Hi Tech & Innovation

Using virtual reality to research phantom sensations

Virtual reality (VR) is not only a technology for games and entertainment, but also has potential in science and medicine. Researchers at Ruhr University Bochum, Germany, have now gained new insights into human perception ...

Consumer & Gadgets

Glasses use sonar, AI to interpret upper body poses in 3D

Throughout history, sonar's distinctive "ping" has been used to map oceans, spot enemy submarines, and find sunken ships. Today, a variation of that technology—in miniature form, developed by Cornell researchers—is proving ...

Consumer & Gadgets

Focus on AR/VR: Near-eye display based on metasurface devices

With the rise of the meta-universe, virtual reality (VR) and augmented reality (AR) technologies have been developing rapidly in recent years. Near-eye displays are crucial technologies for VR and AR. Despite the rapid advances ...

Hi Tech & Innovation

Robot stand-in mimics your movements in VR

Researchers from Cornell and Brown University have developed a souped-up telepresence robot that responds automatically and in real-time to a remote user's movements and gestures made in virtual reality.

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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