Holographic Entertainment

Twenty years from now the two-dimensional movies that currently enthrall us now may be viewed with the same quaint perspective that we currently view black and white TV. As holoprojectors evolve into large-screen, three-dimensional formats, holographic entertainment (or "Holotainment" for short) will probably take center stage. Holotech technology has been in use for many years for art and entertainment. Even basic holograms with varying perspectives can be attractive works of art whose responsive qualities actively involve the viewer. Moving holotechnology images in high-technology amusement park attractions routinely involve and excite participants. Holotech technology is, even now, being used to record holotechnology DVDs over a hundred gigabytes in size. Future holodisks and holocubes may save up to a terabyte. In the years to come, new holographic technology uses will spring from the combination of online gaming, internet access, and television. Some usages will be multi- user, responsive, three-dimensional entertainment experiences. For greater depth, see also holographic television .

Holotech science can also be applied for athletics in three ways. First, it can give improved specialized training for taking part in conventional athletics. For example, holographic applied science can help in golf training. Second, holotechnology science can improve non-participatory involvement with traditional athletics through three-dimensional holotechnology displays. Sports fans today like viewing an exciting play in "instant replay." Future sports enthusiasts will probably be able to see an exciting play in "three-dimensional Replay" -- the kind of rotating three dimensional view that, at the present time, is only available in selected expensive movies and commercials. Third, holographic technology can make possible ground-breaking virtual parts for traditional sports or form soley ground-breaking sports. Holographic games ("Hologames") expand sports beyond the natural laws that govern projectiles and physical interactions in traditional athletics. application of holographic technology to television provides more about this.

When a human engages with a 100% enveloping, computer-constructed environment, this is definitely within the realm of Virtual Reality, but is it virtual reality when someone interacts with an actual world with the help of selected virtual components or implements? For example, is it virtual reality if a pilot uses computer-generated outlines overlaid on the sky to direct travel, a physician uses virtual images shown on top of a patient's body to operate, or an oil man uses virtual images superimposed on the earth to direct oil drilling? Such usages are examples of "Mixed Reality" (MR). Mixed reality is less than 100% immersive and artificially-generated. These uses raise the issue as to what percentage of computer generated components is the boundary between pure virtual reality and mixed reality ...25%?...50%? ...99%? Depending on where you draw the line -- a modern real-world setting including cell phones, e-mails, car directional assistance systems, palm tops and similar machines could be viewed, taken together, as a mixed reality environment. Sub-page holographic images for MRI and CT covers more useful information on these technologies.

Current three-dimensional image projection systems frequently use artificially constructed motion parallax, overlapping elements, overhead perspective, shading and lighting to lead people to see images three-dimensionally. Future 3D image display systems might be able to make actual, travelling 3D things using animated holographic pictures projected from micro-mirror arrays. spatial light modulators and detector arrays also deals with this holotechnology material.

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