Virtual Reality

Virteos are videos that feature immersive and interactive virtual reality technology. Virtual Reality (VR) is an enveloping setting within which a human can interact that is composed of computer-simulated components and is brought to life by a sufficiently high amount of computer intelligence seems realistic to the human participant. To be enveloping, a setting must engage a requisite quantity of sensory pathways through sufficient precision to provide the person involved a feeling of engaging a natural world. Given current science and equipment, this degree of interaction usually includes pictures covering most of the human range of sight with satisfactory resolution, somewhat high-end sound, and at least basic communication between a person and computer built on hand and head motion. More advanced types of kinesthetic (touch) interaction engaging movement of other portions of the body and additional senses such as taste and smell are useful to improve believability, but generally are not needed to attain the definition of Virtual Reality given present day technology. The minimal standards for Virtual Reality will probably increase as technology advances. For greater depth, see also the evolution of virtual reality movies and terms like "virt" .

In order be truly enveloping, the imaging component of a Virtual Reality system must create the perception of depth and three-dimensionality. One way to create depth perception is reached using the geometry of an object's edges. An object's outer edges create its outline. When an object's outline overlaps over that of another object, then it is seen as nearer than the second object. Also, if the outline is bigger than that of a second object believed to be of similar magnitude, then it is seen as closer than the other object. Lastly, when an object moves a more distance in reaction to motion of one's head than other things or the background setting, then it is seen as closer. perception, motion parallax, and accommodation provides more about this.

When simulating the sense of touch, VR mediums must simulate the tangible resistance that virtual things would have on our movement as if they were actual. This resistance can be conveyed to one's senses though multiple mechanical pistons, air cushions, or magnetic resistance machines imbedded in hand device or body suit. Simulation of touch and motion through such machines is known as "kinesthetics." Although haptics technology currently lags behind computer to human communication through vision and audio signals, it will likely become more common with scientific advances. Sub-page proprioceptors and mechanoreceptors covers more useful information on these technologies.

There are a variety of ways in which Virtual Reality (VR) may be used for entertainment purposes. Virtual reality entertainment ("virtainment") spans virtual reality games, 3D movies, virtual pets ("virpets"), Virtual Reality television, and other entertainment uses. Thus, is it not surprising that most people still consider Virtual Reality mainly in terms of amusement -- despite it's being increasingly used in education, medicine, applied science, product development, exploration, information analysis, real property, and many other uses. virtual reality for computer gaming also deals with this virtual reality material.

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