Internet

Facebook whistleblower fears the metaverse

Facebook whistleblower Frances Haugen warned Tuesday that the "metaverse," the all-encompassing virtual reality world at the heart of the social media giant's growth strategy, will be addictive and rob people of yet more ...

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.

Automotive

Do you trust automated cars? If not, you're not alone

Picture yourself speeding down the highway with no hands on the wheel, checking your emails while your car takes care of responding to what's happening on the road. Would you trust your car to make the right decisions? If ...

Engineering

Collaborative virtual reality environments for the home office

Simulations using supercomputers or construction data from CAD systems are normally visualized and analyzed in a Cave 3-D facility. In an era of "social distancing" resulting from the coronavirus pandemic, however, this is ...

Hi Tech & Innovation

Increasing fire protection through virtual reality

Fire is one of the most dreaded anxieties in households worldwide. In 2018 Dutch insurance companies registered no less than 80,000 domestic fires. The most common cause is smoking, followed by technical malfunctions in appliances ...

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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