"Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world."
A computer-generated simulation of a three-dimensional environment that an individual can interact with using special equipment. Virtual Reality is an essential element of Virtual Anthropology.
VR techniques and technologies: Includes a comprehensive understanding of the hardware, software, and methods used in VR systems.
Head-mounted display (HMD): A device worn on the head that delivers virtual reality content to the user's eyes, providing a fully immersive and interactive experience.
User interface design: The design of user interfaces that allow users to interact with virtual reality content.
VR content creation: The process of creating 3D models, animations, environments, and other digital assets used in VR experiences.
Games and simulations: Virtual reality games and simulations that simulate real-world experiences, offer users a chance to practice and learn new skills.
Social and psychological aspects of VR: The impact of VR on society and individuals, including social interaction, immersion, and psychological effects.
VR applications in education and training: VR applications that allow for immersive and interactive training scenarios for different industries, including healthcare, aviation and military industries.
VR and storytelling: Using VR technology to create compelling narratives and immersive storytelling experiences.
Ethics and legal issues: The ethical and legal challenges raised by VR technology, including privacy, data protection, and intellectual property rights.
Technological innovations: Innovations and emerging technologies that are improving VR systems and applications, including haptic technology, augmented reality, and brain-computer interfaces.
VR in marketing and advertising: VR as a marketing tool, using VR experiences to engage audiences and promote products or services.
Accessibility and usability: Designing VR experiences that are accessible, user-friendly, and meet the needs of diverse users.
Health and safety considerations: The potential health and safety risks associated with VR technology, including motion sickness, eye strain, and other physical and mental health concerns.
VR and cultural heritage: The use of VR technology to preserve and share cultural heritage, including historic sites, monuments, and museums.
Human-centered design: Designing VR experiences that are adapted to human needs, capabilities and preferences.
Fully immersive VR: In this type of Virtual Reality, users wear a VR headset that completely transports them to a virtual world. It provides a 360-degree view of the surroundings and can simulate physical interactions.
Augmented Reality (AR): AR overlays information onto the user's physical space. It is often used for educational and training purposes, as well as for games.
Mixed Reality (MR): MR combines elements of virtual and physical reality. Users can interact with virtual objects superimposed on the real world.
Desktop VR: This type of VR is delivered through a computer and has limited movement. The user can interact with the virtual objects using a mouse and keyboard.
Mobile VR: This type of VR is delivered through a mobile device and is often used for gaming or interactive experiences.
Projection-based VR: This type of VR uses a projection system to create a virtual world around the user. It is often used for training and simulation purposes.
Web-based VR: This type of VR is accessible through a web browser and can be used for interactive experiences and virtual tours.
Collaborative VR: This type of VR allows multiple users to interact in the same virtual space. It is often used for team building and training.
Haptic VR: This type of VR uses haptic feedback to simulate touch, vibrations, and other sensory experiences.
Eye-tracking VR: Eye-tracking VR technology tracks how users move their eyes and adjusts the virtual environment accordingly. It is often used for medical research and cognitive psychology studies.
"Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training), and business (such as virtual meetings)."
"Standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds, and other sensations that simulate a user's physical presence in a virtual environment."
"A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items."
"VR headsets consist of a head-mounted display with a small screen in front of the eyes."
"Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR."
"Augmented reality and mixed reality involve immersive experiences that blend virtual elements with the real environment."
"Virtual reality typically incorporates auditory and video feedback."
"Virtual reality may also allow other types of sensory and force feedback through haptic technology."
"Virtual reality is applied in education for medical or military training, providing immersive experiences for learners."
"Virtual reality is used in business for activities like virtual meetings, creating a simulated environment for participants."
"Pose tracking is used in virtual reality to track the user's body movements, enhancing the immersive experience."
"Virtual reality employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world."
"Yes, there are different types of VR-style technology, including augmented reality and mixed reality."
"Virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds, and other sensations."
"Yes, virtual reality can also be created through specially designed rooms with multiple large screens."
"Haptic technology enables virtual reality to provide sensory and force feedback, enhancing the user's experience."
"Virtual reality is used in entertainment, particularly in video games, to create immersive experiences for users."
"The term 'extended reality' or XR is sometimes used to refer to augmented reality, mixed reality, and virtual reality."
"Definitions in the virtual reality industry are currently changing due to the nascence of the industry, resulting in evolving interpretations."