text:
A Blown Opportunity in Boston
The Yankees Fail to Inflict a Seventh Straight Loss on the Stumbling Red Sox in Their Home Opener
On Boston talk radio Friday morning, callers debated if the Red Sox could lose 100 games. The faithful mulled whether lineup changes would make a difference. Whether general manager Theo Epstein or manager Terry Francona should be fired first.
The late-morning drunken revels that characterize opening day in Boston were underway at the Cask & Flagon and Game On, but there was a decided unease in the air.
With Epstein's supposed juggernaut starting 0-6, the panic was setting in. Francona was juggling the lineup. The Red Sox were making roster moves, dumping ineffective pitchers a week into the season.
This wasn't just another game. This was an early chance for the Yankees to drive a stake into their rival's hearts, to send the city of Boston into a spiral of self-doubt, and to force the talented Red Sox to waste time and energy dealing with the fallout.
Unfortunately, that chance evaporated in a flurry of Red Sox hits, as Yankee starter Phil Hughes gave Boston the break it needed.
"I've never seen a team so happy to be 1-6," Red Sox manager Terry Francona said after Friday's 9-6 victory.
And that says it all. Beyond the won-loss column, the Yankees missed a golden opportunity to put their foot on the Red Sox's collective throats. In the big media towns, records can mean more than just numbers.
A losing streak becomes like a ball rolling down hill—it picks up more momentum the longer it rolls along, until the distraction and the mania become as much of an enemy as the other team.
"When you're in the town of Boston, New York, probably Philly, anytime you lose five or six in a row, it becomes a pretty big deal. That's just the way the game is when you play on the East Coast in some of these cities," said Yankee manager Joe Girardi.
From the first inning, it seemed like the Yankees might beat Boston into submission after all.
The Red Sox brought in John Lackey for $18 million annually in part because of his big-game reputation. He has been anything but a big-game pitcher in his time with the Red Sox. Lackey walked leadoff man Brett Gardner to start the game, setting the tone.
When Alex Rodriguez also walked, and Robinson Cano doubled them both home, the Yankees were off to the races—scoring in each of the five innings Lackey pitched.
It was the kind of performance they needed to crush beleaguered Boston.
But Hughes's continued woes meant that the Red Sox matched the Yankees' early-inning thumping run for run. Hughes lasted only two innings, giving up six runs, as the Red Sox whacked singles and doubles around the field.
In came the unlikeliest of saviors, Bartolo Colon, to keep the Yankees in the game. Colon held the Red Sox to one earned run and one unearned run over the next five innings, before Boone Logan coughed up another to put the game out of reach.
The Yankees dressed quickly and left the cramped visitor's clubhouse, knowing they had missed their chance to cause far-reaching collateral damage to their foe.
"They weren't going to go without a win this year, but it's always frustrating when you know a team's not doing well, you want to keep them down when they're down," catcher Russell Martin said.
Now a degree of calm should return for the Red Sox. A 1-6 Red Sox team is merely bad, but not star-crossed. That said, they don't exactly have history on their side.
The last team to start the season 0-3 and win the World Series was Girardi's 1998 Yankees. They dipped to 1-4 before going on to win 114 games, despite the early-season cauldron.
Girardi remembered that there were questions about whether Joe Torre should remain as Yankee manager, and the team struggled under the high expectations. There was a team meeting.
"I remember having a little bit of a meeting with the players. I wouldn't say that we were tight, but I would say that we weren't happy with the way things were going,," Girardi said.
Nobody was suggesting that the Red Sox would go 0-162.
But by prolonging their misery, the Yankees could have kept the Red Sox from achieving the normalcy that allows success in the baseball season.
Because they couldn't twist the knife, the Yankees gave their rival the most dangerous thing of all: hope.


text:
sergkanzhttp://blogs.msdn.com/b/sergkanz/atom.aspxTelligent Community 5.6.583.17018 (Build: 5.6.583.17018)2011-08-12T10:32:00ZCut the monitoring cost: application monitoring investmentshttp://blogs.msdn.com/b/sergkanz/archive/2011/09/13/cut-the-monitoring-price-application-monitoring-investments.aspx2011-09-13T21:22:08Z2011-09-13T21:22:08Z
Application monitoring is a new feature of Operations Manager. In this article I want to overview some investments we made in Operations Manager 2012 Beta release to enable this feature. It's not an official "what's new" list, this article describes the spirit of this release.

The main goal of building this feature was to create reliable, clear to understand and useful application monitoring solution. To deliver the best .NET application monitoring solution to our customers we have been integrating AVIcode technologies into Operations Manager. That's why APM feature of Operations Manager sometimes called AVIcode, and reviews usually compares AVIcode functionality with current APM solution provided by Operations Manager (one of the good reviews you can find at http://gotchahunter.net/2011/07/net-monitoring-in-scom-2012-beta/). But the comparison of AVIcode and Operations Manager is not working since the intent was to enable new application monitoring scenarios rather than merging products together.

Every monitoring solution has a cost. It's a cost of CPU that monitoring Agent consumes on your servers, hours spent on installation process, money spent on trainings and efforts put on understanding monitoring results. One of the goals of Operations Manager 2012 is to decrease a cost of monitoring. That's why one of the goals of AVIcode integration is to cut the cost of having application monitoring solution in your environment.

Since AVIcode technologies already had low cost in runtime by introducing minimum noise and giving maximum value it was required to cut the cost of other monitoring stages as installation, configuring and maintenance. That defined the main investments we did in application monitoring for Operations Manager 2012, most of them described follow.

Application monitoring setup is fully integrated into Operations Manager. You don't need to configure separate database or specify any IIS settings specific for application diagnostic consoles. Application monitoring feature doesn't have any prerequisites differs from what Operations Manager requires. You don't need to worry about APM management packs setup they are available as any other Microsoft MPs.

Application monitoring event delivery channel disappeared. Once computer being added to management group APM will use the same channel as Operations Manager uses. Back in AVIcode we had http interface on management server for events delivery that you have to configure and maintain. Now you don't spent your time on it.

With the new channel APM got high availability as well as agent failover features of Operations Manager 2012. If a particular management server becomes unavailable, the agent will failover to another management server. The APM data will then flow to the management server that the agent failover over to just like all other data sent by the OM agent.

Configuring of application monitoring became more IT operations friendly. We tried to minimize developers specific questions and terms and ask minimum information we need to start monitoring. You won't be surprised that we plan to enable some advanced settings soon. But even then you shouldn't worry about answering tricky wizard questions - everything is clear to understand and default configuration has good value for developers.

Since the Operations Manager and AVIcode databases are integrated we don't introduce new cost in maintaining application monitoring. You don't need to pay for additional instance of database, no worries about its maintenance and back up.

Application management became centralized - now you can configure monitoring on multiple agents for multiple application from one place. Once you set up monitoring parameters for the application it will be automatically configured on any computer from computer group you've specified. It's a great feature if you think in terms of private clouds where computers are just resources that could be added and removed on demand. And you have this elasticity without need to configure monitoring each time computer with application you monitor appears in the management group.

Having all of this implemented we are sure you have reliable application monitoring for the reasonable cost. So either you used AVIcode before or you never heard about it and want to upgrade Operations Manager you'll get new experience of application monitoring that is simpler to enable and cheaper to use, and that's why have bigger value. And we keep working on it.

firstname.lastname@example.com://blogs.msdn.com/s.kanzhelev_4000_live.com/ProfileUrlRedirect.ashxAspects for your alertshttp://blogs.msdn.com/b/sergkanz/archive/2011/08/16/aspects-for-your-alerts.aspx2011-08-17T04:59:34Z2011-08-17T04:59:34Z
Every exceptional situation has it's own aspect. It can be incorrect workflow into business logic, problem with configuration files, incorrect versioning, messy deployment, wrong usage of third-party components. Typically only developer understand which of these aspect every exception belongs to.

Other story with infrastructure problems. It's relatively simple to distinguish infrastructure problems from other exceptions. They usually represents by SecurityException or XXXNotFoundException exception that logically can be named as security and connectivity aspect of infrastructure problems. Having these two types named it's natural to call regular exceptions as application failures and performance violations as performance problem.

And all these aspects we have in APM for Operations Manager. And you can find them in AppDiagnostics console in filtering pane for events:

It's pretty simple to test connectivity problem. Just stop SQL server you are using for your application.

If it's too aggressive for you to shut down database you can try approach I usually use for this. Just put dummy aspx file into virtual directory of application you've configured for monitoring with pretty simple content:

<%@ Page language="c#" %> <%@ Assembly Name="System.Data" %> <%@ Import Namespace="System.Data.SqlClient" %> <form id="Form1" action="Default.aspx" method="post" runat="server"> <% using (SqlConnection connection = new SqlConnection("Server=server;Database=database;User ID=user;Password=password;")) { connection.Open(); } %> </form>

This aspx will work for all frameworks and you shouldn't compile anything to run it.

Running this aspx you'll get alert with following description into Operations Manager Active Alerts view:

Connectivity failure has been detected in the application 'TestConnectionString' on computer 'sergkanz-opsmgr.testdomain.com'. An exception of type 'System.Data.SqlClient.SqlException' with a message of 'A network-related or instance-specific error occurred while establishing a connection to SQL Server. The server was not found or was not accessible. Verify that the instance name is correct and that SQL Server is configured to allow remote connections....' was thrown in '/TestConnectionString/Default.aspx'. For additional details see the Alert Context.

Alert details lead to the AppDiagnostics event that says we really failed in the the method "ASP.default_aspx.__Render__control2" that definitely makes sense to developer.

So we have this connectivity failure in the Operations Manager as Alert that IT can respond as well as exception event in AppDiagnostics console that gives all runtime details to developers. And it makes sense to have this even be shown in both consoles since we can't understand whether this problem was caused by real connectivity problem or just because connection string was formed incorrectly in code.

We have completely different situation with application failure aspect. This typically interesting for developers only if the issue escalation procedure doesn't suppose deep involvement of operations personnel as for instance TFS Connector supposes (https://connect.microsoft.com/OpsMgr/program7044).

So in Operations Manager 2012 you will be able to filter alerts by aspect specifying whether you want to see "application failure" alerts for your application or you just want to have it as event for developer's investigations in AppDiagnostics console.

email@example.com://blogs.msdn.com/s.kanzhelev_4000_live.com/ProfileUrlRedirect.ashxSCOM beta with application monitoringhttp://blogs.msdn.com/b/sergkanz/archive/2011/08/12/scom-beta-with-application-monitoring.aspx2011-08-12T17:32:00Z2011-08-12T17:32:00Z
It's almost a month since System Center Operations Manager Beta is available for download http://www.microsoft.com/systemcenter/en/us/om-vnext-beta.aspx. I'm really proud of rich application monitoring functionality it now has out of the box . Basically application monitoring there is AVIcode functionality seamlessly integrated into Operations Manager.

One of the interesting aspects of application monitoring is how IT pros and application developers can benefit from the information provided from the application monitoring functionality such that its actionable for both of these groups of people. On the one hand developers usually don't have access to staging and production environment and don't monitor them. They live in new versions and debugging. On the other hand IT guys typically not interesting in such a detailed information AVIcode can provide.

Finding the equilibrium between informative and simple monitoring solution was the main reason to start this blog.

I'm development lead for application monitoring feature of Operations Manager and I spent almost all my professional life in implementing monitoring solutions. That's why I'll be really glad to get a feedback from you on how do you use application monitoring and how to make it even better.

Trying this feature is extremely simple for you. First of all install Operations Manager 2012 Beta. After that it's only two steps - discover your application and enable monitoring for it . Fairly speaking there is one more step - IIS restart, that required to apply monitoring configuration to your application.

So here are the steps:

Import IIS management pack to discover applications.

Enable monitoring for your application in wizard.

Restart IIS.

That's it! Sure I didn't mention that you will wait for discovery of your application after the first step and you also will wait for monitoring enablement after the second step. But this it's a reasonable price for having a reliable centralized management.

Now you got an alerts that will show problems for you application, don't you? I assume there are no alerts. I'm pretty sure you enabled this in sandbox where all pages are pretty fast and there are no unhandled exceptions happen.

That's why I'll teach you how to get exception even for a healthy applications. It works almost for all of them.

Open any page of you web site, let's say it's http://foo/Default.aspx. In address bar add following to the name of the page: "?serg=<kanz". You'll get something like http://foo/Default.aspx?serg=<kanz. This simple request magically raises unhandled exception for a most ASP.NET applications!

This trick works even for the official ASP.NET site: http://www.asp.net/Default.aspx?serg=<kanz

Event for this exception you can find in AppDiagnostics console that now installs together with WebConsole. Having this event you can see who requested the page (IP address is collected) and which page failed. You can even see why it's failed - because of a dangerous request (serg="<kanz"). Isn't it amazing to have all information collected?

Try it and let me know if it's not working for your application. I plan to show more interesting cases in this blog.

Hope you like my first post. I've already prepared a couple more - so subscribe for the updates!

If you need more detailed instructions how to enable application monitoring for your application - here is the link to Quick Start Guide http://technet.microsoft.com/en-us/library/hh205988.aspx which contains detailed step-by-step instructions. But who reads these manuals...

firstname.lastname@example.com://blogs.msdn.com/s.kanzhelev_4000_live.com/ProfileUrlRedirect.ashx

subset: commoncrawl


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Jerad + Kirsten Hicks || Ferndale, Washington
Posted by Nikki Dawn on
This wedding is very dear to my heart and as I am looking through all of these photos I cant help but smile. Not only was this location a photographers dream, but this beautiful bride just happens to be my cousin. I am always so honored when family asks me to do their photos. It adds a different level of excitiment for me. I dont just get to sit and watch my cousin marry her best friend… it allows me to be up close and centre in every special moment of the day and for me that is such a thrill.
This country wedding ceremony took place in a tiny little chapel in a place called Pinoneer Park. The park represents one of the finest collections of original pioneer log cabins and contents in the Northwest. It was so intimate and sweet and the park allowed for a spectacular background for Jerad + Kirsten's photos.
In keeping with the theme, we then headed out for the reception in Anacortes to Greenfeild Farms and gardens. I just loved everything about his place. It has so much character and of course Kirsten + Jerad's vision just fit into the whole place so perfectly. It was an afternoon of good food (MMM…Chipotle's taco bar), and tons of love and laughter. It was great day to be apart of as both a photographer and a cousin :)


text:
Fashion FeaturesFeb 22, 2012
Fashion Authority
ALIVE catches up with fashion powerhouse Valerie Steele, just in time for her St. Louis appearance.
Story: Jill Manoff
Photos: Valerie Steele photo by Aaron Cobbett
An afternoon chat with Valerie Steele, the director and chief curator of The Museum at the Fashion Institute of Technology, proved downright inspiring. One of "Fashion's 50 Most Powerful," according to the New York Daily News, her expertise on every trend and designer discussed called to mind the "The Devil Wears Prada" scene in which Meryl Streep explains the rise of cerulean blue.
The curator of more than 20 enticing fashion exhibitions, and author of an impressive number of as-alluring books (including "Fetish: Fashion, Sex and Power"), Steele will be in town April 13-14 to serve as the honored guest at Craft Alliance's ARTrageous Baubles Ball, and give a lecture at Washington University.
ALIVE: Fashion is your career; what do you say to people who pooh-pooh it?
VALERIE STEELE: I've always found it fascinating that there's so much hostility towards fashion. It's so often dismissed as being frivolous, or downright negative; it's "consumerist," "bourgeois," "conformist," "vanity," whatever—which means it's hitting a nerve. The fact that fashion is so controversial and often seen as negative just makes me feel more interested.
A: Why your interest in the corset?
VS: I did an exhibition and a book about corsetry, in which I explored some of the myths surrounding it. Women wore corsets for 400 years—often in defiance of male authorities. The corset functioned to make you look more attractive, younger and slimmer, more upper-class. In a way, the corset never really disappeared—it's just that fashion became more revealing in the 20th century. Corsetry has been replaced by diet and exercise, even liposuction.
A: Are high heels closely related?
VS: High heels, like corsets, are prime symbols of erotic femininity. It's all about the stories we tell ourselves about shoes—that only women wear high heels, high heels are sexier, etc. And, they do change the way your body looks. High heels tilt your pelvis back and your bosom and bottom out, so you're automatically taller, thinner and curvier-looking.
A: What was it about Daphne Guinness that inspired your latest book and exhibition?
VS: I think Daphne is the most exciting and inspiring fashion icon—the only real fashion icon in the world today. Fashion for her is an art form, and she's fearlessly independent about what she wears. I think she flies the flag for individuality. In a time when people are dressing more and more alike, that's really inspiring.
A: What's your next big project?
VS: I'm working on a big exhibition for 2013 called "Queer Style," about the relationship between gay people and fashion over the last 100 years.
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Is there a way of choosing which reviews you'd like to display first on the page?
My clients wanted to choose the top rated reviews to help promote their service. They don't want to delete the ones not needed but just choose a few for displaying on certain pages.
Can you help.


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Virtual reality
This article has multiple issues. Please help improve it or discuss these issues on the talk page. (Learn how and when to remove these template messages)(Learn how and when to remove this template message)
Virtual reality or virtual realities (VR), also known as immersive multimedia or computer-simulated reality, is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. Virtual realities artificially create sensory experience, which can include sight, touch, hearing, and smell.[1]
Most up-to-date virtual realities are displayed either on a computer monitor or with a virtual reality headset (also called head-mounted display), and some simulations include additional sensory information and focus on real sound through speakers or headphones targeted towards VR users. Some advanced haptic systems now include tactile information, generally known as force feedback in medical, gaming and military applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the concepts of telepresence and telexistence or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove or omnidirectional treadmills. The immersive environment can be similar to the real world in order to create a lifelike experience—for example, in simulations for pilot or combat training—or it can differ significantly from reality, such as in VR games.
- 1 Concept origins
- 2 History
- 3 Use
- 4 In fiction
- 5 Concerns and challenges
- 6 Pioneers and notables
- 7 Commercial industries
- 8 See also
- 9 Notes
- 10 References
- 11 External links
Concept origins[edit]
In 1938, Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[2] is the earliest published use of the term "virtual reality".
The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "Virtual Reality" was used in The Judas Mandala, a 1982 science-fiction novel by Damien Broderick. The Oxford English Dictionary cites a 1987 article titled "Virtual reality",[3] but the article is not about VR technology. Virtual Reality in its modern usage was popularized by Jaron Lanier through his company VPL Research. VPL Research held many of the mid eighties VR patents, and they developed the first widely used HMD: EyePhone and Haptic Input DataGlove[4] The concept of virtual reality was popularized in mass media by movies such as Brainstorm and The Lawnmower Man. The VR research boom of the 1990s was accompanied by the non-fiction book Virtual Reality (1991) by Howard Rheingold.[5] The book served to demystify the subject, making it more accessible to less technical researchers and enthusiasts.
Before the 1950s[edit]
The first traces of virtual reality came from the world of science fiction. Stanley G. Weinbaum's 1935 short story "Pygmalion's Spectacles" [6] is recognized as one of the first works of science fiction that explores virtual reality. It describes a goggle-based virtual reality system with holographic recording of fictional experiences including smell and touch.
Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device, which reportedly still functions today. Around the same time, Douglas Engelbart used computer screens as both input and output devices.
In 1968, Ivan Sutherland, with the help of his student Bob Sproull, created what is widely considered to be the first virtual reality and augmented reality (AR) head-mounted display (HMD) system. It was primitive both in terms of user interface and realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling. The graphics comprising the virtual environment were simple wire-frame model rooms. The formidable appearance of the device inspired its name, The Sword of Damocles.
Also notable among the earlier hypermedia and virtual reality systems was the Aspen Movie Map, which was created at MIT in 1978. The program was a crude virtual simulation of Aspen, Colorado in which users could wander the streets in one of three modes: summer, winter, and polygons. The first two were based on photographs—the researchers actually photographed every possible movement through the city's street grid in both seasons—and the third was a basic 3-D model of the city.
Atari founded a research lab for virtual reality in 1982, but the lab was closed after two years due to Atari Shock (North American video game crash of 1983). However, its hired employees, such as Tom Zimmerman, Scott Fisher, Jaron Lanier and Brenda Laurel, kept their research and development on VR-related technologies.
By the 1980s the term "virtual reality" was popularized by Jaron Lanier, one of the modern pioneers of the field. Lanier had founded the company VPL Research in 1985. VPL Research has developed several VR devices like the Data Glove, the Eye Phone, and the Audio Sphere.VPL Research authorized the warrant of the Data Glove to New York video game company Mattel. Mattel used this technology and made an accessory known as the Power Glove. It was hard to use and not popular at all. However, the price for this accessory was $75. It might be the earliest affordable VR device.
During this time, virtual reality was not well known, though it did receive media coverage in the late 80s. Most of its popularity came from marginal cultures, like cyberpunks, who viewed the technology as a potential means for social change, and drug culture, who praised virtual reality not only as a new art form, but as an entirely new frontier.[7] Once the industry began to attract media coverage, people started realizing that potential. Some even compared the innovations in virtual reality to the Wright Brothers' pioneering invention of the airplane.[8]
In 1990, Jonathan Waldern, a VR Ph.D, demonstrates "Virtuality" at the Computer Graphics 90 exhibition staged at London's Alexandra Palace. This new system was an arcade machine that would use a virtual reality headset to immerse players.
CyberEdge and PCVR, VR industry focused magazines, started to publish in the early 90s. However, most ideas about VR remained theoretical due to the limited computing power available at the time. The extremely high cost of the technology made it impossible for most consumers to adopt. The public turned their focus to the Internet after it came out. The VR industry went silent in the U.S. and only provided VR devices for medical, flight simulation, automobile industry design, and military training purposes.
|This section possibly contains previously unpublished synthesis of published material that conveys ideas not attributable to the original sources. (February 2015) (Learn how and when to remove this template message)
In 1991, Sega announced the Sega VR headset for arcade games and the Mega Drive console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head.[9]
In the same year, Virtuality launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system. It was released in many countries, including a dedicated VR arcade at Embarcadero Center in San Francisco. Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences.[10]
Antonio Medina, a MIT graduate and NASA scientist, designed a virtual reality system to "drive" Mars rovers from Earth in apparent real time despite the substantial delay of Mars-Earth-Mars signals. The system, termed "Computer-Simulated Teleoperation" as published by Rand, is an extension of virtual reality.[11]
In 1991, Carolina Cruz-Neira, Daniel J. Sandin and Thomas A. DeFanti from the Electronic Visualization Laboratory created the first cubic immersive room, replacing goggles by a multi-projected environment where people can see their body and other people around.
In 1991, Computer Gaming World predicts "Affordable VR by 1994".[12]
By 1994, Sega released the Sega VR-1 motion simulator arcade attraction,[13][14] in SegaWorld amusement arcades. It was able to track head movement and featured 3D polygon graphics in stereoscopic 3D, powered by the Sega Model 1 arcade system board.[15]
Also in 1994 Apple released QuickTime VR. A widely available product for interacting with VR models.
A year later, the artist Maurice Benayoun created the first VR artwork connecting in real time 2 continents: the "Tunnel under the Atlantic" between the Pompidou Centre in Paris and the Museum of Contemporary Art in Montreal. The installation included dynamic real time 3d modeling, video chat, spatialized sound and AI content management.
The Virtual Boy was created by Nintendo and was released in Japan on July 21, 1995 and in North America on August 15, 1995.[16]
Also in 1995, a group in Seattle created public demonstrations of a "CAVE-like" 270 degree immersive projection room called the Virtual Environment Theater, produced by entrepreneurs Chet Dagit and Bob Jacobson.[17] Then in 1996 the same system was shown in tradeshow exhibits sponsored by Netscape Communications, and championed by Jim Barksdale, for the first time showing VR connected to the Internet with World Wide Web content feeds embedded in VRML 3D virtual world models.
Forte released the VFX1, a PC-powered virtual reality headset in 1995, which was supported by games including Descent, Star Wars: Dark Forces, System Shock and Quake.
In 1999, entrepreneur Philip Rosedale formed Linden Lab with an initial focus on the development of hardware that would enable computer users to be fully immersed in a 360 degree virtual reality experience. In its earliest form, the company struggled to produce a commercial version of "The Rig," which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders.[18] That vision soon morphed into the software-based, 3D virtual world Second Life.
In 2001, SAS3 or SAS Cube became the first PC based cubic room, developed by Z-A Production (Maurice Benayoun, David Nahon), Barco, Clarté, installed in Laval France in April 2001. The SAS library gave birth to Virtools VRPack.
By 2007, Google introduced Street View, a service that shows panoramic views of an increasing number of worldwide positions such as roads, indoor buildings and rural areas. It also features a stereoscopic 3D mode, introduced in 2010.[19]
In 2010, Palmer Luckey, who later went on to found Oculus VR, designed the first prototype of the Oculus Rift. This prototype, built on a shell of another virtual reality headset, displayed only 2-D images and was noticeably cumbersome to wear. However, it boasted a 90-degree field of vision that was previously unseen anywhere in the market at the time. This initial design would later serve as a basis from which the later designs came.[20]
In 2013, Nintendo filed a patent for the concept of using VR technology to produce a more realistic 3D effect on a 2D television. A camera on the TV tracks the viewer's location relative to the TV, and if the viewer moves, everything on the screen reorients itself appropriately. "For example, if you were looking at a forest, you could shift your head to the right to discover someone standing behind a tree."[21]
In July 2013, Guild Software's Vendetta Online was widely reported as the first MMORPG to support the Oculus Rift,[22][23] making it potentially the first persistent online world with native support for a consumer virtual reality headset.
On March 25, 2014, Facebook purchased a company that makes virtual reality headsets, Oculus VR, for $2 billion.[24] Sony announces Project Morpheus (its code name for PlayStation VR), a virtual reality headset for the PlayStation 4.[25] Google announces Cardboard, a do-it-yourself stereoscopic viewer for smartphones.
Since 2013, there have been several virtual reality devices that seek to enter the market to complement Oculus Rift to enhance the game experience. One, Virtuix Omni, is based on the ability to move in a three dimensional environment through an omnidirectional treadmill.
In 2015, the Kickstarter campaign for Gloveone, a pair of gloves providing motion tracking and haptic feedback, was successfully funded, with over $150,000 in contributions.[26]
In February–March 2015, HTC partnered with Valve Corporation announced their virtual reality headset HTC Vive and controllers, along with their tracking technology called Lighthouse, which utilizes "base stations" mounted to the wall above the user's head in the corners of a room for positional tracking of the Vive headset and its motion controllers using infrared light.[27][28][29][30] The company announced its plans to release the Vive to the public in April 2016 on December 8, 2015.[31][32] Units began shipping on April 5, 2016.[33]
In July 2015, OnePlus became the first company to launch a product using virtual reality.[34] They used VR as the platform to launch their second flagship device the OnePlus 2, first viewable using an app on the Google Play Store,[35] then on YouTube.[36] The launch was viewable using OnePlus Cardboard, based on the Google's own Cardboard platform. The whole VR launch had a runtime of 33 minutes, and was viewable in all countries.
Also in 2015, Jaunt, a startup company developing cameras and a cloud distribution platform, whose content will be accessible using an app, reached $100 million in funding from such sources as Disney and Madison Square Garden.[37]
On April 27, 2016, Mojang announced that Minecraft is now playable on the Gear VR.[38] Minecraft is still being developed for the Oculus Rift headset but a separate version was released to the Oculus Store for use with the Gear VR. This version has everything that's in the Pocket Edition of Minecraft.
Education and training[edit]
Few are creating content that may be used for educational purposes, with most advances being made in the entertainment industry, yet research is being done on learning in virtual reality as many believe its immersive qualities have the potential to enhance learning.
The usage of VR in a training perspective is to allow professionals to conduct training in a virtual environment where they can improve upon their skills without the consequence of failing the operation. Thomas A. Furness III was one of the first to develop the use of VR for military training when, in 1982, he presented the Air Force with his first working model of a virtual flight simulator he called the Visually Coupled Airborne Systems Simulator (VCASS). By the time he started his work on VCASS, aircraft were becoming increasingly complicated to handle and virtual reality provided a better solution to previous training methods. Furness attempted to incorporate his knowledge of human visual and auditory processing to create a virtual interface that was more intuitive to use. The second phase of his project, which he called the "Super Cockpit," was even more advanced, with high resolution graphics (for the time) and a responsive display. Furness is often credited as a pioneer in virtual reality for this research.[7]
VR plays an important role in combat training for the military. It allows the recruits to train under a controlled environment where they are to respond to different types of combat situations. A fully immersive virtual reality that uses head-mounted display (HMD), data suits, data glove, and VR weapon are used to train for combat. This setup allows the training's reset time to be cut down, and allows more repetition in a shorter amount of time. The fully immersive training environment allows the soldiers to train through a wide variety of terrains, situations and scenarios.[39]
VR is also used in flight simulation for the Air Force where people are trained to be pilots. The simulator would sit on top of a hydraulic lift system that reacts to the user inputs and events. When the pilot steer the aircraft, the module would turn and tilt accordingly to provide haptic feedback. The flight simulator can range from a fully enclosed module to a series of computer monitors providing the pilot's point of view. The most important reasons on using simulators over learning with a real aircraft are the reduction of transference time between land training and real flight, the safety, economy and absence of pollution.[40] By the same token, virtual driving simulations are used to train tank drivers on the basics before allowing them to operate the real vehicle.[41] Finally, the same goes for truck driving simulators, in which Belgian firemen are for example trained to drive in a way that prevents as much damage as possible. As these drivers often have less experience than other truck drivers, virtual reality training allows them to compensate this. In the near future, similar projects are expected for all drivers of priority vehicles, including the police.[42]
Medical personnel are able to train through VR to deal with a wider variety of injuries.[43] An experiment was performed by sixteen surgical residents where eight of them went through laparoscopic cholecystectomy through VR training. They then came out 29% faster at gallbladder dissection than the controlled group.[44] With the increased commercial availability of certified training programs for basic skills training in VR environments, students have the ability to familiarize themselves with necessary skills in a corrective and repetitive environment; VR is also proven to help students familiarize themselves with skills not specific to any particular procedure.[45]
VR application was used to train road crossing skills in children. It proved to be rather successful. However some students with autistic spectrum disorders after such training might be unable to distinguish virtual from real. As a result, they may attempt quite dangerous road crossings.[46]
Video games[edit]
The use of graphics, sound and input technology in video games can be incorporated into VR. Several Virtual Reality head mounted displays (HMD) were released for gaming during the early-mid 1990s. These included the Virtual Boy developed by Nintendo, the iGlasses developed by Virtual I-O, the Cybermaxx developed by Victormaxx and the VFX1 Headgear developed by Forte Technologies. Other modern examples of narrow VR for gaming include the Wii Remote, the Kinect, and the PlayStation Move/PlayStation Eye, all of which track and send motion input of the players to the game console somewhat accurately.
Several companies are working on a new generation of VR headsets: Oculus Rift is a head-mounted display for gaming purposes developed by Oculus VR, an American technology company that was acquired for US$2 billion by Facebook in 2014. One of its rivals was named by Sony as PlayStation VR (codenamed Morpheus), which requires a PS4 instead of a PC to run. In 2015, Valve Corporation announced their partnership with HTC to make a VR headset capable of tracking the exact position of its user in a 4.5 by 4.5 meters area, the HTC Vive.[47] All these virtual reality headsets are tethered headsets that use special curved lenses to magnify and stretch a 5.7-inch screen (in the case of Morpheus) across your field of vision. There are many more gaming VR headsets in development, each with its own special abilities. StarVR, for instance, offers a 210° field of view, whereas FOVE tracks the position of your eyes as an input method.[48]
Fine arts[edit]
David Em was the first fine artist to create navigable virtual worlds in the 1970s.[49] His early work was done on mainframes at Information International, Inc., Jet Propulsion Laboratory, and California Institute of Technology. Jeffrey Shaw explored the potential of VR in fine arts with early works like Legible City (1989), Virtual Museum (1991), and Golden Calf (1994). Canadian artist Char Davies created immersive VR art pieces Osmose (1995) and Ephémère (1998). Maurice Benayoun's work introduced metaphorical, philosophical or political content, combining VR, network, generation and intelligent agents, in works like Is God Flat? (1994), "Is the Devil Curved?" (1995), The Tunnel under the Atlantic (1995), and World Skin, a Photo Safari in the Land of War (1997). Other pioneering artists working in VR have include Luc Courchesne, Rnmnmita Addison, Knowbotic Research, Rebecca Allen, Perry Hoberman, Jacki Morie, Margaret Dolinsky and Brenda Laurel. All mentioned artists are documented in the Database of Virtual Art.[50]
Heritage and archaeology[edit]
The first use of a VR presentation in a heritage application was in 1994, when a museum visitor interpretation provided an interactive "walk-through" of a 3D reconstruction of Dudley Castle in England as it was in 1550. This consisted of a computer controlled laserdisc-based system designed by British-based engineer Colin Johnson. The system was featured in a conference held by the British Museum in November 1994, and in the subsequent technical paper, Imaging the Past – Electronic Imaging and Computer Graphics in Museums and Archaeology.[51]
Virtual reality enables heritage sites to be recreated extremely accurately, so that the recreations can be published in various media.[52] The original sites are often inaccessible to the public or, due to the poor state of their preservation, hard to picture.[53] This technology can be used to develop virtual replicas of caves, natural environment, old towns, monuments, sculptures and archaeological elements.[54]
Architectural design[edit]
One of the first recorded uses of virtual reality in architecture was in the late 80s when the University of North Carolina modeled its Sitterman Hall, home of its computer science department, in a virtual environment.[8]
Several companies, including IrisVR and Floored, Inc., provide software or services that allow architectural design firms and various clients in the real estate industry to tour virtual models of proposed building designs. IrisVR currently provides software that allows users to convert design files created in CAD programs like SketchUp and Revit into files viewable with an Oculus Rift, HTC Vive, or a smartphone "in one click," without the need for complex tiered workflows or knowledge of game engines such as Unity3D.[55] Floored, meanwhile, manually constructs and refines Rift-viewable 3D models in-house from either CAD files for un-built designs or physical scans of already built, brick-and-mortar buildings, and provides clients with access to its own viewing software, which can be used with either an Oculus Rift or a standard 2D web browser, afterward.[56]
VR software products like these can provide a number of benefits to architects and their clients. During the design process, architects themselves can use VR in order to actually experience the designs they are working on before they are built. In particular, seeing a design in VR can help impress upon the architect a correct sense of scale and proportion.[57] Having an interactive VR model on hand also eliminates the need to waste time and resources constructing physical miniatures in order to demonstrate or examine a design concept to clients or the public. Later on, after a building is constructed, developers and owners can create a VR model of a space that allows potential buyers or tenants to tour a space in VR, even if real-life circumstances make a physical tour unfeasible. For instance, if the owner of an apartment building in Manhattan has a VR model of a space while the building is under construction, they can begin showing and renting the units before they are even ready to be occupied. Furthermore, this sort of showing can be conducted over any distance, as long as the potential customer has access to a VR setup (or, even, with the help of Google Cardboard or a similar phone-based VR headset, nothing but an ordinary smartphone.)
Urban design[edit]
In 2010, 3D virtual reality was beginning to be used for urban regeneration and planning and transport projects.[58]
In 2007 development began on a virtual reality software which took design coordinate geometry used by land surveyors and civil engineers and incorporated precision spatial information created automatically by the lines and curves typically shown on subdivision plats and land surveying plans. These precise spatial areas cross referenced color and texture to an item list. The item list contained a set of controls for 3D rendering such as water reflective surface or building height. The land surface in software to create a contour map uses a digital terrain model (DTM). By 2010, prototype software was developed for the core technology to automate the process leading from design to virtualization. The first beta users in 2011 were able to press a single function and automatically drape the design or survey data over the digital terrain to create data structures that are passed into a video gaming engine to create a virtual interactive world showing massing of buildings in relation to man made improvements.
It was the first application where virtual reality was made effortless for Urban Planning principals using technology. The software was improved to implement massing or 3D models from other free or commercially sold software to create more realistic virtual reality with very little time and effort (see the below image). The software is marketed as LandMentor and is the first precision design technology to make Urban Planning widely available with a short learning curve.[citation needed]
The primary use of VR in a therapeutic role is its application to various forms of exposure therapy, including phobia treatments.
Theme parks[edit]
Since 2015, virtual reality has been installed onto a number of roller coasters, including Galactica at Alton Towers, The New Revolution at Six Flags Magic Mountain and Alpenexpress at Europapark, amongst others.
In Oslo Spektrum on May the 3rd 2016, Norwegian band a-ha cleared away their normal stage-production to give room for a very different concert performance in collaboration with Void, a Norwegian computational design studio working in the intersection between design, architecture, art and technology. The collaboration resulted in a unique one-of-a-kind concert with advanced scenography using 360 virtual reality technology.
The concept involved several movement sensors that reacted to the bands movements, voices and instruments. 3D cameras, 20000 lines of codes, 1000 square meters of projection film and massive projectors was set up into a visual show that made the Oslo Spektrum arena in Oslo, Norway into a light installation and visual experience that unfolded live for the audience instead of a pre programmed sequence. The stereoscopic VR-experience was made available for Android users directly through a YouTube app and also made available for iPhone users and other platforms.[59][60][61]
Lowe's, IKEA, and Wayfair have developed systems that allow these company's products to be seen in virtual reality, to give consumers a better idea of how the product will fit into their home, or to allow the consumer to get a better look at the product from home.[62]
Many companies, including GoPro, Nokia, Samsung, and Nikon, develop omnidirectional cameras, also known as 360-degree cameras or VR cameras, that have the ability to record in all directions.[63] These cameras are used to create images and videos that can be viewed in VR. (See VR photography.) Films produced for VR permit the audience to view the entire environment in every scene, creating an interactive viewing experience.
Production companies, such as Fox Searchlight Pictures and Skybound, utilize VR cameras to produce films that are interactive in VR. Fox Searchlight, Oculus and Samsung Gear VR collaborated on a project titled "Wild – The Experience", starring Reese Witherspoon. The VR film was presented at the Consumer Electronics Show as well as the Sundance Film Festival in January 2015.[64]
On December 8, 2015, the production company Skybound announced their VR thriller titled "Gone". In collaboration with the VR production company WEVR, and Samsung Gear VR, the 360-degree video series was released on January 20, 2016.[65][66]
Companies such as Paramount Pictures, and Disney have applied VR into marketing campaigns creating interactive forms of media.
In October 2014 Paramount Pictures, in collaboration with the media production company Framestore, created a VR experience utilizing the Oculus DK2. The experience was dubbed a "time sensitive adventure in space" that took place in a portion of the Endurance space ship from the film "Interstellar." The experience was available to the public at limited AMC theater locations.[67][68]
In May 2016, Disney released a VR experience titled Disney Movies VR on Valve Corporation's Steam software, free for download. The experience allows users to interact with the characters and worlds from the Disney, Marvel, and Lucasfilm universes.[69]
In fiction[edit]
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Many science fiction books and films have imagined characters being "trapped in virtual reality".
A comprehensive and specific fictional model for virtual reality was published in 1935 in the short story "Pygmalion's Spectacles"[6] by Stanley G. Weinbaum. A more modern work to use this idea was Daniel F. Galouye's novel Simulacron-3, which was made into a German teleplay titled Welt am Draht ("World on a Wire") in 1973. Other science fiction books have promoted the idea of virtual reality as a partial, but not total, substitution for the misery of reality, or have touted it as a method for creating virtual worlds in which one may escape from Earth.
Stanisław Lem's 1961 story "I (Profesor Corcoran)", translated in English as "Further Reminiscences of Ijon Tichy I",[70] dealt with a scientist who created a number of computer-simulated people living in a virtual world. Lem further explored the implications of what he termed "phantomatics" in his nonfictional 1964 treatise Summa Technologiae. The Piers Anthony novel Killobyte follows the story of a paralyzed cop trapped in a virtual reality game by a hacker, whom he must stop to save a fellow trapped player slowly succumbing to insulin shock.
A number of other popular fictional works use the concept of virtual reality. These include William Gibson's 1984 Neuromancer, which defined the concept of cyberspace, and his 1994 Virtual Light, where a presentation viewable in VR-like goggles was the MacGuffin. Other examples are Neal Stephenson's Snow Crash, in which he made extensive reference to the term avatar to describe one's representation in a virtual world, and Rudy Rucker's The Hacker and the Ants, in which programmer Jerzy Rugby uses VR for robot design and testing. The Otherland series of 4 novels by Tad Williams, published from 1996 to 2001 and set in the 2070s, shows a world where the Internet has become accessible via virtual reality.
The Doctor Who serial "The Deadly Assassin", first broadcast in 1976, introduced a dream-like computer-generated reality, known as the Matrix. British BBC2 sci-fi series Red Dwarf featured a virtual reality game titled "Better Than Life", in which the main characters had spent many years connected. Saban's syndicated superhero television series VR Troopers also made use of the concept.
The holodeck featured in Star Trek: The Next Generation is one of the best known examples of virtual reality in popular culture, including the ability for users to interactively modify scenarios in real time with a natural language interface. The depiction differs from others in the use of a physical room rather than a neural interface or headset.
The popular .hack multimedia franchise is based on a virtual reality MMORPG dubbed "The World". The French animated series Code Lyoko is based on the virtual world of Lyoko and the Internet.
In 2009, British digital radio station BBC Radio 7 broadcast Planet B, a science-fiction drama set in a virtual world. Planet B was the largest ever commission for an original drama programme.[71]
The 2012 series Sword Art Online involves the concept of a virtual reality MMORPG of the same name, with the possibility of dying in real life when a player dies in the game. Also, in its 2014 sequel, Sword Art Online II, the idea of bringing a virtual character into the real world via mobile cameras is posed; this concept is used to allow a bedridden individual to attend public school for the first time.
Featured in 2012, Accel World expands the concept of virtual reality using the game Brain Burst, a game which allows players to gain and receive points to keep accelerating; accelerating is when an individual's brain perceives the images around them 1000 times faster, heightening their sense of awareness.
Motion pictures[edit]
- Rainer Werner Fassbinder's 1973 film Welt am Draht, based on Daniel F. Galouye's novel Simulacron-3, shows a virtual reality simulation inside a virtual reality simulation
- In 1983, the Natalie Wood / Christopher Walken film Brainstorm revolved around the production, use, and misuse of a VR device.
- Total Recall, directed by Paul Verhoeven and based on the Philip K. Dick story "We Can Remember It for You Wholesale"
- A VR-like system, used to record and play back dreams, figures centrally in Wim Wenders' 1991 film Until the End of the World.
- The 1992 film The Lawnmower Man tells the tale of a research scientist who uses a VR system to jumpstart the mental and physical development of his mentally handicapped gardener.
- The 1993 film Arcade is centered around a new virtual reality game (from which the film gets its name) that actively traps those who play it inside its world.
- The 1995 film Johnny Mnemonic has the main character Johnny (played by Keanu Reeves) use virtual reality goggles and brain–computer interfaces to access the Internet and extract encrypted information in his own brain.
- The 1995 film Virtuosity has Russell Crowe as a virtual reality serial killer name SID 6.7 (Sadistic, Intelligent and Dangerous) who is used in a simulation to train real-world police officer, but manages to escape into the real world.
- The 1999 film The Thirteenth Floor is an adaptation of Daniel F. Galouye's novel Simulacron-3, and tells about two virtual reality simulations, one in another.
- In 1999, The Matrix and later sequels explored the possibility that our world is actually a vast virtual reality (or more precisely, simulated reality) created by artificially intelligent machines.
- eXistenZ (1999), by David Cronenberg, in which level switches occur so seamlessly and numerously that at the end of the movie it is difficult to tell whether the main characters are back in "reality".
- In the film Avatar, the humans are hooked up to experience what their avatars perform remotely.
- Surrogates (2009) is based on a brain–computer interface that allows people to control realistic humanoid robots, giving them full sensory feedback.
Concerns and challenges[edit]
There are certain health and safety considerations of virtual reality. For example, a number of unwanted symptoms have been caused by prolonged use of virtual reality,[72] and these may have slowed proliferation of the technology. Most virtual reality systems come with consumer warnings.
In addition, there are social, conceptual, and philosophical considerations with virtual reality. What the phrase "virtual reality" means or refers to, is not always unambiguous. In the book The Metaphysics of Virtual Reality by Michael R. Heim, seven different concepts of virtual reality are identified: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication.
There has been an increase in interest in the potential social impact of new technologies, such as virtual reality. In the book Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution, Blascovich and Bailenson review the literature on the psychology and sociology behind life in virtual reality.
In addition, Mychilo S. Cline, in his book Power, Madness, and Immortality: The Future of Virtual Reality, argues that virtual reality will lead to a number of important changes in human life and activity.[73] He argues that virtual reality will be integrated into daily life and activity, and will be used in various human ways. Another such speculation has been written up on how to reach ultimate happiness via virtual reality.[74] He also argues that techniques will be developed to influence human behavior, interpersonal communication, and cognition.[75] As we spend more and more time in virtual space, there would be a gradual "migration to virtual space", resulting in important changes in economics, worldview, and culture.[76]
Philosophical implications of the concept of VR are discussed in books including Philip Zhai's Get Real: A Philosophical Adventure in Virtual Reality (1998) and Digital Sensations: Space, Identity and Embodiment in Virtual Reality (1999), written by Ken Hillis.
Virtual reality technology faces a number of challenges, most of which involve motion sickness and technical matters. Users might become disoriented in a purely virtual environment, causing balance issues; computer latency might affect the simulation, providing a less-than-satisfactory end-user experience; the complicated nature of head-mounted displays and input systems such as specialized gloves and boots may require specialized training to operate, and navigating the non-virtual environment (if the user is not confined to a limited area) might prove dangerous without external sensory information.
In January 2014, Michael Abrash gave a talk on VR at Steam Dev Days.[77] He listed all the requirements necessary to establish presence and concluded that a great VR system will be available in 2015 or soon after. While the visual aspect of VR is close to being solved, he stated that there are other areas of VR that need solutions, such as 3D audio, haptics, body tracking, and input. However, 3D audio effects exist in games and simulate the head-related transfer function of the listener (especially using headphones). Examples include Environmental Audio Extensions (EAX), DirectSound and OpenAL.
VR audio developer Varun Nair points out that from a design perspective, sound for VR is still very much an open book. Many of the game audio design principles, especially those related to FPS games, crumble in virtual reality. He encourages more sound designers to get involved in virtual reality audio to experiment and push VR audio forward.[78]
There have been rising concerns that with the advent of virtual reality, some users may experience virtual reality addiction.[79]
Pioneers and notables[edit]
|This section may contain excessive, poor, irrelevant, or self-sourcing examples. (February 2015)
|This section is in a list format that may be better presented using prose. (January 2016)
- Thomas A. Furness III
- Maurice Benayoun
- Mark Bolas
- Fred Brooks
- Anshe Chung
- Edmond Couchot
- James H. Clark
- Doug Church
- Char Davies
- Tom DeFanti
- David Em
- Scott Fisher
- William Gibson
- Morton Heilig
- Eric Howlett
- Myron Krueger
- Knowbotic Research
- Jaron Lanier
- Brenda Laurel
- Palmer Luckey
- Michael Naimark
- Randy Pausch
- Mark Pesce
- Warren Robinett
- Philip Rosedale
- Louis Rosenberg[80][81][82]
- Dan Sandin
- Susumu Tachi
- Ivan Sutherland
Commercial industries[edit]
|This section is in a list format that may be better presented using prose. (February 2015)
The companies working in the virtual reality sector fall broadly into three categories of involvement: hardware (making headsets and input devices specific to VR), software (producing software for interfacing with the hardware or for delivering content to users) and content creation (producing content, whether interactive or passive, for consumption with VR hardware).
- HMD devices
- Altergaze
- Carl Zeiss (Carl Zeiss Cinemizer)
- Durovis Dive
- Facebook (Oculus Rift)
- Gameface
- Google (Google Cardboard)
- HTC (HTC Vive)
- Microsoft (Microsoft HoloLens)
- Razer (OSVR Hacker Dev Kit)
- Samsung (Samsung Gear VR)
- Sony Computer Entertainment (PS VR)
- Starbreeze Studios (StarVR)
- VRVana (Totem)
See Comparison of retail head-mounted displays
- Input devices
- Cyberith Virtualizer
- Intugine
- Leap Motion
- Nokia (Nokia OZO camera)
- Sixense
- Virtuix Omni
- ZSpace (company)
- VicoVR
- Software
- Content
- Emerging technologies
- 360 degree video
- Augmented reality
- HoloLens
- Intel RealSense
- Magic Leap
- Mixed reality
- Ultrahaptics
- VRVana
- Companies
- Artists
See also[edit]
|This "see also" section may contain an excessive number of suggestions. Please ensure that only the most relevant suggestions are given and that they are not red links, and consider integrating suggestions into the article itself. (January 2016)
- AlloSphere
- Campustours
- Cave automatic virtual environment
- Computer-mediated reality
- Diorama
- Haptic technology
- Head-mounted display
- Holographic universe
- Methods of virtual reality
- Reality–virtuality continuum
- Virtual body
- Virtual globe
- Virtual machining
- Virtual reality addiction
- Virtual taste
- WebVR
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- ^ "Google Street View in 3D: More Than Just an April Fool's Joke".
- ^ Rubin,Peter. (2014). Oculus Rift. Wired, 22(6), 78.
- ^ Herold, Charles. "Could Nintendo Be Planning 3D Home Console Gaming?". About.com Tech. Retrieved 20 October 2015.
- ^ "Vendetta Online is the first MMO to get Oculus Rift support". PCGamer. July 23, 2013.
- ^ "Vendetta Online takes its digital galaxies to the Oculus Rift". Polygon. July 24, 2013.
- ^ "Facebook to buy Oculus virtual reality firm for $2B". The Associated Press. March 25, 2014. Retrieved March 27, 2014.
- ^ "Sony Announces 'Project Morpheus:' Virtual Reality Headset For PS4".
- ^ "Gloveone: Feel Virtual Reality". Kickstarter. Retrieved 2016-05-15.
- ^ "Valve is making a VR headset and its own Steam Machine". Engadget. Retrieved 1 March 2015.
- ^ "Valve showing off new virtual reality hardware and updated Steam controller next week". The Verge. Retrieved 1 March 2015.
- ^ "Valve's VR headset revealed with Oculus-like features". The Verge. Retrieved 1 March 2015.
- ^ "HTC Vive: Everything you need to know about the SteamVR headset". Wareable. Retrieved 2016-06-19.
- ^ Gaudiosi, John (11 December 2015). "Why the HTC Vive Delayed Launch is Good News for Oculus". fortune.com. Fortune. Retrieved 7 January 2016.
- ^ "HTC Vive Update - HTC Blog". HTC Blog. 2015-12-08. Retrieved 2016-06-19.
- ^ "Vive Shipment Updates - VIVE Blog". VIVE Blog. 2016-04-07. Retrieved 2016-06-19.
- ^ "OnePlus 2 to be revealed on 27 July via world's first VR product launch". Tech2. Retrieved 20 October 2015.
- ^ OnePlus Ltd. "OnePlus 2 Launch – Android Apps on Google Play". google.com. Retrieved 20 October 2015.
- ^ OnePlus 2: World's First Product Launch in VR. YouTube. 27 July 2015. Retrieved 20 October 2015.
- ^ Baumgartner, Jeff (28 September 2015). "Banking on Virtual Reality". Broadcasting & Cable: 10.
- ^ "Minecraft arrives on Gear VR today". Mojang. 27 April 2016. Retrieved 31 May 2016.
- ^ "Virtual reality used to train Soldiers in new training simulator".
- ^ Dourado, Antônio O.; Martin, C.A. (2013). "New concept of dynamic flight simulator, Part I". Aerospace Science and Technology 30 (1): 79–82. doi:10.1016/j.ast.2013.07.005.
- ^ "How Virtual Reality Military Applications Work".
- ^ RDS. "Nieuws Pivo en VDAB bundelen rijopleiding vrachtwagens". Het Nieuwsblad. Retrieved 22 May 2014.
- ^ "Virtual reality combat training".
- ^ "Virtual Reality Training Improves Operating Room Performance".
- ^ Van Bruwaene, Siska; Schijven, Marlies P.; Napolitano, Daniel; De Win, Gunter; Miserez, Marc (2015-05-01). "Porcine Cadaver Organ or Virtual-Reality Simulation Training for Laparoscopic Cholecystectomy: A Randomized, Controlled Trial". Journal of Surgical Education 72 (3): 483–490. doi:10.1016/j.jsurg.2014.11.015.
- ^ N. Foreman, L. Korallo (2014). "PAST AND FUTURE APPLICATIONS OF 3-D (VIRTUAL REALITY) TECHNOLOGY". Scientific and Technical Journal of Information Technologies, Mechanics and Optics 14 (6).
- ^ "Comparison of VR headsets: Project Morpheus vs. Oculus Rift vs. HTC Vive". Data Reality. Retrieved 15 August 2015.
- ^ "Virtual reality headset comparison". Data Reality. Retrieved 15 August 2015.
- ^ Mura, Gianluca (2011). Metaplasticity in Virtual Worlds: Aesthetics and Semantic Concepts. Hershey, PA: Information Science Reference. p. 203. ISBN 978-1-60960-077-8.
- ^ "Database of Virtual Art".
- ^ Higgins, T., Main, P. & Lang, J. (1996). "Imaging the Past: Electronic Imaging and Computer Graphics in Museums and Archaeology", Volume 114 of Occasional paper, London: British Museum. ISSN 0142-4815.
- ^ Pimentel, K., & Teixeira, K. (1993). Virtual reality. New York: McGraw-Hill. ISBN 978-0-8306-4065-2
- ^ Pletinckx, D.; Callebaut, D.; Killebrew, A.E.; Silberman, N.A. (2000). "Virtual-reality heritage presentation at Ename", "On-site VR" paragraph, in MultiMedia, IEEE , vol.7, no.2, pp.45-48
- ^ "Architecture's Virtual Shake-Up" Tayfun King, Click, BBC World News (2005-10-28)
- ^ "Home". IrisVR - Virtual Reality for Architecture, Engineering, Design. Retrieved 2016-02-15.
- ^ "3D Services". Floored. Retrieved 2016-02-16.
- ^ "CG Garage Podcast #61 | Shane Scranton – IrisVR – Chaos Group Labs". labs.chaosgroup.com. Retrieved 2016-02-26.
- ^ Roudavski, S. (2010). Virtual Environments as Techno-Social Performances: Virtual West Cambridge Case-Study, in CAADRIA2010: New Frontiers, the 15th International Conference on Computer Aided Architectural Design Research in Asia, ed. by Bharat Dave, Andrew I-kang Li, Ning Gu and Hyoung-June Park, pp. 477-486
- ^ https://www.youtube.com/watch?v=vDh-4ySTC7I
- ^ http://a-ha.com/news/articles/preparing-for-afterglow/
- ^ http://a-ha.com/news/articles/afterglow/
- ^ Kirsner, Scott (May 5, 2016). "Adding a level of reality to online shopping". The Boston Globe. Retrieved May 23, 2016.
- ^ Betters, Elyse. "360-degree cameras: The best VR cams, no matter your budget". Pocket-lint. Retrieved 6 June 2016.
- ^ Cieply, Michael. "Virtual Reality 'Wild' Trek, With Reese Witherspoon". www.nytimes.com. New York Times. Retrieved 8 June 2016.
- ^ Lee, Nicole. "'Gone' is a VR thriller from 'Walking Dead' team and Samsung". Engadget. Retrieved 26 May 2016.
- ^ "Gone: VR 360". IMDB. Retrieved 26 May 2016.
- ^ Rusli, Evelyn (Jan 27, 2015). "WSJ.D Technology: Oculus VR Seeks to Go Beyond Games — Facebook Unit to Create Lab to Help Studios Create Films Using Virtual Reality Technology". Wall Street Journal. Retrieved 8 June 2016.
- ^ "Framestore Works". Framestore. Retrieved 8 June 2016.
- ^ "Disney Movie VRl=http://store.steampowered.com/app/469650/". Steam Powered.
- ^ "Ijon Tichy – Series Bibliography". Retrieved 21 September 2014.
- ^ Hemley, Matthew (2008-09-30). "BBC radio launches major cross-station sci-fi season". The Stage. Retrieved 2009-04-09.
- ^ Lawson, B. D. (2014). Motion sickness symptomatology and origins. Handbook of Virtual Environments: Design, Implementation, and Applications, 531-599.
- ^ Cline, Mychilo Stephenson (2005). Power, Madness, & Immortality: the Future of Virtual Reality. Virtualreality.universityvillagepress.com. Retrieved 2009-10-28.
- ^ "Virtual Reality and Nirvana by Dr. Anil Rajvanshi". Boloji.com. 2005-04-10. Retrieved 2013-06-14.
- ^ "The Future of Virtual Reality with Mychilo Cline » Introduction to the Future of Virtual Reality". Virtualreality.universityvillagepress.com. Retrieved 2009-10-28.
- ^ Castranova, E. (2007). Exodus to the Virtual World: How online fun is changing reality. New York: Palgrave Macmillan.
- ^ "Abrash Dev Days" (PDF).
- ^ "Exploring New Sonic Worlds: Sound for Virtual Reality".
- ^ "VR and vice: Are we heading for mass addiction to virtual reality fantasies?". Wareable. Retrieved 2016-06-19.
- ^ Rosenberg, L., "Virtual fixtures as tools to enhance operator performance in telepresence environments," SPIE Manipulator Technology, 1993.
- ^ Rosenberg, "Virtual Haptic Overlays Enhance Performance in Telepresence Tasks," Dept. of Mech. Eng., Stanford Univ., 1994.
- ^ Rosenberg, "Virtual Fixtures: Perceptual Overlays Enhance Operator Performance in Telepresence Tasks," Ph.D. Dissertation, Stanford University.
General references[edit]
- Choi, SangSu, Kiwook Jung, and Sang Do Noh. "Virtual reality applications in manufacturing industries: Past research, present findings, and future directions." Concurrent Engineering (2015): 1063293X14568814.
Inline citations[edit]
- Kulkarni, S.D.; Minor, M.A.; Deaver, M.W.; Pardyjak, E.R.; Hollerbach, J.M.Design, Sensing, and Control of a Scaled Wind Tunnel for Atmospheric Display, Mechatronics, IEEE/ASME Transactions on, vol.17, no.4, pp. 635–645, Aug. 2012
- Blascovich, J Bailenson, J. Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution, Harper Collins, 2011.
- TechCast Article Series, Mateo Fernandez, Metaverse
- TechCast Article Series, Aaron Druck, When will Virtual Reality become reality?
- Brooks Jr., F. P. (1999). "What's Real About Virtual Reality?", IEEE Computer Graphics And Applications, 19(6), 16
- Burdea, G. and P. Coffet (2003). Virtual Reality Technology, Second Edition. Wiley-IEEE Press.
- Genovese, Paolo Vincenzo (2005). Dalla Decostruzione alla Cyber-Architettura e oltre. L'uso del computer nella progettazione degli spazi non-euclidei. Liguori Editore, Napoli. In Italian.
- Goslin, M, and Morie, J. F., (1996). "Virtopia" Emotional experiences in Virtual Environments", Leonardo, vol. 29, no. 2, pp. 95–100.
- Oliver Grau, (2003) Virtual Art: From Illusion to Immersion (Leonardo Book Series). Cambridge/Massachusetts: MIT-Press.
- Hayward V, Astley OR, Cruz-Hernandez M, Grant D, Robles-De-La-Torre G. Haptic interfaces and devices. Sensor Review 24(1), pp. 16–29 (2004).
- Hillis, Ken (1999). Digital Sensations: Space, Identity and Embodiment in Virtual Reality. University of Minnesota Press, Minneapolis, Minnesota.
- Kalawsky, R. S. (1993). The Science of Virtual Reality and Virtual Environments: A Technical, Scientific and Engineering Reference on Virtual Environments, Addison-Wesley, Wokingham, England ; Reading, Massachusetts
- Kelly, K., A. Heilbrun and B. Stacks (1989). "Virtual Reality; an Interview with Jaron Lanier", Whole Earth Review, Fall 1989, no. 64, pp. 108(12)
- Klein. D, D. Rensink, H. Freimuth, G.J. Monkman, S. Egersdörfer, H. Böse, & M. Baumann — Modelling the Response of a Tactile Array using an Electrorheological Fluids – Journal of Physics D: Applied Physics, vol 37, no. 5, pp794–803, 2004
- Klein. D, H. Freimuth, G.J. Monkman, S. Egersdörfer, A. Meier, H. Böse M. Baumann, H. Ermert & O.T. Bruhns — Electrorheological Tactile Elements. Mechatronics – Vol 15, No 7, pp883–897 – Pergamon, September 2005.
- Krueger, Myron (1991). Artificial Reality II, Addison-Wesley, Reading, Massachusetts
- Lanier, Jaron, and F. Biocca (1992). "An Insider's View of the Future of Virtual Reality." Journal of Communication, 42(4), 150
- Monkman. G.J. ‑ An Electrorheological Tactile Display ‑ Presence (Journal of Teleoperators and Virtual Environments) ‑ Vol. 1, issue 2, pp. 219–228, MIT Press, July 1992.
- Monkman. G.J. - 3D Tactile Image Display – Sensor Review – Vol 13, issue 2, pp. 27–31, MCB University Press, April 1993.
- Joseph Nechvatal, Immersive Ideals / Critical Distances. LAP Lambert Academic Publishing. 2009
- Rheingold, Howard (1992). Virtual Reality, Simon & Schuster, New York, N.Y.
- Robinett, Warren (1994). "Interactivity and Individual Viewpoint in Shared Virtual worlds: The Big Screen vs. Networked Personal Displays." Computer Graphics, 28(2), 127
- Robles-De-La-Torre G. The Importance of the Sense of Touch in Virtual and Real Environments. IEEE Multimedia 13(3), Special issue on Haptic User * Interfaces for Multimedia Systems, pp. 24–30 (2006).
- Roudavski, S. (2010). Virtual Environments as Techno-Social Performances: Virtual West Cambridge Case-Study, in CAADRIA2010: New Frontiers, the 15th International Conference on Computer Aided Architectural Design Research in Asia, ed. by Bharat Dave, Andrew I-kang Li, Ning Gu and Hyoung-June Park, pp. 477–486
- Slater, Mel, Usoh, Martin(1993). "The Influence of a Virtual Body on Presence in Immersive Virtual Environments" Virtual Reality International 93, Proceedings of the Third Annual Conference on Virtual Reality, London, April 1993, pages 34–42. Meckler, 1993
- Stanney, K. M. ed. (2002). Handbook of Virtual Environments: Design, Implementation, and Applications. Lawrence Erlbaum Associates, Inc., Mahwah, New Jersey
- Sutherland, Ivan (1965). "The Ultimate Display". Proceedings of IFIP 65, vol 2, pp. 506–508
- Warwick, K., Gray, J. and Roberts, D. eds. (1993). Virtual Reality in Engineering, Peter Peregrinus.
- Zhai, Philip. (1998). Get Real: A Philosophical adventure in Virtual Reality, Rowman & Littlefield Publishers, New York and Oxford.
External links[edit]
|Wikimedia Commons has media related to Virtual reality.
|Virtual Reality, Computer Chronicles (1992)
- Isaac, Joseph (2016). "Step into a new world - Virtual Reality (VR)". Retrieved 2 July 2016. Basic Concepts of Virtual Reality along with Research Challenges explained in simple words.
- Mixed Reality Scale – Milgram and Kishino's (1994) Virtuality Continuum paraphrase with examples.
- Drummond, Katie (2014). "The Rise and Fall and Rise of Virtual Reality". The Verge. Retrieved 15 November 2014. Interviews on the history and future of virtual reality by leaders in the field.
- "Virtual Reality- Oculus rift video example".


text:
Contact a lawayer ASAP!
This is a discussion on Restraining order vs. CCW within the Concealed Carry Issues & Discussions forums, part of the Defensive Carry Discussions category; My wife left two days ago. I saw her today and she stated that she has filed a restraining order against me, falsely alledging abuse. ...
My wife left two days ago. I saw her today and she stated that she has filed a restraining order against me, falsely alledging abuse. She actually admitted that it was to keep me from seeking custody and moving to Alaska with my son.
I work as a security guard and might be switching to armored car shortly. How does this effect my CCW and my work as an armed guard? What will show on an FBI background check?
Can anyone advise me how to appeal this? What is the process?
Contact a lawayer ASAP!
You have to make the shot when fire is smoking, people are screaming, dogs are barking, kids are crying and sirens are coming.
Randy Cain.
Ego will kill you. Leave it at home.
Signed: Me!
Miggy is right. Get a lawyer as soon as possible. I believe that having any kind of abuse on record will disqualify you from attaining or keeping your permit. Chances are good that if you cannt keep your permit, then your job will hurt because of it.
The Gunsite Blog
ITFT / Quick Kill Review"It is enough to note, as we have observed, that the American people have considered the handgun to be the quintessential self-defense weapon." - Justice Scalia, SCOTUS - DC v Heller - 26 JUN 2008
Absolutely seek legal advice as a top priority. Restraining orders are serious business, but so is perjury.
Lawyer up , In the state of colorado at least her restraining order trumps your gun rights , they can and will remove all firearms you own without recourse . Your ccw just became moot .
Make sure you get full value out of today , Do something worthwhile, because what you do today will cost you one day off the rest of your life .
We only begin to understand folks after we stop and think .
Criminals are looking for victims, not opponents.
I would right this minute take every firearm I owned to the Sheriff's office and tell them you want them to take the weapons and place them in their evidence locker until Monday morning.
I would fill out a police report that states my wife has filled out a bogus restraining order and you know that you are no longer legally able to have weapons.
Then I would go get the best criminal defense lawyer and the best family Lawyer in the state of Montana, and do exactly as those lawyers say.
I say the Sheriffs office because the Sheriff is an elected official and the Police Chief is not. The Sheriff works for you the police chief works for the mayor who works for you.
Timmy Jimmy
If it is not in the US Constitution then the Federal Government should not be doing it.
"Carrying a gun is a social responsibility."
Be nice to get her on tape admitting to lieing to the cops about the abuse.. BUT only if she hasn't yet filed the charges. A lawyer may need to find that out. Have you been served with any papers yet?
At the very least talk to a lawyer that has this type of experience, there's a lot at stake here, do it right! Good luck!
Be safe.
Oh yes - attorney for sure but hey - hardly need say this sucks to the nth degree. Sheesh.
Does she hate you that bad? Is she aware of what this thing really is?
Oh my - hate to hear this. I hope very much this can be nipped in the bud somehow.
Chris - P95
NRA Certified Instructor & NRA Life Member.
"To own a gun and assume that you are armed
is like owning a piano and assuming that you are a musician!."
http://www.rkba-2a.com/ - a portal for 2A links, articles and some videos.
I know here that you can file a RO, but it is only good for 9 days or something. You then have to prove that it should be held in place for a longer period of time.
I have had an attorney for 12 years due to my X. Never had the RO though. She pulled that crap on another one of her X's. I know because there are 3 of us and we have a little club. Don't ask.
Best wishes.
Hopefully this thing will pass.
Don't hit at all if it is honorably possible to avoid hitting; but never hit soft!
-- Theodore Roosevelt --
See problem is that when women really are abused/raped ect ect they are often not believed at first because of people like this..
Assuming you are telling the truth I am very sorry to hear this man. Divorce is bad enough, but to add Ugly in front just makes it that much worse.
Ps. Not trying to say that I doubt you, its just I do not know you or your wife, and people can say anything online.
Now, we must all fear evil men. But there is another kind of evil which we must fear most, and that is the indifference of good men.
I have a ''thing'' here in PA about POA's - ''protection from abuse" orders.
My gosh - seems folks can pull one of these outa the bag on a whim and it is not very often they get scrutinized by a judge ...... seemingly.
Buddy of mine - his son was going thru hell with a divorce and his soon to be ex filed one - she said he had ''set the hot water thermostat high enough so she'd be scalded'' - it was of course pure horse pucky but - he was duly relieved of his guns for the duration.
All now I think is back on an even keel but heck - it's scary!
Chris - P95
NRA Certified Instructor & NRA Life Member.
"To own a gun and assume that you are armed
is like owning a piano and assuming that you are a musician!."
http://www.rkba-2a.com/ - a portal for 2A links, articles and some videos.
Get a lawyer and fight it now. Laws very from state to state but generally restraining orders are civil and not criminal, but either may prevent you from being able to carry.
Additionally, in many states, the court can issue initial orders without a hearing and without notice to you. Then you get your hearing 1 or 2 weeks later. It this hearing where you get to present your evidence and tell your story. You need to lawyer up and try to be successful at this hearing, because you if the judge rules against you at this hearing, your chances of having it overturned on appeal are slim. Has anyone else heard her say this? Have friends or co-workers heard her say this?Has she made false allegations of things in the past? Have people heard you threaten to move?
Most judges are reasonable people. They know that allegations of this type are sometimes true and sometimes not as they are sometimes used as leverage in divorces.
Additionally, many states have custody laws which would require that you get the court's blessing before moving the kids and yourself to another state even if you had custody.
Bottom line, you basically get one bite at this apple so you need to defend this with your best efforts now. As I stated earlier, each state has it's own particular laws and procedures. This response should not be taken as and is not intended to be legal advice and is no substitute for a good lawyer in your state. Good luck.
Last edited by northjdr; April 28th, 2007 at 12:07 AM. Reason: make more readable
Inches make champions. Vince Lombardi
Ruger SP101 357mag
Browning Hi-Power MIII 9mm
Glock 22
I had one more thought. You may want to use caution in future posts to this or other foums. In other words, don't post anything you wouldn't mind showing a judge.
Inches make champions. Vince Lombardi
Ruger SP101 357mag
Browning Hi-Power MIII 9mm
Glock 22
We all keep yelling "get a lawyer", but let's be honest. Lawyers are expensive and if he is getting divorced then he probably has his funds tied up with one.
Sounds like this is going to be messy and funds need to be reserved. Biggest thing is getting the kids straighted out and trying to keep as much of his nest egg as possible.
Don't get me wrong. This is wrong and should be addressed, just don't start throwing your money out the window.
Make some calls and find out what course of action you need to follow.
In the end it is her word against yours.
Don't hit at all if it is honorably possible to avoid hitting; but never hit soft!
-- Theodore Roosevelt --
Well, somebody put the idea into your Ex Wifes head that you were going to take the kid and move to Alaska, chances are it was you.
I have news for you.
Neither one of you can steal the kid away from the other.
They call that Kidnapping and yes, if one parent abducts a common child away from the other that is considered to be Kidnapping and it is a felony.
She would either have to relinquish custody of the child or be legally declared an unfit Mother. You do not want to go down that road.
Start by Google Searching these three words:
Montana Divorce Mediator
If you don't feel confident to select a mediator yourself then contact your church or your local state Representative and find out if any religious or civic organization offers free mediation services. Or get a recommendation for a good one that you can contact. Keep calling any place you can think of until you find someone willing to help you. Try calling the courthouse or your local magistrate. Somebody will be kind enough to point you in the right direction.
I would contact a mediator first thing and then follow that advice to the letter.
In the meantime I would have absolutely no contact with your "Ex" (as in none) & that would include the telephone.
It's a shame that she did that because now you both are going to say bye-bye to all of your extra cash if you enter into a legal custody or court battle.
That money that you're both going to be forking out in legal fees could be going into your kids college fund.
My suggestion would be to hire a mediator that can act as a Neutral Party "Go Between" for you and your ex wife.
Some of them are extremely good.
That way you can arrange for her to lift the restraining order and both of you can start over on working out a way that both of you can at least communicate with each other regarding your child.
A mediator can take all of the heated emotion out of the situation which will help you both to stop thinking about each other ~ and start thinking about what is in the best interest of the child that you both share equal responsibility for bringing into this world.
The quicker that you both realize that even though you might be living under different roofs, you are still basically legally and morally handcuffed to each other through your child.
Since nothing will change the reality that you share a child together...the sooner you both understand that ~ the better off things will be for your kid.
Everything you both do and say - every argument - every fight and every hateful word back and forth will stick with that kid forever.
Get a mediator to find out what it will take for both of you to get along just enough so as not to permanently damage your kid.
A mediator sure is LOTS CHEAPER than a running court battle.
Time for both parents to be bigger than themselves.
As easily as you both could puff and blow out a candle is as easily as you could snuff every bit of childhood joy out of your kids life.
You are both that powerful and you are both responsible to give your kid the best start in life possible.
Even if it means you both have to eat a little $h1t.
Your wife needs to realize that if she damages your ability to get a good job by faking a restraining order she directly damages your ability to pay child support for the kid. I'm sure that while you both may hate each other - you both love the kid.
That is my advice. A smart parent would follow it.
Last edited by QKShooter; April 28th, 2007 at 01:00 AM.
Liberty Over Tyranny Μολὼν λαβέ


text:
Quick Italian Green Beans
Total Time
Prep 1 min
Cook 1 min
Two cans and two minutes later, this delicious side dish will be on the table. Add a can of tuna to cold leftovers and you can have it for lunch the next day.
Ingredients Nutrition
- 1 (15 ounce) can green beans, drained
- 1 (15 ounce) can diced tomatoes, drained
- olive oil
- balsamic vinegar
- salt
- pepper
- Combine drained green beans and tomatoes in microwave-safe dish.
- Drizzle with olive oil and vinegar.
- Sprinkle with salt and pepper.
- Microwave (uncovered) for one minute or until heated.
- Cover (to keep hot) and serve.
Most Helpful
I thought this was ok, but my husband didn't care for it at all... I doubled the green beans and left the tomatoes the same. It would have been helpful to have a ratio for the vinegar and olive oil, but even then I'm not sure anyone but me would have liked it. Thanks anyway, as this was a good experiment to dress up canned green beans. It was just a little too adventurous for my meat and potatoes other half.
Too easy to be so good!! Thanks for posting.
This was an easy, fast, delicious, and healthy side dish! I felt like I was back in Spain. I used fresh cherry tomatoes and aged balsamic vinegar. I think that if I play with the proportion of oil, vinegar, salt, and pepper a little bit, I'll come up with the 5 star recipe you have. Thank you so much for posting it! Saulo


text:
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text:
Trying to import a custom file using WordPress' (WXR) importer. However, the import isn't importing what's between the <description>desc</description> tags. I am guessing those tags are the post exerpts?
Is this supposed to happen, or was the XML malformed?
EDIT: The <description> tags were used based on copying the style of WordPress' export file.


text:
Sky Gazer
Credits & Info
- Uploaded
- Mar 9, 2013 | 9:12 AM EST
- File Info
- Song
- 4 min 30 sec
- Score
- 4.33 / 5.00
Related Content
You might also enjoy:
Licensing Terms
You may not use this work for commercial purposes without making specific arrangements with the artist UNLESS your work is a web-based game or animation, in which case you may use this freely.
- Score:
- Rated 4.33 / 5 stars
- Plays & Downloads:
- 620 Plays | 35 Downloads
- Share Links:
- Genres:
- Electronic - Video Game
- happy
- fun
- dance
- electro
Author Comments
Rated 4 / 5 stars
Ouch, this was catchy!
I like how this just kind of carries you along. Very uplifting and melodic, which is always nice.
Great job on this one. :D
Thank you! <3
Rated 5 / 5 stars
Wow that was awesome! Loved each part of it. Nothing to really say needs work. Great job, 5/5.
Thank you so much! :) Really appreciate the support.
Rated 5 / 5 stars
Yay! :D It's nice and upbeat! I like the instruments and transitions, especially the one at :45. It's engaging and catchy and well-structured, and I like the beat. The little melodies, like at 2:31, added a lot to the piece. It's a very lively and energetic piece, and it kept my attention very well. It even loops pretty well! You nailed it, AgentWhiskers! :D
Thanks for the detailed impressions. :) I try and always write music from the heart. Glad someone picked up on that.


text:
Britannica Web sites
Articles from Britannica encyclopedias for elementary and high school students.
- Eugène Scribe - Student Encyclopedia (Ages 11 and up)
(1791-1861). The popular works of French dramatist Eugene Scribe dominated the Parisian stage for more than 30 years. With his bright dialogue and excellent technique, Scribe was a master of the neatly plotted "well-made play."