virtual reality
3-dimensional image that imitates reality | ||||
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Virtual reality definition was found in categories: Computer & Internet(6) Language, Idioms & Slang(5) Science & Technology(1) Arts & Humanities(1) Business & Finance(2) Encyclopedia(1)
Virtual reality Definition from Computer & Internet Dictionaries & Glossaries
| FOLDOC |
virtual reality
teledildonics Palace 5th Glove Fifth Dimension Technologies CyberGlove avatar data glove
(VR)
1. <application> Computer simulations that use 3D graphics and devices such as the data glove to allow the user to interact with the simulation.
2. A form of network interaction incorporating aspects of role-playing games, interactive theater, improvisational comedy, and "true confessions" magazines. In a
teledildonics Palace 5th Glove Fifth Dimension Technologies CyberGlove avatar data glove
(VR)
1. <application> Computer simulations that use 3D graphics and devices such as the data glove to allow the user to interact with the simulation.
2.
| Jargon File |
virtual reality
n. 1. Computer simulations that use 3-D graphics and devices such as the Dataglove to allow the user to interact with the simulation. See cyberspace. 2. A form of network interaction incorporating aspects of role-playing games, interactive theater, improvisational comedy, and `true confessions' magazines. In a virtual reality forum (such as Usenet's alt.callahans newsgroup or the MUD experiments on Internet), interaction between the participants is written like a shared novel complete with scenery, `foreground characters' that may be personae utterly unlike the people who write them, and common `background characters' manipulable by all parties. The one iron law is that you may not write irreversible changes to a character without the consent of the person who `owns' it. Otherwise anything goes. See bamf, cyberspace, teledildonics.
n. 1. Computer simulations that use 3-D graphics and devices such as the Dataglove to allow the user to interact with the simulation. See cyberspace. 2. A form of network interaction incorporating aspects of role-playing games, interactive theater, improvisational comedy, and `true confessions' magazines. In a virtual reality forum (such as Usenet's alt.callahans newsgroup or the MUD experiments on Internet), interaction between the participants is written like a shared novel complete with scenery, `foreground characters' that may be personae utterly unlike the people who write them, and common `background characters' manipulable by all parties. The one iron law is that you may not write irreversible changes to a character without the consent of the person who `owns' it. Otherwise anything goes. See bamf, cyberspace, teledildonics.
| Glossary of the European Information Society |
Virtual Reality
Computer-based systems that supply the visual and aural effects to project the viewer into an imaginary environment beyond the screen. The user is supplied with computer-generated images and sounds giving the impression of reality. The user interacts with the artificial world by means of sensors and apparatus including helmets ("visiocasque") and gloves which link the user's perceptions and movements and the audio-visual effects. Future work in virtual reality is directed towards increasing the impression of reality, for example by means of 3D images, and transmitting "virtual reality worlds" to users located remotely from the source computer.
Computer-based systems that supply the visual and aural effects to project the viewer into an imaginary environment beyond the screen. The user is supplied with computer-generated images and sounds giving the impression of reality. The user interacts with the artificial world by means of sensors and apparatus including helmets ("visiocasque") and gloves which link the user's perceptions and movements and the audio-visual effects. Future work in virtual reality is directed towards increasing the impression of reality, for example by means of 3D images, and transmitting "virtual reality worlds" to users located remotely from the source computer.
| Jensen's Technology Glossary |
Virtual Reality
Computer and video "VR" simulations that entail wearing headgear, electronic gloves, and possibly electronic body suits such that users are immersed in a cyberspace of simulated reality that gives the sensation of being in a three-dimensional world where objects can be moved about with hand movements and sensations of walking and touching are simulated using super computing power. The origins of virtual reality are in flight simulators of the military. There are now VR game arcades and laboratories where wide varieties of applications in entertainment, training, medical research, architectural design, data research, etc. are taking place. Virtual reality programs require massive computer power. Usually, the closer authors attempt to simulate the real world, the greater the computing power needed to achieve sensations of reality. Although most of virtual reality applications to date have been in training and entertainment, there are some applications in data analysis such as the use of VR to analyze international portfolio data in the TIAA/CREF Pension Funds. Winn (1994) contends VR will become a major part of university curricula. He cites evidence that VR is especially successful for learning in disadvantaged and physically handicapped students. In June 1994, Apple Corporation unveiled a new desktop computing software option (with a CD-ROM recorder) called QuickTime VR that takes a collection of photographs (e.g., photographs of numerous angles of the inside of a room) and assembles them into motion scenes that resemble more expensive virtual reality generated on super computers. Viacom Inc. sells a QuickTime VR entertainment CD-ROM called "Star Trek: The Next Generation Interactive Technical Manual" that provides VR tours of the Starship USS Enterprise. For a review of some initial applications of QuickTime VR in anatomy education see Carlton (1994b). (See also Simulation and VRML.)
Computer and video "VR" simulations that entail wearing headgear, electronic gloves, and possibly electronic body suits such that users are immersed in a cyberspace of simulated reality that gives the sensation of being in a three-dimensional world where objects can be moved about with hand movements and sensations of walking and touching are simulated using super computing power. The origins of virtual reality are in flight simulators of the military. There are now VR game arcades and laboratories where wide varieties of applications in entertainment, training, medical research, architectural design, data research, etc. are taking place. Virtual reality programs require massive computer power. Usually, the closer authors attempt to simulate the real world, the greater the computing power needed to achieve sensations of reality. Although most of virtual reality applications to date have been in training and entertainment, there are some applications in data analysis such as the use of VR to analyze international portfolio data in the TIAA/CREF Pension Funds. Winn (1994) contends VR will become a major part of university curricula. He cites evidence that VR is especially successful for learning in disadvantaged and physically handicapped students. In June 1994, Apple Corporation unveiled a new desktop computing software option (with a CD-ROM recorder) called QuickTime VR that takes a collection of photographs (e.g., photographs of numerous angles of the inside of a room) and assembles them into motion scenes that resemble more expensive virtual reality generated on super computers. Viacom Inc. sells a QuickTime VR entertainment CD-ROM called "Star Trek: The Next Generation Interactive Technical Manual" that provides VR tours of the Starship USS Enterprise. For a review of some initial applications of QuickTime VR in anatomy education see Carlton (1994b). (See also Simulation and VRML.)
| Internet Glossary |
Virtual reality
An artificial environment created with computer hardware and software and presented to the user in such a way that it appears and feels like a real environment. To “enter” a virtual reality, a user dons special gloves, earphones, and goggles, all of which receive their input from the computer system. In this way, at least three of the five senses are controlled by the computer. In addition to feeding sensory input to the user, the devices also monitor the user’s actions. The goggles, for example, track how the eyes move and respond accordingly by sending new video input.
To date, virtual reality systems require extremely expensive hardware and software and are confined mostly to research laboratories.
The term virtual reality is sometimes used more generally to refer to any virtual world represented in a computer, even if it's just a text-based or graphical representation.
An artificial environment created with computer hardware and software and presented to the user in such a way that it appears and feels like a real environment. To “enter” a virtual reality, a user dons special gloves, earphones, and goggles, all of which receive their input from the computer system. In this way, at least three of the five senses are controlled by the computer. In addition to feeding sensory input to the user, the devices also monitor the user’s actions. The goggles, for example, track how the eyes move and respond accordingly by sending new video input.
To date, virtual reality systems require extremely expensive hardware and software and are confined mostly to research laboratories.
The term virtual reality is sometimes used more generally to refer to any virtual world represented in a computer, even if it's just a text-based or graphical representation.
| INTERNET TERMS&ACRONYMSV1.0 |
VIRTUAL REALITY
A computer simulation of a real 3-dimensional world,often supplemented by sound effects.The games let you fly an airplane or spaceship in combat or explore a dungeon and kill its monsters.Educational applications let you learn through experience for many types of simulated tasks or interact with professors and class members at a distance.
A computer simulation of a real 3-dimensional world,often supplemented by sound effects.The games let you fly an airplane or spaceship in combat or explore a dungeon and kill its monsters.Educational applications let you learn through experience for many types of simulated tasks or interact with professors and class members at a distance.
Virtual reality Definition from Language, Idioms & Slang Dictionaries & Glossaries
| WordNet 2.0 |
virtual reality
Noun
1. a hypothetical three-dimensional visual world created by a computer; user wears special goggles and fiber optic gloves etc., and can enter and move about in this world and interact with objects as if inside it
(hypernym) computer game, video game
Noun
1. a hypothetical three-dimensional visual world created by a computer; user wears special goggles and fiber optic gloves etc., and can enter and move about in this world and interact with objects as if inside it
(hypernym) computer game, video game
| ENGLISH IDIOMS 2.EDITION |
virtual reality
"a ""real"" experience created on a computer" Virtual reality allowed me to experience space travel.
"a ""real"" experience created on a computer" Virtual reality allowed me to experience space travel.
| English Idioms WM 1.3a |
virtual reality
a "real" experience created on a computer
Virtual reality allowed me to experience space travel.
a "real" experience created on a computer
Virtual reality allowed me to experience space travel.
| hEnglish - advanced version |
virtual reality
virtual reality
n : a hypothetical three-dimensional visual world created by a computer; user wears special goggles and fiber optic gloves etc., and can enter and move about in this world and interact with objects as if inside it
virtual reality
n : a hypothetical three-dimensional visual world created by a computer; user wears special goggles and fiber optic gloves etc., and can enter and move about in this world and interact with objects as if inside it
| Concise English-Irish Dictionary v. 1.1 |
virtual reality
bith air aithris, breacréaltacht, réaltacht fhíorúil
bith air aithris, breacréaltacht, réaltacht fhíorúil
Virtual reality Definition from Science & Technology Dictionaries & Glossaries
Virtual reality Definition from Arts & Humanities Dictionaries & Glossaries
| rbarts style lex |
Virtual reality
term for interactive simulations, covering all features of pc controlled media
search artarchiv.com
term for interactive simulations, covering all features of pc controlled media
search artarchiv.com
Virtual reality Definition from Business & Finance Dictionaries & Glossaries
| Raynet Business & Marketing Glossary |
Virtual Reality
the experience of perceiving and interacting with a synthetic environment containing simulated objects as if it were real.
the experience of perceiving and interacting with a synthetic environment containing simulated objects as if it were real.
| Internet PR glossary |
virtual reality
Three-dimensional representations of physical space generated by computers with which a user can explore and interact. See also VRML.
Three-dimensional representations of physical space generated by computers with which a user can explore and interact. See also VRML.
Virtual reality Definition from Encyclopedia Dictionaries & Glossaries
| Wikipedia English - The Free Encyclopedia |
Virtual reality
Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment, be it a real or imagined one. Most current 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, 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.
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