Virtual reality typically refers to
the computer technologies that
use software to generate
realistic images, sounds and other sensations that replicate a real environment
(or create an imaginary setting), and simulate a user's physical presence in
this environment, by enabling the user to interact with this space and any
objects depicted therein using specialized display
screens or projectors and other devices. Virtual reality has been defined as "...a
realistic and immersive simulation of a three-dimensional environment, created
using interactive software and hardware , and experienced or controlled by
movement of the body"[1] or as an "immersive, interactive experience generated by a
computer".[2] A person using virtual reality equipment is typically able to
"look around" the artificial world, move about in it and interact
with features or items that are depicted on a screen
or in goggles. Virtual realities artificially create sensory experiences, which
can include sight, touch, hearing, and, less commonly, smell. Most 2016-era
virtual realities are displayed either on a computer
monitor, a projector screen, or with a virtual
reality headset (also called head-mounted
display or HMD). HMDs typically take the form of head-mounted goggles with a
screen in front of the eyes. Some simulations include additional sensory
information and provide sounds through speakers or headphones. Virtual Reality
actually brings the user into the digital world by cutting off outside stimuli.
In this way user is solely focusing on the digital content.
Some advanced haptic
systems in the 2010s now include tactile information, generally known as force
feedback in medical, video gaming
and military training applications. Some VR systems used in video games can
transmit vibrations and other sensations to the user via the game controller.
Virtual reality also refers to remote communication environments which provide
a virtual presence of users with through telepresence
and teleexistanceor the use of virtual artifact (VA), either through the use of
standard input devices such as a keyboard and mouse, or through multimodel
devices such as a wired glove or
omnidirectional treadmills The immersive environment can be similar to the real
world in order to create a lifelike experience—for example, in simulations
for pilot or combat training, which depict realistic images and sounds of the
world, where the normal laws of physics apply (e.g., in flight
simulators), or it can differ significantly from reality, such as in
Virtual reality video games that take place in fantasy settings, where gamers
can use fictionalmagic and telekinesis powers.
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