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Virtual reality

Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. gaming) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality. Currently standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate 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. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. 'Virtual' has had the meaning of 'being something in essence or effect, though not actually or in fact' since the mid-1400s. The term 'virtual' has been used in the computer sense of 'not physically existing but made to appear by software' since 1959. In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as 'la réalité virtuelle' in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double, is the earliest published use of the term 'virtual reality'. The term 'artificial reality', coined by Myron Krueger, has been in use since the 1970s. The term 'virtual reality' was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick. One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver. With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar or a real video. A user can select own type of participation based on the system capability. In projector-based virtual reality, modeling of the real environment plays a vital role in various virtual reality applications, such as robot navigation, construction modeling, and airplane simulation. Image-based virtual reality system has been gaining popularity in computer graphics and computer vision communities. In generating realistic models, it is essential to accurately register acquired 3D data; usually, camera is used for modeling small objects at a short distance. Desktop-based virtual reality involves displaying a 3D virtual world on a regular desktop display without use of any specialized positional tracking equipment. Many modern first-person video games can be used as an example, using various triggers, responsive characters, and other such interactive devices to make the user feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no sense of peripheral vision, limiting the user's ability to know what is happening around them.

[ "Simulation", "Multimedia", "Human–computer interaction", "Artificial intelligence", "Operating system", "VRML", "walking in place", "Immersive technology", "Simulator sickness", "stereoscopic visualization" ]
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