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real world behavior for virtual objects
In order to be virtual reality, things inside the computer-created world also must match with reasonable correctness to the tangible and living laws that apply to their actual counterparts. This is necessary for the computer generated objects to appear real to the higher-order functions of one's brain, not just elementary sensation. It is not enough for a cube to just look like a geometric object, it also should behave like a cube concerning the quantity of matter, gravity, momentum, and other laws that shape the real world. This is more difficult with more complex tangible or even biological elements inside an artificially-generated setting. Imitating an organism is harder than simulating a cube. See related material at Vertical360 for more about virtual reality.
When simulating the sense of touch, virtual reality systems must simulate the tangible resistance that virtual things would exert on our movement like they were real. This resistance may be transmitted to one's body though multiple mechanical rods and levers, inflatable air pockets, or electro-magnetic machines integrated into glove or body suit. Simulation of touch and movement through such machines is called "haptics." Although haptics applied science currently lags behind computer to human interaction through vision and audio signals, it will likely become more prevalent as technology progresses. Virtual Tours Lakeville, Minnesota has additional info. Such VR technologies at Virtual Reality Maps .
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