Consumer & Gadgets

Virtual body language may give untrustworthy avatars away

People who have something to hide while using full-body avatars in a collaborative virtual reality (VR) environment are less trusted than when they do not use a full-body avatar, because their body language could be interpreted ...

Consumer & Gadgets

XR advertising could be a consumer threat if left unchecked

Whether it's trying on lipstick or clothing online, using floor plan software to find out how furniture will fit in a new home or ordering a contactless Coke using a cell phone, businesses are continually finding new ways ...

Other

Pandemic fuels travel boom—in virtual reality

Jem Jenkins Jones was stuck at home in Wales for much of the past year amid pandemic lockdowns but managed to fulfill a promise to her 10-year-old daughter to see the northern lights from Iceland and South Africa's game reserves—in ...

Automotive

Taking the fear out of driver education

New drivers between the ages of 15 and 25 account for nearly half of the more than one million road deaths that occur worldwide each year, according to the World Health Organization. Educational programs often use fear-based ...

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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