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  2. Immersive virtual musical instrument - Wikipedia

    en.wikipedia.org/wiki/Immersive_virtual_musical...

    An immersive virtual musical instrument, or immersive virtual environment for music and sound, represents sound processes and their parameters as 3D entities of a virtual reality so that they can be perceived not only through auditory feedback but also visually in 3D and possibly through tactile as well as haptic feedback, using 3D interface metaphors consisting of interaction techniques such ...

  3. Zero Latency (company) - Wikipedia

    en.wikipedia.org/wiki/Zero_Latency_(company)

    Free-roam virtual reality allows users to move freely in an open space and not be constrained by cables and other immobile equipment. [17] Perceptual tricks such as "Change Blindness Redirection" are used in free-roam virtual reality to create the illusion of a virtual environment larger than what is physically available. [17]

  4. National Instruments - Wikipedia

    en.wikipedia.org/wiki/National_Instruments

    National Instruments Corporation, doing business as NI, is an American multinational company with international operations. Headquartered in Austin, Texas, it is a producer of automated test equipment and virtual instrumentation software. Common applications include data acquisition, instrument control and machine vision.

  5. Virtual reality applications - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality_applications

    Virtual reality presents an opportunity and an alternative channel for digital marketing. The International Data Corporation expected spending to increase for augmented reality (AR) and virtual reality, forecasting a compound annual growth rate of 198% from 2015 to 2020. Revenues were expected to rise to $143.3 billion in 2020.

  6. zSpace (company) - Wikipedia

    en.wikipedia.org/wiki/ZSpace_(company)

    zSpace, Inc. is an American technology firm based in San Jose, California that combines elements of virtual and augmented reality in a computer. zSpace mostly provides AR/VR technology to the education market. [1] It allows teachers and learners to interact with simulated objects in virtual environments. [2] [3] [4]

  7. List of virtual reality headsets - Wikipedia

    en.wikipedia.org/wiki/List_of_virtual_reality...

    Open Source Virtual Reality (also referred to as "OSVR"). The list of supported games is here. Other categories include mobile headsets, which combine a smartphone with a mount, and hybrid solutions like the Oculus Quest with the Oculus Link feature that allows the standalone device to also serve as a tethered headset.

  8. Improbable (company) - Wikipedia

    en.wikipedia.org/wiki/Improbable_(company)

    Improbable Worlds Limited (commonly referred to as Improbable) is a multinational technology company founded in 2012 and headquartered in London, England. It makes metaverse infrastructure and applications, as well as simulation software for video games and corporate use. [3]

  9. Virtuality (product) - Wikipedia

    en.wikipedia.org/wiki/Virtuality_(product)

    Virtuality applied their technology to non-gaming use cases. Project Elysium was a virtual reality system developed by Virtuality for IBM for use in architectural, medical and educational markets. [60] [61] The system, released in July 1994, included a visette (headset) and hand-held control device called the V-Flexor. [62] [63]

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