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Literature review on virtual tour technology

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  1. Introduction.
  2. Technology.
    1. Human and machine interface.
    2. Computer generation of virtual tour.
    3. Networks.
  3. Why are virtual auditory interfaces important?
    1. Environmental realism and ambience.
    2. Presence/immersion.
    3. Collision/tactile cueing.
    4. Cross-modal enhancement.
    5. Cocktail party effect.
    6. Sonification of data.
    7. Supernormal auditory localization.
    8. Virtual auditory displays (VADs).
  4. Psychological consideration.
  5. Conclusions.
  6. Bibliography.

Numerous developments in virtual technologies show up in modern world creating for people more and more comforts and possibilities. Different kinds of visions that we may see with the help of virtual tour technology, have elevated the status of virtual environment to the level of pop iconography, and some of those associated with the technology have arguably risen to star status. While this work provided many suggestions, the importance of improved computer generation of multimodal images and advancements in hardware technologies that support interface devices were stressed, as was improvement in the general comfort associated with donning these devices. As the following sections will discuss, the former objectives have largely been met by astounding technological advances, yet the latter has yet to be fully realized, as virtual tour users are still impeded by cumbersome devices and binding tethers. In particular, current project provides literature review of technology that greatly appeals University and Real Estate industry, virtual tour (VT) technology. The latter shortly represents digital (often online) tour of ? location (actual or fictional) composed of ? varying degree of images and other media. Tours often are comprised of digital photographs, panoramas, text, and even sounds. Generally, ? virtual tour evokes the sense of moving or walking through the location. And that point will be outlined throughout the paper along with the number of key recommendations put forth by Durlach and Mavor (1995). Virtual tours are driven by the technology that is used to design and build these systems. This technology consists of the human?machine interface devices that are used to present multimodal information and sense the virtual world, as well as the hardware and software used to generate the virtual environment. It also includes the techniques and electromechanical systems used in telerobotics, which can be transferred to the design of VT systems, as well as the communication networks that can be used to transform VT systems into shared virtual worlds.

[...] Taken together, these technological advancements, along with those poised for the near future, provide the infrastructure on which to build complex, immersive multimodal VT applications Computer Generation of Virtual tour Computer generation of VTs requires very large physical memories, high- speed processors, high-bandwidth mass storage capacity, and high-speed interface ports for input/output devices (Durlach & Mavor, 1995). Remarkable advances in hardware technologies have been realized in the past half decade that will better meet these VT demands. Moore's law (see chap. [...]

[...] Virtual reality: Scientific and technological challenges. Washington, DC: National Academy Press Ellis, S. R. (1993). Pictorial communication in virtual and real environments. London: Taylor & Francis Press Gabbard, J. L., & Hix, D. (2000, July 31). ? taxonomy of usability characteristics in virtual tour[Online]. Available: / 9. Germain, ?. H. (1999, June 21). How to win big with today's hottest emerging technologies. VarBusiness [Online]. Issue 1516. Available: Gibbon, D., Mertins, I., & Moore, R. (2000). Handbook of multimodal and spoken dialogue systems: Resources, terminology and product evaluation. [...]

[...] Stanney, Mollaghasemi, and Reeves (2000) used this taxonomy as the foundation on which to develop an automated system, MAUVE (Multi-Criteria Assessment of Usability for Virtual Environments), which organizes VT usability characteristics into two primary usability attributes (VT system usability and VT user considerations); four secondary attributes (interaction, multimodal system output, engagement, and side effects); and 11 tertiary attributes (navigation, user movement, object selection and manipulation, visual output, auditory output, haptic output, presence, immersion, comfort, sickness, and aftereffects). Similar to the manner in which traditional heuristic evaluations are conducted, MAUVE can be used at various stages in the usability engineering life cycle, from initial storyboard design to final evaluation and testing. [...]

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