Internet

What the metaverse is and how it will work

The term "metaverse" seems to be everywhere. Facebook is hiring thousands of engineers in Europe to work on it, while video game companies are outlining their long-term visions for what some consider the next big thing online.

Business

Saying farewell to a throwaway fashion industry

Fast fashion is a lucrative business model offering trendy, mass-produced replica catwalk trends and haute couture designs at bargain prices. While enticing consumers to spend, it has paved the way for a throwaway culture ...

Business

Facebook eyes 10,000 EU jobs to build 'metaverse'

Facebook on Monday announced plans to hire 10,000 people in the European Union to build the "metaverse", a virtual reality version of the internet that the tech giant sees as the future.

Computer Sciences

Making self-driving cars human-friendly

Automated vehicles could be made more pedestrian-friendly thanks to new research which could help them predict when people will cross the road.

Business

Facebook tech chief Mike Schroepfer to step down

Facebook's Chief Technology Officer Mike Schroepfer is stepping down from the social media company, taking on a part-time role while longtime executive Andrew Bosworth will replace him next year.

Consumer & Gadgets

Facebook, Ray-Ban launch smart glasses—who will wear them?

Seven years after the ill-fated Google Glass, and five years after Snap rolled out Spectacles, another tech giant is trying its hand at internet-connected smart glasses, hoping that this time around things might be different ...

Business

Facebook profits top $10B as its CEO exalts the 'metaverse'

Concerns about a revenue growth slowdown pushed Facebook's shares lower in after-hours trading Wednesday, not long after the company reported that its second-quarter profits doubled thanks to a massive increase in advertising ...

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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