A virtual avatar representing the user's body in VR can have pros and cons.
在VR中代表用户的身体的虚拟化身可以说是有利有弊。
When their back was stroked with a pen so was the virtual avatar in front of them, making them think that the virtual body was in fact their own.
当用钢笔戳他们的背时,他们面前的化身也会受到同样作用,这让他们以为化身就是自己的身体。
Instead of tapping his volunteers, Dr Blanke stroked them with a paintbrush while, at the same time, the computer "stroked" the avatar with a virtual brush.
布兰科博士并没有轻敲他的志愿者们,而是用油漆刷触摸着他们;与此同时,电脑也用虚拟油漆刷触摸着人形化身。
Not a hit with advertisers, these online worlds earn most of their money from the sale of virtual goods, such as items to spruce up an avatar or a private room.
这些网上世界不需要广告宣传,主要靠销售虚拟物品来盈利,比如用于装扮虚拟人或个人房间的物品。
Actions could be taken by an avatar in the virtual world and sent into the real world and be directly applied to the real system.
虚拟世界中的化身可以采取操作并将操作发送到真实世界中,并且可以直接将操作应用于真实系统。
What's more, they estimate that by 2011, 80 percent of Internet consumers and Fortune 500 companies will have an avatar or presence in some type of virtual community.
更重要的是,他们估计到2011年,80%的互联网用户和财富500强会有虚拟形象或某种虚拟社区形势出在网络。
The subjects saw the cameras view of their back on screens in the goggles, computer enhanced to create a 3d virtual version or avatar.
这种眼镜,借助计算机能创造出3d的效果,即虚拟化身。
With the game-changing, magnificent visual spectacle that is Avatar (* * * out of four), writer/director James Cameron can be crowned king of the virtual world.
随着这部改变电影行业面貌的,划时代意义的视觉大片《阿凡达》的上映,这位身兼编剧,导演二职的詹姆士喀麦隆(James Cameron )可以卫冕虚拟世界之王。
The brainchild of American company Linden Lab, Second Life players can create a virtual alter ego, an avatar.
第二人生是美国公司Linden实验室开发的一款游戏玩家可以创造一个虚拟的另一个我也就是一个化身。
This avatar can move around the imagined world, meet people, socialise, buy land and property with the game's virtual currency and set up businesses.
这个化身游走在这个想象的世界里碰到形形色色的人们 参加社交活动用游戏中的虚拟货币购置土地和房屋 开创他们的事业。
Debevec expects directors will start to use more virtual production techniques, like those seen in the movie Avatar.
德贝维奇预计,导演们将开始更多使用虚拟制作技术,就像影片阿凡达展示的那样。
The firm makes most of its money by selling virtual goods (a dress for an avatar, a weapon in an online game) for play money that users buy with real cash.
它通过用户的真实货币买其虚拟物品(虚拟人物的衣服,在线游戏的装备)而赚钱。
Tencent started in instant messaging in 1999 and unlike nearly everyone else, figured out a way to make money from it by selling virtual goods and services to enhance your avatar.
腾讯从1999年起进军即时通讯行业,与其他即时通讯软件不同,他开辟了通过出售增强QQ形象的虚拟商品和服务来赚钱的先河。
The unique concept of the 3d avatar and virtual community also transcends into Coca-Cola's 2006 thematic campaign.
这一独特的3d数码形象和虚拟社区也成为了可口可乐2006年主题促销的一部分。
The unique concept of the 3d avatar and virtual community also transcends into Coca-Cola's 2006 thematic campaign.
这一独特的3d数码形象和虚拟社区也成为了可口可乐2006年主题促销的一部分。
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