Virtual reality
Origin: Lat. virtus, res, rei
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. Virtual “essence or appearance of” + Reality “existing environment”). Is an environment that is simulated by a computer. Most virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced and experimental systems have included limited tactile information, known as force feedback. Users can interact with a virtual environment either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, robotic arm, and/or 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. A computer generated environment, simulating and resembling actual reality or constructing an imaginary artificial world. The virtual reality environment is interactive with the virtual visionary through equipment such as electronic gloves to monitor hand movements and a helmet with TV displays to each eye. This results in the illusion of entering and interacting within a constructed or simulated reality. An interesting example would be to enter the virtual field of a robot and watch yourself. The technology has many applications including remote surgery, space/deep sea exploration, unmanned military units, skill training, cyberspace conferencing and other tasks involving interaction in three dimensions with compute technology. Not least among these applications is the entertainment industry, where potential ripples to the psychosocial fabric include tactile simulated sex at a distance (teledildonics), highly addictive psychedelic playgrounds, and desensitization to reality from the regular exposures of military trainees and young virtual reality gamers. Emerging media environment with range of educational, entertainment, military and design applications The user dons a helmet equipped with small TV screens, and a glove which is used to navigate through a secondary environment mediated by graphic interfaces in a computer. Has led to speculation about ‘virtual worlds’ but they remain unproven at this stage. Graphics considered inferior at present But may become more compelling with more powerful computing Also see cyberspace.
Spanish: Realidad virtual
Sources and references
- Erik Davis, “Techgnosis: myth, magic and mysticism in the information age”view
- Garb, Yaakov "Virtual reality"view
- Cline, Mychilo Stephenson “ Power, Madness, & Immortality: the Future of Virtual Reality”view
- Macer, Darryl ,“UNESCO Bioethics Dictionary”cited 74 times
- Slaughter, Richard A. “Glossary of future terms.”cited 79 times
Term connections
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