Emerging Technologies
In the history of technology, emerging technologies are contemporary advances and innovation in various fields of technology. Various converging technologies have emerged in the technological convergence of different systems evolving towards similar goals. Convergence can refer to previously separate technologies such as voice (and telephony features), data (and productivity applications) and video that now share resources and interact with each other, creating new efficiencies.Emerging technologies are those technical innovations which represent progressive developments within a field for competitive advantage converging technologies represent previously distinct fields which are in some way moving towards stronger inter-connection and similar goals. However, the opinion on the degree of impact, status and economic viability of several emerging and converging technologies vary.
A spaceplane is a vehicle that operates as an aircraft in Earth's atmosphere, as well as a spacecraft when it is in space. It combines features of an aircraft and a spacecraft, which can be thought of as an aircraft that can endure and maneuver in the vacuum of space or likewise a spacecraft that can fly like an airplane. Typically, it takes the form of a spacecraft equipped with wings, although lifting bodies have been designed and tested as well. The propulsion to reach space may be purely rocket based or may use the assistance of air-breathing engines.
However, for an aircraft to successfully fly in Earth's atmosphere, it must be able to successfully control, power and sustain its own flight. If a spaceplane cannot successfully control itself, power itself or sustain its flight once reentering Earth's atmosphere, it cannot be considered successful at aviation in the atmosphere.
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A Space Shuttle rocketing into space, just after booster separation. |
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Mockup of NK spaceplane at Mangyongdae Children's Palace |
Virtual reality (VR) is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming 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, the Polhemus, and omnidirectional treadmills. The simulated 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. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power, image resolution, and communication bandwidth; however, the technology's proponents hope that such limitations will be overcome as processor, imaging, and data communication technologies become more powerful and cost-effective over time.
Virtual reality is often used to describe a wide variety of applications commonly associated with immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves, and miniaturization have helped popularize the notion. 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. People often identify VR with head mounted displays and data suits.
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World Skin (1997), Maurice Benayoun's virtual reality interactive installation |
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