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Virtual reality is a technology that creates a simulated environment, often using computer-generated imagery or a combination of real and virtual content, to immerse users in an interactive and lifelike experience. The aim of virtual reality is to make users feel as if they are physically present in a different environment, even though they are ...
A virtual meeting held by a biodiversity community. A virtual community is a social network of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals.
Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games ), education (such as medical, safety or military training) and business (such as virtual meetings).
Immersive media is a term applied to a group of concepts, [10] variously defined, which may have application in fields such as engineering, media, healthcare, education and retail. [11] Concepts included in immersive media are: Virtual reality (VR) [12] [10] Augmented reality (AR) [12] [10] Mixed reality (MR) [12] [10] Extended reality (XR) [12 ...
Media studies professor Edward Castronova used the term "synthetic worlds" to discuss individual virtual worlds, but this term has not been widely adopted. [12] Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text-based chatrooms. [13]
Digital is defined as any data represented by a series of digits, and media refers to methods of broadcasting or communicating this information. Together, digital media refers to mediums of digitized information broadcast through a screen and/or a speaker. [1]
The 2003 virtual world platform Second Life is often described as the first metaverse, [18] [19] as it incorporated many aspects of social media into a persistent three-dimensional world with the user represented as an avatar, but historical claims of metaverse development started soon after the term was coined.
Virtual reality may also be used for interfacing with a patient in their home, with data sent directly to the physician, or creating games that would encourage these exercises. [20] Virtual reality has also been used to aid those with a fear of heights, anxiety, depression, and autism. [20] It has also been used to reduce patients' pain. [20]