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and go to "Manage Layout" from the Blogger Dashboard??3. Click on the "Edit HTML" tab.??4. Delete the code already in the "Edit Template" box and paste the new code in.??5. Click "S BLOGGER TEMPLATES AND TWITTER BACKGROUNDS ?

Isnin, 20 Julai 2009

Air Pollution

An air pollutant is known as a substance in the air that can cause harm to humans and the environment. Pollutants can be in the form of solid particles, liquid droplets, or gases. In addition, they may be natural or man-made.[1]
Pollutants can be classified as either primary or secondary. Usually, primary pollutants are substances directly emitted from a process, such as ash from a volcanic eruption, the carbon monoxide gas from a motor vehicle exhaust or sulfur dioxide released from factories.
Secondary pollutants are not emitted directly. Rather, they form in the air when primary pollutants react or interact. An important example of a secondary pollutant is ground level ozone - one of the many secondary pollutants that make up photochemical smog.
Note that some pollutants may be both primary and secondary: that is, they are both emitted directly and formed from other primary pollutants.Major primary pollutants produced by human activity include:

1.Sulfur oxides (SOx)
2.Nitrogen oxides (NOx)
3.Carbon monoxide
4.Carbon dioxide (CO2)
5.Volatile organic compounds
6.Particulate matter
7.Toxic metals, such as lead, cadmium and copper.
8.Chlorofluorocarbons
9.Ammonia (NH3)
10.Odors -
11.Radioactive pollutants

Isnin, 6 Julai 2009

Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special or 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. Users can interact with a virtual environment 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 boom arm, and omnidirectional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ significantly from reality, 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, those limitations are expected to eventually 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 its 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, Michael Heim identifies seven different concepts of Virtual Reality: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. The definition still has a certain futuristic romanticism attached. People often identify VR with Head Mounted Displays and Data Suits.
Terminology and concepts
The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s, but the origin of the term "virtual reality" can be traced back to the French playwright, poet, actor and director Antonin Artaud. In his seminal book The Theatre and Its Double (1938), Artaud described theatre as "la réalite virtuelle", a virtual reality "in which characters, objects, and images take on the phantasmagoric force of alchemy's visionary internal dramas".[1] It has been used in The Judas Mandala, a 1982 science-fiction novel by Damien Broderick, where the context of use is somewhat different from that defined above. The earliest use cited by the Oxford English Dictionary is in a 1987 article titled "Virtual reality",[2] but the article is not about VR technology. The VR developer Jaron Lanier claims that he coined the term in the early 1980s;[3] however, that is almost fifty years after it appeared in Artaud's book. The concept of virtual reality was popularized in mass media by movies such as Brainstorm (filmed mostly in 1981) and The Lawnmower Man (plus others mentioned below). The VR research boom of the 1990s was accompanied by the non-fiction book Virtual Reality (1991) by Howard Rheingold.[4] The book served to demystify the subject, making it more accessible to less technical researchers and enthusiasts, with an impact similar to that which his book The Virtual Community had on virtual community research lines closely related to VR. Multimedia: from Wagner to Virtual Reality, edited by Randall Packer and Ken Jordan and first published in 2001, explores the term and its history from an avant-garde perspective. Philosophical implications of the concept of VR are systematically discussed in the book Get Real: A Philosophical Adventure in Virtual Reality (1998) by Philip Zhai, wherein the idea of VR is pushed to its logical extreme and ultimate possibility. According to Zhai, virtual reality could be made to have an ontological status equal to that of actual reality.

Timeline
Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device, which reportedly still functions today. In 1968, Ivan Sutherland, with the help of his student Bob Sproull, created what is widely considered to be the first virtual reality and augmented reality (AR) head mounted display (HMD) system. It was primitive both in terms of user interface and realism, and the HMD to be worn by the user was so heavy it had to be suspended from the ceiling, and the graphics comprising the virtual environment were simple wireframe model rooms. The formidable appearance of the device inspired its name, The Sword of Damocles. Also notable among the earlier hypermedia and virtual reality systems was the Aspen Movie Map, which was created at MIT in 1977. The program was a crude virtual simulation of Aspen, Colorado in which users could wander the streets in one of three modes: summer, winter, and polygons. The first two were based on photographs — the researchers actually photographed every possible movement through the city's street grid in both seasons — and the third was a basic 3-D model of the city. In the late 1980s the term "virtual reality" was popularized by Jaron Lanier, one of the modern pioneers of the field. Lanier had founded the company VPL Research (from "Visual Programming Languages") in 1985, which developed and built some of the seminal "goggles n' gloves" systems of that decade.

Future
It is difficult to predict the future of virtual reality with confidence. In the short run, the graphics displayed in the HMD will soon reach a point of near realism. The audio capabilities will move into a new realm of three dimensional sound. This refers to the addition of sound channels both above and below the individual or a Holophony approach.
Within existing technological limits, sight and sound are the two senses which best lend themselves to high quality simulation. There are however attempts being currently made to simulate smell. The purpose of current research is linked to a project aimed at treating Post Traumatic Stress Disorder (PTSD) in veterans by exposing them to combat simulations, complete with smells. Although it is often seen in the context of entertainment by popular culture, this illustrates the point that the future of VR is very much tied into therapeutic, training, and engineering demands. Given that fact, a full sensory immersion beyond basic tactile feedback, sight, sound, and smell is unlikely to be a goal in the industry[citation needed]. It is worth mentioning that simulating smells, while it can be done very realistically, requires costly research and development to make each odor, and the machine itself is expensive and specialized, using capsules tailor made for it. Thus far basic, and very strong smells such as burning rubber, cordite, gasoline fumes, and so-forth have been made. Japan's NTT Communications, of Tokyo, has just finished testing an Internet-connected odor-delivery system to be used by retailers and restaurants to attract customers. But as new trials and applications are tried out and more data gathered, Hamada says he is sure the technology “will take communications to a new level in content richness, compared to today’s communications, which only offers images and sounds”.[5]
In order to engage the other sense of taste, the brain must be manipulated directly. This would move virtual reality into the realm of simulated reality like the "head-plugs" used in The Matrix. Although no form of this has been seriously developed at this point, Sony has taken the first step. On April 7, 2005, Sony went public with the information that they had filed for and received a patent for the idea of the non-invasive beaming of different frequencies and patterns of ultrasonic waves directly into the brain to recreate all five senses.[6] There has been research to show that this is possible[citation needed]. Sony has conducted tests and says that it is a good idea.
It has long been feared that Virtual Reality will be the last invention of humans, as once simulations become cheaper and more widespread, no one will ever want to leave their "perfect" fantasies. Satirists, however, have nodded towards humans' aversion to catheters and starvation[citation needed].

Impact
There has been increasing interest in the potential social impact of new technologies, such as virtual reality (as may be seen in utopian literature, within the social sciences, and in popular culture). Mychilo S. Cline, in his book, Power, Madness, and Immortality: The Future of Virtual Reality, argues that virtual reality will lead to a number of important changes in human life and activity. He argues that:
Virtual reality will be integrated into daily life and activity and will be used in various human ways.
Techniques will be developed to influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).[7]
As we spend more and more time in virtual space, there will be a gradual “migration to virtual space,” resulting in important changes in economics, worldview, and culture.[citation needed]
The design of virtual environments may be used to extend basic human rights into virtual space, to promote human freedom and well-being, and to promote social stability as we move from one stage in socio-political development to the next.[citation needed]

Heritage and Archaeology
The use of VR in Heritage and Archaeology has enormous potential in museum and visitor centre applications, but its use has been tempered by the difficulty in presenting a 'quick to learn' real time experience to numerous people any given time. Many historic reconstructions tend to be in a pre-rendered format to a shared video display, thus allowing more than one person to view a computer generated world, but limiting the interaction that full-scale VR can provide. The first use of a VR presentation in a Heritage application was in 1994 when a museum visitor interpretation provided an interactive 'walk-through' of a 3D reconstruction of Dudley Castle in England as it was in 1550. This consisted of a computer controlled laserdisc based system designed by British based engineer Colin Johnson. It is a little known fact that one of the first users of Virtual Reality was Her Majesty Queen Elizabeth II, when she officially opened the visitor centre in June 1994. Details of the original project can be viewed here:Virtual Tours of Dudley Castle archive. The system featured in a conference held by the British Museum in November 1994 and in the subsequent technical paper.. 'Imaging the Past' - Electronic Imaging and Computer Graphics in Museums and Archaeology - ISBN 0861591143.

Virtual Reality Reconstruction
Virtual Reality enables heritage sites to be recreated extremely accurately, so that the recreations can be published in various media.[8] The original sites are often inaccessible to the public, or may even no longer exist. This technology can be used to develop virtual replicas of caves, natural environment, old towns, monuments, sculptures and archaeological elements.
The process that Virtualware has used to reproduce the natural cave of Santimamiñe is based on the following main steps: Data collection in the area through a 3D laser scanning and photogrammetry, Data processing in cabinet, Virtual model generation, Application development, Design and an installation and setting up of the Virtual Reality system. A video sample of the results of this technology can be viewed in virtual-caves.com

Mass media
Mass media has been a great advocate and perhaps a great hindrance to its development over the years. During the research “boom” of the late 1980s into the 1990s the news media’s prognostication on the potential of VR — and potential overexposure in publishing the predictions of anyone who had one (whether or not that person had a true perspective on the technology and its limits) — built up the expectations of the technology so high as to be impossible to achieve under the technology then or any technology to date. Entertainment media reinforced these concepts with futuristic imagery many generations beyond contemporary capabilities.

Fiction books
Many science fiction books and movies have imagined characters being "trapped in virtual reality". One of the first modern works to use this idea was Daniel F. Galouye's novel Simulacron-3, which was made into a German teleplay titled Welt am Draht ("World on a Wire") in 1973 and into a movie titled The Thirteenth Floor in 1999. Other science fiction books have promoted the idea of virtual reality as a partial, but not total, substitution for the misery of reality (in the sense that a pauper in the real world can be a prince in VR), or have touted it as a method for creating breathtaking virtual worlds in which one may escape from Earth's now toxic atmosphere. They are not aware of this, because their minds exist within a shared, idealized virtual world known as Dream Earth, where they grow up, live, and die, never knowing the world they live in is but a dream. Stanislaw Lem wrote in early 1960 a short story "dziwne skrzynie profesora Corcorana"[citation needed] in which he presented a scientist, who devised a completely artificial virtual reality. Amongst the beings trapped inside his created virtual world, there is also a scientist, who also devised such machines creating another level of virtual world.
The Piers Anthony novel Killobyte follows the story of a paralyzed cop trapped in a virtual reality game by a hacker, whom he must stop to save a fellow trapped player with diabetes slowly succumbing to insulin shock. This novel toys with the idea of both the potential positive therapeutic uses, such as allowing the paralysed to experience the illusion of movement while stimulating unused muscles, as well as virtual realities' dangers.
An early short science fiction story — "The Veldt" — about an all too real "virtual reality" was included in the 1951 book The Illustrated Man, by Ray Bradbury and may be the first fictional work to fully describe the concept.
The Otherland series of 4 novels by Tad Williams . Set in the 2070s, it shows a world where the Internet has become accessible via virtual reality and has become so popular and somewhat commonplace that, with the help of surgical implants, people can connect directly into this future VR environment. The series follows the tale of a group of people who, while investigating a mysterious illness attacking children while in VR, find themselves trapped in a virtual reality system of fantastic detail and sophistication unlike any the world has ever imagined.
Other popular fictional works that use the concept of virtual reality include William Gibson's Neuromancer which defined the concept of cyberspace, Neal Stephenson's Snow Crash, in which he made extensive reference to the term "avatar" to describe one's representation in a virtual world, and Rudy Rucker's The Hacker and the Ants, in which programmer Jerzy Rugby uses VR for robot design and testing.
Another use of VR is in the teenage book "The Reality Bug" by D.J MacHale, where the inhabitants of a territory can have their own perfect virtual world, causing everyone to neglect the real world. To cause everyone to spend less time there, a virus is introduced that should make it slightly less than perfect. However, it is so powerful it introduces their worst nightmares, and eventually physically breaks out of the computer until it is shut down.
Alexander Besher's Rim: A Novel of Virtual Reality is similar to Otherland, however it also shows the urban decay that obsession with VR has caused, and the devastating effects to the economy it causes after a major crash leaves millions of users in a coma and some dead.

Television
Perhaps the earliest example of virtual reality on television is a Doctor Who serial "The Deadly Assassin". This story, first broadcast in 1976, introduced a dream-like computer-generated reality known as the Matrix (no relation to the film — see below). The first major American television series to showcase virtual reality was Star Trek: The Next Generation. Several episodes featured a holodeck, a virtual reality facility that enabled its users to recreate and experience anything they wanted. One difference from current virtual reality technology, however, was that replicators, force fields, holograms, and transporters were used to actually recreate and place objects in the holodeck, rather than illusions of physical objects, as is done today.
In Japan and Hong Kong, the first anime series to use the idea of virtual reality was Video Warrior Laserion (1984).
An anime series known as Serial Experiments Lain included a virtual reality world known as "The Wired" that eventually co-existed with the real world.
Cult British BBC2 sci-fi series Red Dwarf featured a virtual reality game titled Better Than Life, featuring a plot where the main characters had spent many years connected to the game. This was elaborated on in the book, based on the series' episodes, of the same name. Virtual reality has also been featured in other Red Dwarf episodes including Back to Reality, where venom from the despair squid caused the characters to believe all their experiences on Red Dwarf had been part of a VR simulation. Other episodes that feature Virtual reality include Gunmen of the Apocalypse, Stoke Me a Clipper, Blue, Beyond a Joke, and Back in the Red.
Children's television show Are You Afraid Of The Dark? uses the concept of virtual reality as the premise of the episode "The Tale Of The Renegade Virus" (1993).
Channel 4's Gamesmaster (1992 – 1998) also used a VR headset in its "tips and cheats" segment.
BBC 2's Cyberzone (1993) was the first true "virtual reality" game show. It was presented by Craig Charles.
FOX's VR.5 (1995) starring Lori Singer and David McCallum, used what appeared to be mistakes in technology as part of the show's on-going mystery.
In 2002, Series 4 of hit New Zealand teen sci-fi TV Series, The Tribe featured the arrival of a new tribe to the city, The Technos. They tried to gain power by introducing Virtual Reality to the city. The tribes would battle each other in the Virtual World in a "game" designed by the leader of The Techno's, Ram. However, the effects of VR on the people turned nasty when they started to fight in the real world as well, after too much use made them unable to tell the difference between what was real and what was virtual.
In 2005, Brazilian's Globo TV features a show where VR helmets are used by the attending audience in a space simulation called Conquista de Titã, broadcasted for more than 20 million viewers weekly.
In the anime version of Yu-Gi-Oh!, one three-part episode sees the heroes entering a virtual world based on the game Duel Monsters, where the players must use their cards to work their way through a series of story-based challenges, including simulated monsters. Later, another anime-only arc forces the heroes to enter another virtual world, similar in concept but with a different set of rules. In both arcs, the bodies of the humans entering the virtual world are confined to special pods for the duration of their stay there.
The Popular .hack multimedia franchise is based on a virtual reality MMORPG ironically dubbed "The World"
The French animated series Code Lyoko is based around the virtual world of Lyoko and the Internet, the virtual world is accessed by large scanners which use an atomic process which breaks down the atoms of the person inside, digitalizes them and recreates an incarnation on Lyoko.

Motion pictures
Steven Lisberger's 1982 movie TRON was the first mainstream Hollywood picture to explore the idea. One year later, it would be more fully expanded in the Natalie Wood film Brainstorm. Probably the most famous film to popularize the subject was more recently done by the Wachowski brothers in 1999's The Matrix. The Matrix was significant in that it presented virtual reality and reality as often overlapping, and sometimes indistinguishable. Total Recall and David Cronenberg's film EXistenZ dealt with the danger of confusion between reality and virtual reality in computer games. Cyberspace became something that most movies completely misunderstood, as seen in The Lawnmower Man. Also, the British comedy Red Dwarf used in several episodes the idea that life (or at least the life seen on the show) is a virtual reality game. This idea was also used in Spy Kids 3-D: Game Over. Another movie that has a bizarre theme is Brainscan, where the point of the game is to be a virtual killer. A more artistic and philosophical perspective on the subject can be seen in Avalon. One of the non-Sci Fi movies that uses VR as a story driver is 1994's Disclosure, starring Michael Douglas and based on the Michael Crichton book of the same name. A VR headset is used as a navigating device for a prototype computer filing system. There is also a film from 1995 called "Virtuosity" with Denzel Washington and Russell Crowe that dealt with the creation of a serial killer, used to train law enforcement personnel, that escapes his virtual reality into the real world. Written by William Gibson himself, Johnny Mnemonic uses extensive VR, depicting Keanu Reeves playing a "cyber-courier" (Johnny Mnemonic) who smuggles data in his brain.

Music videos
The lengthy video for hard rock band Aerosmith's 1993 single "Amazing" depicted virtual reality, going so far as to show two young people participating in virtual reality simultaneously from their separate personal computers (while not knowing the other was also participating in it) in which the two engage in a steamy makeout session, sky-dive, and embark on a motorcycle journey together.

Isnin, 29 Jun 2009

Isnin, 22 Jun 2009



This is new online game. This game so STAILO. It 3D game. this game got 4 class...fighter, archer, mage...1 more i forgot...i will show you the gameplay.

Khamis, 21 Mei 2009


The basic iPod design is pretty sleek, and making it bigger to accommodate a larger screen would take away a lot of its charm. So many Apple aficionados speculated that the next iPod would be all screen. It would have a virtual Click Wheel, and it would play widescreen videos on a horizontal display.

The theorists got it partly right. The newest iPod design is the iPod touch. A display screen covers most of the front surface of the iPod touch, making it resemble an iPhone. But the iPod touch doesn't have a virtual Click Wheel that appears on the screen. Instead, it uses the same multi-touch interface that the iPhone uses. You navigate through music, videos and other files using your fingers and the touch-sensitive screen.

­The iPod touch also has a few other features that iPod enthusiasts had hoped to see on standard iPod models. Some users hoped for a wirelessly enabled iPod so they could synch their music or share files with friends over a Bluetooth or WiFi connection. The iPod touch is the first iPod to have wireless capability, although it doesn't use it to synch with a computer or friends' iPods. Instead, you can use it to browse the Web, watch YouTube videos or download music from a WiFi-specific iTunes Music Store.

With its widescreen display and WiFi capability, the iPod touch might sound like a big step up from older iPod models. But the iPod touch isn't for everyone. In this article, we'll look at how the iPod touch measures up to the iPod classic and other versions of the iPod. We'll also examine the technology behind the multi-touch interface and the media player's technical specifications.



Isnin, 18 Mei 2009


perfect world ,hmm...i luv this game.we can do wat we wan in this game tht y it name perfect world. but 1 things tht make this game not perfect...LAGSSS!!!

Jin online....Ianya adalah games pahlawan......Dalam games jin ini juga mempunyai 3 karakter yang berlainan iaitu Pahlawan, Mange dan Paladin........Pahlawan mempunyai kuasa seragan dan pertahanan manakala mange mahir menggunakan kuasa magic....