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Virtual Reality 虚拟现实 Virtual reality is a system that enables one or more users to move and re

Virtual Reality

虚拟现实

Virtual reality is a system that enables one or more users to move and react in a computer simulated environment. Various types of devices allow users to sense and manipulate virtual objects much as they would real objects[1]. This natural style of interaction gives participants the feeling of being immersed in the simulated world. Virtual worlds are created by mathematical models and computer programs.

Interface Devices

Virtual reality simulations differ from other computer simulations in that they require special interface devices that transmit the sights, sounds, and sensations of the simulated world to the user[2]. These devices also record and send the speech and movements of the participants to the simulation program.

To see in the virtual world, the user wears a head mounted display (HMD) with screens directed at each eye. The HMD also contains a position tracker to monitor the location of the user's head and the direction in which the user is looking. Using this information, a computer recalculates images of the virtual world a slightly different view for each eye to match the direction in which the user is looking, and displays these images on the HMD. The computer must generate these new views at least ten times a second in order to prevent the user's view from appearing halting and jerky and from lagging behind the user's movements. Virtual world scenes must be kept relatively simple so that the computer can update the visual imagery quickly enough. Because of these simplifications and other shortcomings of current visual displays and computer graphics, VR participants can easily distinguish a simulation from physical reality.

The User of Virtual Reality

Users hear sounds in the virtual world through earphones in the HMD. The information reported by the position tracker on the HMD can also be used to update audio signals. When a sound source in virtual space is not directly in front of or behind the user, the computer transmits sounds to arrive at one ear a little earlier or later than at the other and to be a little louder or softer and slightly different in pitch. However, as with visual imagery[3], there are currently scientific and engineering challenges that must be overcome in order to simulate accurately all the sounds heard in the physical world.

The haptic interface, which relays the sense of touch and other physical sensations in the virtual world, is the least developed and perhaps the most challenging to create. Currently, with the use of a glove and position tracker, the computer locates the user's hand and measures finger movements. The user can reach into the virtual world and handle objects but cannot actually feel them. It is particularly difficult to generate the sensations that are felt when a person taps a hard surface, picks up an object, or runs a finger across a textured surface. To simulate these sensations, a set of computer controlled motors, faster and more accurate than any presently available, would have to generate force feedback by physically pushing against the user. Another problem is determining how a user would wear these motors and the wiring needed to control them. Touch sensations would also have to be synchronized with the sights and sounds users experienced in their HMDs. A current solution to the haptic challenge is the use of desktop devices that can apply small forces, through a mechanical linkage, to a stylus held in the user's hand. Users can feel when the point of the stylus encounters a virtual object, and they can drag the stylus across the surface to feel its texture and surface geometry.

Development and Uses

Researchers have been working on virtual reality devices for many years. In the 1960s Raymond Goertz at Argonne National Laboratory[4]in Argonne, Illinois, and Ivan Sutherland at the Massachusetts Institute of Technology[5]in Cambridge[6], Massachusetts, demonstrated early versions of HMDs. Goertz, and later Michael Noll of Bell Laboratories[7], also developed prototype force feedback devices. In recent years, virtual reality devices have improved dramatically as the result of various technological advances. Computers now are more powerful, have a higher memory capacity, are smaller, and cost less than in the past. These developments, along with the advent of small liquid crystal displays (LCDs) that can be used in HMDs, have made it possible for scientists to develop virtual reality simulations.

Virtual reality is currently used to explore and manipulate experimental data in ways that were not possible before. Therapists use VR to treat sufferers of child abuse and people who are afraid of heights. Muscular dystrophy patients can learn to use a wheelchair through virtual reality.

In the future, surgeons may use VR to plan and practice an operation on a virtual patient rather than a real person. Architects could take clients on a virtual tour of a new house before it was built. VR could be used to train the operators of aircraft and other complicated machinery. Network VR simulations could enable people in many different locations to participate together in teleconferences, virtual surgical operations, or simulated military training exercises.

Virtual Reality Programs

Virtual reality programs give users three essential capabilities—immersion, navigation, and manipulation. People must be immersed in the alternate reality, not merely feel as if they are viewing it on a screen. To this end, some programs require people to wear headphones, use special controllers or foot pedals, or wear 3D glasses. The most sophisticated means of immersing users in a virtual reality program is through the use of head mounted displays, helmets that feed slightly different images to either eye and that actually move the computer image in the direction that the user moves his or her head. Virtual reality programs also create a world that is completely consistent internally. Thus, one can navigate one's way through that world as "realistically" as in the real world. For example, a street scene will always show the same doors and windows, which, though their perspective[8]may change, is always absolutely consistent internally. The most important aspect of a virtual reality program is its ability to let people manipulate objects in that world. Pressing a button may fire a gun, holding down a key may increase a plane's speed, clicking a mouse may open a door, or pressing arrow keys may rotate an object.

Flight Simulator

A flight simulator[9]is a computer generated recreation of the experience of flying. Sophisticated flight simulators, costing hundreds of thousands[10]of dollars, can provide pilot training, simulating emergency situations without putting human crews and planes at risk[11]. Flight simulator software running on personal computers simulates flight in a less realistic fashion; it provides entertainment and practice in navigation and instrument reading.

A flight simulator is a perfect example of programs that create a virtual reality (or cyberspace[12]), or a computer generated "reality" in which the user does not merely watch but is able to actually participate. The user supplies input to the system by pushing buttons or moving a yoke or joy stick, and the computer uses real world data to determine the results of those actions. For example, if the user pulls back on the flight simulators yoke, the computer translates the action according to built-in rules derived from the performance of a real airplane. The monitor will show exactly what an airplane's viewscreen would show as it begins to climb. If the user continues to climb without increasing the throttle, the "virtual plane" will stall (as would a real plane) and the "pilot" will lose control. Thus the user's physical actions are immediately and realistically reflected on the computer' s display. For all intents and purposes[13], the user is flying, that is, the "plane" obeys the same laws of nature, has the same mechanical capabilities, and responds to the same commands as a real airplane.

Notes

[1] Various types... as they would real objects. as在这里为连词,意为“如同”,引出方式状语从句,因实际情况并非如此,故从句用了虚拟语气;另因该从句的谓语动词与主句中不定式动词sense and manipulate相同,所以也省略了。

[2] in that they... devices that: 句中第一个that引出介词in的宾语从句,与in在一起表示原因;第二个that引出的是定语从句,修饰devices。

[3] as with visual imagery... as (challenges) with visual imagery (that have been overcome):正像战胜视觉形象的挑战一样。

[4] Argonne National Laboratory:阿贡国家实验室,美国核能及高能物理研究中心。该中心位于芝加哥附近,始建于1946年,现有职员约5,000人,拥有强脉冲中子源和质子加速器等先进设备。

[5] the Massachusetts Institute of Technology: 庥省理工学院。

[6] Cambridge: 坎布里奇市(旧译剑桥),在美国麻省境内,是世界著名的教育和研究中心,哈佛大学、麻省理工学院及其他一些著名大学位于此地。

[7] Bell Laboratories:贝尔实验室美国电话电报公司(AT&T)的分支,以其在通讯和计算机方面的成就著名。它是晶体管、C语言和UNIX操作系统的发祥地。

[8] perspective:事物相互关系的外观。

[9] a flight simulator:飞行模拟器。

[10] hundreds of thousands:几十万。

[11] to put... at risk:拿……去冒险。

[12] cyberspace: 计算机控制空间。

[13] For all intents and purposes:实际上,实质上。

Proper Names

Raymond Goertz雷蒙德·哥尔兹(人名)

Ivan Sutherland伊凡·苏萨兰(人名)

Michael Noll迈克尔·诺尔(人名)

Argonne阿贡(地名)

Illinois(美国)伊利诺伊州

Cambridge坎布里奇(旧译“剑桥”,美国城市)

Massachusetts(美国)马萨诸塞州(旧译麻省)

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更多“Virtual Reality 虚拟现实 Virtual reality is a system that enables one or more users to move and re”相关的问题

第1题

下列关于多媒体计算机技术的说法,错误的是()。

A、多媒体信息包括文本、图形、图像、动画、音频和视频等

B、数据压缩与编码技术是多媒体技术的关键技术之一

C、数字图像处理的过程包括编码和压缩

D、虚拟现实VR(Virtual Reality)又称人工现实或灵境技术

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第2题

Virtual reality will improve with the development of computers.
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第3题

We can infer that current virtual reality devices ______. A.still need improving to create a perfec

We can infer that current virtual reality devices ______.

A.still need improving to create a perfect virtual world

B.are already perfect to create a virtual world

C.are unable to create a virtual world

D.are harmful to users of virtual reality

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第4题

Which one of the following, according to the text, will not be the beneficiaries of virtual reality
in the future?

A.Patients. B.Peasants.

C.Pilots. D.Architects.

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第5题

Virtual reality is a system that can create ______ in which one senses and manipulates virtual objec
ts.

A.a computer simulated environment

B.a real world

C.many worlds

D.a real situation

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第6题

选出应填入下面一段英语中______内的正确答案。 Although the bulk ofindustry resources and energies hav

选出应填入下面一段英语中______内的正确答案。

Although the bulk ofindustry resources and energies have focused on developing the fastest(1)or slickest(2), more and more mindshare is turning to the evolution of the computer interface. Advancements in the areas ofinput device,(3)processing and virtual reality could lead to fundamental changes in the way human and computer interact. The technological battlefield of the future will be adding layers between the user and the raw machine to make the(4)as invisible as possible.(5)represents the next evolutionary step for the interface.

供选择的答案:

(1) voice (2) microprocessor (3) GUI (4) workstation

(5) application software (6) operating system

(7) interface (8) DBMS (9) virtual reality (10) eye-tracking device

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第7题

Multimedia 多媒体 </strong>] More Usage Likely To Immediately Make Every Day Into Another[1

Multimedia

多媒体 </strong>]

More Usage Likely To Immediately Make Every Day Into Another[1]On Multimedia Applications

Definition

Multimedia—the combination of text, animated graphics, video, and sound—presents information in a way that is more interesting and easier to grasp than text alone. It has been used for education at all levels, ibb training, and games by the entertainment industry. It is becoming more readily available as the price of personal computers and their accessories declines. Multimedia as a human-computer interface was made possible some half-dozen years ago by the rise of affordable digital technology[2]. Previously, multimedia effects were produced by computer-controlled analogy devices[3], like videocassette recorders, projectors, and tape recorders. Digital technology's exponential decline in price and increase in capacity has enabled it to overtake analogy technology. The Internet is the breeding ground for multimedia ideas and the delivery vehicle of multimedia objects to a huge audience[4]. This paper reviews the uses of multimedia, the technologies that support it, and the larger architectural and design issues.

Introduction

Nowadays, multimedia generally indicates a rich sensory interface[5]between humans and computers or computer-like devices—an interface that in most cases gives the user control over the pace and sequence of the information. We all know multimedia when we see and hear it, yet its precise boundaries elude us. For example, movies on demand, in which a viewer can select from a large library of videos and then play, stop, or reposition the tape or change the speed,[6]are generally considered multimedia. However, watching the movie on a TV set attached to a VCR[7]with the same abilities to manipulate the play is not considered multimedia. Unfortunately, we have yet to find a definition that satisfies all experts.

Recent multimedia conferences, such as the IEEE International Conference on Multimedia Computing and Systems[8], ACM Multimedia[9], and Multimedia Computing and Networking[10], provide a good start for identifying the components of multimedia. The range of multimedia activity is demonstrated in papers on multimedia authoring (i. e. specification of multimedia sequences), user interfaces, navigation (user choices), effectiveness of multimedia in education, distance learning, video conferencing, interactive television, video on demand, virtual reality[11], digital libraries, indexing and retrieval, and support of collaborative work. The wide range of technologies is evident on papers on disk scheduling[12], capacity planning, resource management, optimization, networking, switched Ethernet LANs[13], ATM[14]networking, quality of service in networks, MPEG[15]encoding, compression, caching, buffering, storage hierarchies, video servers, video file systems, machine classification of video scenes, and Internet audio and video.

Multimedia systems need a delivery system to get the multimedia objects to the user. Magnetic and optical disks[16]were the first media for distribution. The Internet, as well as the Transmission Control Protocol/lnternet Protocol (TCP/IP)[l7]protocol suite or Net BIOS[18]on isolated or campus LANs[19], became the next vehicles for distribution. The rich text and graphics capabilities of the World Wide Web browsers are being augmented with animations, video, and sound. Internet distribution will be augmented by distribution via satellite, wireless, and cable systems.

General Uses and Applications

Multimedia applications are primarily existing applications that can be made less expensive or more effective using multimedia technology. In addition, new, speculative applications, like movies on demand, can be created with the technology. We present here a few of these applications.

1. Home applications

① Video on demand

Video on demand (VOD), also called movies on demand, is a service that provides movies on an individual basis to television sets in people's homes. The movies are stored in a central server and transmitted through a communication network. A set-top box (STB)[20]connected to the communication network converts the digital information to analog and inputs it to the TV set. The viewer uses a remote control device[21]to select a movie and manipulate play through start, stop, rewind, and visual fast forward buttons. The capabilities are very similar to renting a video at a store and playing it on a VCR. The service can provide indices[22]to the movies by title, genre, actors, and director. VOD differs from pay per view[23]by providing any of the service's movies at any time. Instead of requiring that, all purchasers of a movie watch its broadcast at the same time. Enhanced pay per view, also a broadcast system, shows the same movie at a number of staggered starting times.

② Home shopping and information systems

Services to the home that provide video on demand will also provide other, more interactive, home services. Many kinds of goods and services can be sold in this way. The services will help the user navigate through the available material to plan vacations, renew driver's licenses, purchase goods, etc.

③ Networked games

The same infrastructure that supports home shopping could be used to temporarily download video games with graphic-intensive functionality to the STB, and the games could then be played for a given period. Groups of people could play a game together, competing as individuals or working together in teams. Action games would require a very fast, or low-latency, network.

2. Video conferencing

Currently, most video conferencing is done between two specially set-up rooms. In each room, one or more cameras are used, and the images are displayed on one or more monitors. Text, images, and motion video are compressed and sent through telephone lines. Recently, the technology has been expanded to allow more than two sites to participate. Videoconferences can also be connected through LANs or the Internet. In time, videoconferences will be possible from the home.

3. Education

A wide range of individual educational software employing multimedia is available on CD-ROM. One of the chief advantages of such multimedia applications is that the sequence of material presented is dependent upon the student's responses and requests. Multimedia is also used in the classroom to enhance the educational experience and augment the teacher,s work. Multimedia for education has begun to employ servers and networks to provide for larger quantities of information and the ability to change it frequently.

① Distance learning

Distance learning is a variation on education in which not all of the students are in the same place during a class. Education takes place through a combination of stored multimedia presentations, live teaching[24], and participation by the students. Distance learning involves aspects of both teaching with multimedia and video conferencing.

② Just-in-time training

Another variation on education, called just-in-time training, is much more effective because it is done right when it is needed. In an industry context, this means that workers can receive training on PCs at their own workplaces at the time of need or of their choice. This generally implies storing the material on a server and playing it through a wide-area network or LAN.

4. Digital libraries

Digital libraries are a logical extension of conventional libraries, which house books, pictures, tapes, etc. Material in digital form can be less expensive to store, easier to distribute, and quicker to find. Thus, digital technology can save money and provide better capabilities. The Vatican[25]Library has an extraordinary collection of 150,000 manuscripts, including early copies of works by Aristotle[26], Dante[27], Euclid[28], Homer[29], and Virgil[30]. However, only about 2000 scholars a year are able to physically visit the library in Rome. Thus, the IBM Vatican Library Project, which makes digitized copies of some of the collection available to scholars around the world, is a very valuable service, especially if the copies distributed are of high quality.

5. Virtual reality

Virtual reality provides a very realistic effect through sight and sound, while allowing the user to interact with the virtual world. Because of the ability of the user to interact with the process, realistic visual effects must be created "on the fly"[31].

6. Telemedicine

Multimedia and telemedicine can improve the delivery of health care in a number of ways. Digital information can be centrally stored, yet simultaneously available at many locations. Physicians can consult with one another using videoconference capabilities, where all can see the data and images, thus bringing together experts from a number of places in order to provide better care. Multimedia can also provide targeted education and support for the patient and family.

Notes

[1] 此处将各个单词的第一个字母组合后,即可拼出multimedia,意为多媒体。

[2] digital technology数字技术。

[3] ...computer-controlled analogy devices...计算机控制的模拟装置。

[4] The Internet is the breeding ground for multimedia ideas and the delivery vehicle of multimedia objects to a huge audience.因特网是多媒体技术这一思维的繁殖地,同时,网络又是把多媒体对象传送给诸多观众的工具。

[5] a rich sensory interface感官丰富的界面。

[6] 此分句为插入语,本句主语是movies on demand。

[7] VCR videocassette recorder录像机。

[8] International Conference on Multimedia Computing and Systems多媒体处理及系统国际会议。

[9] ACM Multimedia美国计算机学会多媒体(大会)。其中,ACM是Association for Computing Machinery的缩写,指美国计算机学会。

[10] Multimedia Computing and Networking多媒体处理与网络。

[11] virtual reality虚拟现实。

[12] disk scheduling磁盘列表。

[13] Ethernet LANs以太局域网,其中LANs见本课注解[19]。

[14] ATM Asynchronous Transfer Mode异步传输模式。

[15] MPEG Moving Picture Expert Group运动图像专家组。

[16] optical disk光盘。

[17] TCP/IP Transmission Control Protocol/Internet Protocol传输控制协议/网间协议。

[18] BIOS Basic Input Output System基本输入输出系统。

[19] LANS Local Area Networks局域网。

[20] set-top box(STB)置顶盒,机顶盒。

[21] remote control device遥控装置。

[22] indices index的复数形式。

[23] pay per view每看一次收一次费。

[24] live teaching现场教学。此处live为形容词;live也可作为副词,表示“实况地”。例如:

A performance was telecast live.(演出电视实况转播)。

[25] Vatican梵蒂冈,罗马教廷。

[26] Aristotle亚里斯多德(公元前384—前322年,古希腊哲学家)。

[27] Dante但丁(意大利诗人,1265—1321)。

[28] Euclid欧几里得(古希腊数学家)。

[29] Homer荷马(古希腊诗人)。

[30] Virgil维吉尔(古罗马诗人)。

[31] on the fly在飞行中,有动感的。

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第8题

Multimedia 多媒体 More Usage Likely To Immediately Make Every Day Into Another[1] On Multimedia Ap

Multimedia

多媒体

More Usage Likely To Immediately Make Every Day Into Another[1]On Multimedia Applications

Definition

Multimedia—the combination of text, animated graphics, video, and sound—presents information in a way that is more interesting and easier to grasp than text alone. It has been used for education at all levels, ibb training, and games by the entertainment industry. It is becoming more readily available as the price of personal computers and their accessories declines. Multimedia as a human-computer interface was made possible some half-dozen years ago by the rise of affordable digital technology[2]. Previously, multimedia effects were produced by computer-controlled analogy devices[3], like videocassette recorders, projectors, and tape recorders. Digital technology's exponential decline in price and increase in capacity has enabled it to overtake analogy technology. The Internet is the breeding ground for multimedia ideas and the delivery vehicle of multimedia objects to a huge audience[4]. This paper reviews the uses of multimedia, the technologies that support it, and the larger architectural and design issues.

Introduction

Nowadays, multimedia generally indicates a rich sensory interface[5]between humans and computers or computer-like devices—an interface that in most cases gives the user control over the pace and sequence of the information. We all know multimedia when we see and hear it, yet its precise boundaries elude us. For example, movies on demand, in which a viewer can select from a large library of videos and then play, stop, or reposition the tape or change the speed,[6]are generally considered multimedia. However, watching the movie on a TV set attached to a VCR[7]with the same abilities to manipulate the play is not considered multimedia. Unfortunately, we have yet to find a definition that satisfies all experts.

Recent multimedia conferences, such as the IEEE International Conference on Multimedia Computing and Systems[8], ACM Multimedia[9], and Multimedia Computing and Networking[10], provide a good start for identifying the components of multimedia. The range of multimedia activity is demonstrated in papers on multimedia authoring (i. e. specification of multimedia sequences), user interfaces, navigation (user choices), effectiveness of multimedia in education, distance learning, video conferencing, interactive television, video on demand, virtual reality[11], digital libraries, indexing and retrieval, and support of collaborative work. The wide range of technologies is evident on papers on disk scheduling[12], capacity planning, resource management, optimization, networking, switched Ethernet LANs[13], ATM[14]networking, quality of service in networks, MPEG[15]encoding, compression, caching, buffering, storage hierarchies, video servers, video file systems, machine classification of video scenes, and Internet audio and video.

Multimedia systems need a delivery system to get the multimedia objects to the user. Magnetic and optical disks[16]were the first media for distribution. The Internet, as well as the Transmission Control Protocol/lnternet Protocol (TCP/IP)[l7]protocol suite or Net BIOS[18]on isolated or campus LANs[19], became the next vehicles for distribution. The rich text and graphics capabilities of the World Wide Web browsers are being augmented with animations, video, and sound. Internet distribution will be augmented by distribution via satellite, wireless, and cable systems.

General Uses and Applications

Multimedia applications are primarily existing applications that can be made less expensive or more effective using multimedia technology. In addition, new, speculative applications, like movies on demand, can be created with the technology. We present here a few of these applications.

1. Home applications

① Video on demand

Video on demand (VOD), also called movies on demand, is a service that provides movies on an individual basis to television sets in people's homes. The movies are stored in a central server and transmitted through a communication network. A set-top box (STB)[20]connected to the communication network converts the digital information to analog and inputs it to the TV set. The viewer uses a remote control device[21]to select a movie and manipulate play through start, stop, rewind, and visual fast forward buttons. The capabilities are very similar to renting a video at a store and playing it on a VCR. The service can provide indices[22]to the movies by title, genre, actors, and director. VOD differs from pay per view[23]by providing any of the service's movies at any time. Instead of requiring that, all purchasers of a movie watch its broadcast at the same time. Enhanced pay per view, also a broadcast system, shows the same movie at a number of staggered starting times.

② Home shopping and information systems

Services to the home that provide video on demand will also provide other, more interactive, home services. Many kinds of goods and services can be sold in this way. The services will help the user navigate through the available material to plan vacations, renew driver's licenses, purchase goods, etc.

③ Networked games

The same infrastructure that supports home shopping could be used to temporarily download video games with graphic-intensive functionality to the STB, and the games could then be played for a given period. Groups of people could play a game together, competing as individuals or working together in teams. Action games would require a very fast, or low-latency, network.

2. Video conferencing

Currently, most video conferencing is done between two specially set-up rooms. In each room, one or more cameras are used, and the images are displayed on one or more monitors. Text, images, and motion video are compressed and sent through telephone lines. Recently, the technology has been expanded to allow more than two sites to participate. Videoconferences can also be connected through LANs or the Internet. In time, videoconferences will be possible from the home.

3. Education

A wide range of individual educational software employing multimedia is available on CD-ROM. One of the chief advantages of such multimedia applications is that the sequence of material presented is dependent upon the student's responses and requests. Multimedia is also used in the classroom to enhance the educational experience and augment the teacher,s work. Multimedia for education has begun to employ servers and networks to provide for larger quantities of information and the ability to change it frequently.

① Distance learning

Distance learning is a variation on education in which not all of the students are in the same place during a class. Education takes place through a combination of stored multimedia presentations, live teaching[24], and participation by the students. Distance learning involves aspects of both teaching with multimedia and video conferencing.

② Just-in-time training

Another variation on education, called just-in-time training, is much more effective because it is done right when it is needed. In an industry context, this means that workers can receive training on PCs at their own workplaces at the time of need or of their choice. This generally implies storing the material on a server and playing it through a wide-area network or LAN.

4. Digital libraries

Digital libraries are a logical extension of conventional libraries, which house books, pictures, tapes, etc. Material in digital form can be less expensive to store, easier to distribute, and quicker to find. Thus, digital technology can save money and provide better capabilities. The Vatican[25]Library has an extraordinary collection of 150,000 manuscripts, including early copies of works by Aristotle[26], Dante[27], Euclid[28], Homer[29], and Virgil[30]. However, only about 2000 scholars a year are able to physically visit the library in Rome. Thus, the IBM Vatican Library Project, which makes digitized copies of some of the collection available to scholars around the world, is a very valuable service, especially if the copies distributed are of high quality.

5. Virtual reality

Virtual reality provides a very realistic effect through sight and sound, while allowing the user to interact with the virtual world. Because of the ability of the user to interact with the process, realistic visual effects must be created "on the fly"[31].

6. Telemedicine

Multimedia and telemedicine can improve the delivery of health care in a number of ways. Digital information can be centrally stored, yet simultaneously available at many locations. Physicians can consult with one another using videoconference capabilities, where all can see the data and images, thus bringing together experts from a number of places in order to provide better care. Multimedia can also provide targeted education and support for the patient and family.

Notes

[1] 此处将各个单词的第一个字母组合后,即可拼出multimedia,意为多媒体。

[2] digital technology数字技术。

[3] ...computer-controlled analogy devices...计算机控制的模拟装置。

[4] The Internet is the breeding ground for multimedia ideas and the delivery vehicle of multimedia objects to a huge audience.因特网是多媒体技术这一思维的繁殖地,同时,网络又是把多媒体对象传送给诸多观众的工具。

[5] a rich sensory interface感官丰富的界面。

[6] 此分句为插入语,本句主语是movies on demand。

[7] VCR videocassette recorder录像机。

[8] International Conference on Multimedia Computing and Systems多媒体处理及系统国际会议。

[9] ACM Multimedia美国计算机学会多媒体(大会)。其中,ACM是Association for Computing Machinery的缩写,指美国计算机学会。

[10] Multimedia Computing and Networking多媒体处理与网络。

[11] virtual reality虚拟现实。

[12] disk scheduling磁盘列表。

[13] Ethernet LANs以太局域网,其中LANs见本课注解[19]。

[14] ATM Asynchronous Transfer Mode异步传输模式。

[15] MPEG Moving Picture Expert Group运动图像专家组。

[16] optical disk光盘。

[17] TCP/IP Transmission Control Protocol/Internet Protocol传输控制协议/网间协议。

[18] BIOS Basic Input Output System基本输入输出系统。

[19] LANS Local Area Networks局域网。

[20] set-top box(STB)置顶盒,机顶盒。

[21] remote control device遥控装置。

[22] indices index的复数形式。

[23] pay per view每看一次收一次费。

[24] live teaching现场教学。此处live为形容词;live也可作为副词,表示“实况地”。例如:

A performance was telecast live.(演出电视实况转播)。

[25] Vatican梵蒂冈,罗马教廷。

[26] Aristotle亚里斯多德(公元前384—前322年,古希腊哲学家)。

[27] Dante但丁(意大利诗人,1265—1321)。

[28] Euclid欧几里得(古希腊数学家)。

[29] Homer荷马(古希腊诗人)。

[30] Virgil维吉尔(古罗马诗人)。

[31] on the fly在飞行中,有动感的。

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第9题

现实冲击(reality shock)

现实冲击(reality shock)

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第10题

Turing Test is regarded as a founding contribution to the philosophy of ______. A.virtual reality

Turing Test is regarded as a founding contribution to the philosophy of ______.

A.virtual reality B.distant education

C.data base D.artificial intelligence

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第11题

She was determined that no one should know her ______ name.(reality)

She was determined that no one should know her ______ name.(reality)

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