes a solution to this problem using parallel processing. After a collision, calculation is also required for determining the new path of the virtual object. In both cases, a large amount of processing power is required. When objects in the real world are also moving, collision detection becomes combinatorially explosive. Processing objects in the virtual world has a certain latency. Thus, when users turn their heads too quickly, objects in the virtual world can appear to swim in relation to the real world. The main omissions from this otherwise well-constructed paper are proposals for solutions to more of the problems and a deeper analysis of solutions proposed by others.

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          cover image Communications of the ACM
          Communications of the ACM  Volume 40, Issue 3
          March 1997
          78 pages
          ISSN:0001-0782
          EISSN:1557-7317
          DOI:10.1145/245108
          Issue’s Table of Contents

          Copyright © 1997 ACM

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          Publication History

          • Published: 1 March 1997

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