Robotics

Caregiving simulator advances research in assistive robotics

Caregiving robots would be transformative for people with disabilities and their caretakers, but few research groups are working in this space. A new robotic simulation platform developed by Cornell researchers may help more ...

Engineering

Single-cell-driven, tri-channel encryption meta-displays

Pockets of the POSTECH campus are turning into metaverse-ready spaces. Leveraging lessons learned from the COVID-19 pandemic, POSTECH has employed metaverse learning to enable students to conduct experiments and receive training ...

Business

What's the business potential of the metaverse?

Robert Brunner is the associate dean for innovation and chief disruption officer at the Gies College of Business at the University of Illinois Urbana-Champaign. Brunner spoke with News Bureau business and law editor Phil ...

Computer Sciences

Motion and volumetric capture animation tech breaks barriers

The possibilities have been broadened for creators in a variety of fields with cutting-edge animation technology at Swinburne University of Technology's Center for Transformative Media Technologies (CTMT).

Hardware

WeTac: A small, soft and ultrathin wireless electrotactile system

Virtual reality (VR) and augmented reality (AR) headsets are becoming increasingly advanced, enabling increasingly engaging and immersive digital experiences. To make VR and AR experiences even more realistic, engineers have ...

page 1 from 26

Virtual reality

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.

This text uses material from Wikipedia, licensed under CC BY-SA