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What is Virtual Reality (VR)

Handbook of Research on ICTs for Human-Centered Healthcare and Social Care Services
The technology that creates a sensory and psychological experience for users as an alternative to reality. VR set of tools and techniques can be used to create the psychological sensation of being in an alternate space.
Published in Chapter:
Augmented Reality Framework for the Socialization between Elderly People
Luis Almeida (Institute of Systems and Robotics, Portugal), Paulo Menezes (Institute of Systems and Robotics, Portugal), and Jorge Dias (Institute of Systems and Robotics, Portugal)
DOI: 10.4018/978-1-4666-3986-7.ch023
Abstract
The socialization between elderly people assumes a key role on their mind and body well-being while loneliness expects to be one of major problems of our increasing age society. This research aims to study and develop a framework to support elderly people socialization when they are confined to their homes for some reason. It can be also adequate for people following some neurological or physical rehabilitation treatment remotely or monitoring behaviors in order to prevent potential diseases. This work proposes a framework that supports the socialization through Augmented Reality (AR) based on telepresence. The aim is a low cost solution that enables users to communicate and interact remotely, experiencing the benefits of a face-to-face meeting. The authors explore computers graphics, spatial audio, and artificial vision to induce sensations of being physical in the presence of other people and exploit the potential activities that such frameworks enable. TV and phones are elderly common companion devices that should be complementarily used with emergent AR technologies to enhance and create the remote presence feeling, minimizing the loneliness. Inspired by Virtual Reality (VR) studies, one of the authors’ goals is to explore if VR presence measurement instruments are useful in the AR context by reviewing literature on the area.
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Virtual and Augmented Reality for the Visualization of Summarized Information in Smart Cities: A Use Case for the City of Dubai
The technology by which a user, stimulated with computer-generated perceptual cues, experiences an alternative reality that is different from the one he/she actually lives in.
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Transformative Innovation in Course Design for STEM-Based E-Learning
A computer-generated interactive 3D simulation of an object or environment that seems true-to-life.
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The Sign-Meaning Chain and its Implications for the Organization
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.
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Look of Life: The Wonder Therapy
The possibility to immerse in a completely virtual world using a device to visualize computer graphics or computer sound.
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Role of Immersive (XR) Technologies in Improving Healthcare Competencies: A Review
It is a technology that creates a simulated environment that can be similar or completely different from the user’s environment. The VR headset gives the user a fully immersive visual experience.
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Virtual Reality (VR) and Augmented Reality (AR) Transforming Medical Applications
A technology that creates a computer-generated immersive environment, allowing users to interact with and experience a three-dimensional digital world as if it were real.
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Augmenting Education: Using Augmented Reality Technologies to Enhance Teaching and Learning
A computer-simulated world which a user can enter that completely immerses them into it.
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Efficiency Benchmarking Through Data Envelopment Analysis: Evaluating Disruptive Technologies in India's Key Sectors
A computer-generated simulation of a three-dimensional environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment.
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Black Girls STEAMing Through Dance: Inspiring STEAM Literacies, STEAM Identities, and Positive Self-Concept
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Multisensory Experiences in Virtual Reality and Augmented Reality Interaction Paradigms
The technology by which a user, stimulated with computer-generated perceptual cues, experiences an alternative reality that is different from the one he/she actually lives in.
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Intelligent Wearable Healthcare Monitoring Framework: Trends in Sensor-Deep Learning Approaches
VR is a technology that creates a simulated, synthetic realm using computer-generated 3D environments. It uses head-mounted displays and motion-tracking sensors to provide immersive experiences and transport people to unique locations.
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High-Immersion Virtual Reality-Mediated Intercultural Virtual Exchange: A Case Study
It is a computer-generated, three-dimensional space that allows individuals to interact and explore within it. By immersing themselves in this virtual environment, individuals can manipulate objects and carry out various actions.
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Higher Education Teaching and Learning With Augmented Reality
The computer-generated simulation of a three-dimensional environment with simulated objects. The virtual reality replaces the user’s view of the physical environment with a virtual environment interacted with by a person using an electronic helmet with a screen inside or gloves fitted with haptic sensors and includes audio.
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Learning Environments: Physical Classrooms or Virtual Worlds
A computer generated simulation usually experienced with special equipment such as a head-mounted display helmet or haptic gloves.
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Using Advanced Approaches in Urban Design Researches: A Mutation from 3D Digital Models to Virtual Reality
It can be defined as a medium composed of interactive computer simulations that sense the participant's position and actions and replace or augment the feedback to one or more senses, giving the feeling of being mentally immersed or present in the simulation (a virtual world). In virtual environments, participants are immersed and surrounded by information, which is to scale and, which is 3 dimensional. The interface is very intuitive to use for exploring virtual environments because it is tightly coupled to the way people explore real environments. Because of the specific attributes of virtual interfaces, people develop a sense of actually being somehow present inside the model. And with this sense of presence, viewers could potentially, for the first time, perceive the modeled spaces as they would the real spaces.
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Digital Influencers and the Restaurant Sector
Virtual Reality is a technology that creates immersive, computer-generated environments or simulations, typically experienced through a head-mounted display or VR headset. It aims to replicate a real or imaginary environment, allowing users to interact with and navigate within the virtual world.
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SPIT: Spam Over Internet Telephony
A technology which provides an interactive interface between human and computer that involves using multiple senses, typically sound, vision, and touch in the computer-generated environment.
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This History and Evolution of Virtual Reality
An artificial environment which is experienced through sensory stimuli (such as sights and sounds) provided by a computer and in which one’s actions partially determine what happens in the environment.
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Transforming Classroom Dynamics: The Social Impact of AI in Teaching and Learning
Is a technology that creates a computer-generated immersive environment, allowing users to interact with and experience a three-dimensional digital world as if it were real.
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Evaluating the Use of Virtual Reality and Multimedia Applications for Presenting the Past
An interactive and usually immersive computer-generated environment which simulates real or imaginary worlds.
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The Ethics Behind Neuroethics, Neurobioethics, Sensory Enhancement, and Surrogate Realities: Worthy v Lost II
A computer-generated environment that surrounds and immerses the user in interactive experiences.
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Context in International Political Communication: Take on Media and Takeover by Media
Simulated (usually via technological advancements in digital technology, such as headsets) simulation of a real or fictional environment with or without a distinctive plot. Among other functions VR is used prominently in entertainment and (to a certain degree) education.
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Emerging Case Studies of Ambient Intelligence Services
An interactive computer-generated experience taking place within a simulated environment that incorporates auditory, visual, and sensory feedback and enables full freedom of operations in the virtual world.
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AIoT in Education Transforming Learning Environments and Educational Technology
Is a technology that creates a computer-generated immersive environment, allowing users to interact with and experience a three-dimensional digital world as if it were real.
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Videography in Communication Research: Reflections on Implementation and Practical Aspects
A digital system that creates an artificial world where the user can be, navigate and manipulate objects.
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Customer Experience in the E-Commerce Market Through the Virtual World of Metaverse
A fully artificial digital environment which gives a simulated experience using position tracking and 3D near-eye displays to offer an immersive sense of a virtual world.
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Teaching Digitalisation: Impact on Innovative Learning
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). (Wikipedia, n.d. AU60: The in-text citation "Wikipedia, n.d." is not in the reference list. Please correct the citation, add the reference to the list, or delete the citation. )
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Technology-Based Innovation for Business Model Innovation
Is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR.
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Origin Story and Self-Made Character: Virtuality and Context of Political Figures in Media
Simulated (usually via technological advancements in digital technology, such as headsets) simulation of a real or fictional environment with or without a distinctive plot. Among other functions VR is used prominently in entertainment and (to a certain degree) education.
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A New Paradigmatic Sufficiency: Pedagogical Principles of Extended Reality
Is the digitally generated simulation of a 3-D image or situated context or learning environment, within which a learner can be placed and with which they can interact by wearing electronic accessories such as eye goggles or gloves with sensors.
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Video 360 and Augmented Reality: Visualization to Help Educators Enter the Era of eXtended Reality
A computer-generated experience that simulates reality. VR may include visual, auditory, or tactile experiences.
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Getting Started With Augmented Reality (AR) in Inclusive Online Teaching and Learning in Higher Education: An Extended Environmental Scan for Pedagogical Design Leads
A 3D simulated environment or immersive virtual world that evokes a space, personages, physics, and objects, among others; VR may be passive or interactive.
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Development of Digital Communication Technologies and the New Media
Virtual reality is the computer-generated simulation which is experienced through senses by a device.
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Building Capabilities and Workforce for Metaverse-Driven Retail Formats
An environment generated by a computer that offers a three-dimensional, immersive experience.
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Industry 4.0 in Cultural Industry: A Review on Digital Visualization for VR and AR Applications
Virtual Reality (VR) is the technology that creates 3D scenes, places and worlds where users, through headset devices are connected and participating in. These environments are computer generated, capable to interact with users’ actions and allow them to discover fantastic worlds by using most of their senses as living in the real world. VR experiences depends on system’s capabilities, as the visual quality is directly related with the graphics rendering hardware and the simulation software.
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The Potential of Virtual Reality for Police Training Under Stress: A SWOT Analysis
A computer-generated simulation of a three-dimensional, immersive environment in which the user can interact with objects and communicate with avatars using electronic equipment, such as head-mounted displays, multiple large screens and motion capture sensors.
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Autism Spectrum Disorder (ASD) and Attention-Deficit/Hyperactivity Disorder (ADHD) Children: From Users to Creators of Virtual Reality Learning Content
The possibility to immerse in a completely virtual world using special goggles to visualize computer graphics or computer sound.
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Serious Games Design Principles Using Virtual Reality to Gamify Upper Limb Stroke Rehabilitation: The Importance of Engagement for Rehabilitation
“A computer-based, interactive, multisensory simulation environment that occurs in real-time. VR presents users with opportunities to engage in activities within environments that appear, to various extents, similar to real-world objects and events” ( Henderson et al., 2007 ).
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A Comprehensive Examination of Mobile Augmented Reality in Tourism (MART) Adoption: Using the UTAUT2 Framework
Creates immersive, computer-generated environments for user interaction, often using VR headsets.
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Design Process for Accessible Virtual Reality Learning Environments: A First Approach
Virtual reality (VR) places the experiencer in another location entirely. Whether that location has been generated by a computer or captured by video, it entirely occludes the user’s natural surroundings.
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Learner Engagement in the Metaverse: A Community of Inquiry for Self-Regulated Learners
is a simulated experience that uses exposure tracking and 3D eye-close displays to give the user the feeling of an immersive virtual world.
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Virtual Reality (VR) as Medical Prevention of Adverse Childhood Experiences (ACEs)
It provides the user with computer-generated simulation of a real life environment or situation. The headset gives the user a fully immersive experience, where what a user sees is a generated or an artificial environment and nothing of it is in the real world. Example of VR is gaming consoles
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Metaverse or Not Metaverse: A Content Analysis of Turkish Scholars' Approaches to Edufication in the Metaverse
An immersive hybrid reality that contains fictions and imagination which was created using technology.
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Museums in the Digital Age: Hybrid Museum Experience
A computer-generated stimuli that creates interactive, immersive three-dimensional environments.
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Case Load: Incorporating Librarian Support for Clinical and Biomedical Research
The use of computer technology, predominantly through a head-mounted display, to create and immerse the user into a three-dimensional simulated environment.
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Literacies of the Body: Opening the Doors of the Mind Through Embodied Learning and Imaginative Processes
A computer technology that creates a simulated three-dimensional environment in which the user interacts physically as if in a real situation/place. It is usually accessed by a head-mounted display (HMD).
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Cognitive Exercising for Patients with MCI Using Serious Games: Design of a Pilot Study
Sometimes referred to as immersive multimedia, is a computer simulated environment that can simulate physical presence in places in the real world or imagined worlds.
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New Technologies and Neuropsychological Evaluation of Older Adults: Issues and Challenges
Virtual reality is the technology that enables a person to perceive a digital environment with a high degree of realism and interact with it. Depending on the technological instruments used VR can have varying degrees of realism.
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A Review of Big Data Analytics for the Internet of Things Applications in Supply Chain Management
It is a term used for computer-generated three-dimension (3D) environments that allow the user to enter and interact with synthetic environments. The users can immerse themselves to varying degrees in the artificial computer world, which may either be a simulation of some form of reality or a complex phenomenon.
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Artificial Intelligence Trends and Perceptions: Content Strategy and the Customer Journey
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Virtual Reality, Augmented Reality, and Mixed Reality in Education: A Brief Overview
The term was coined in 1989, by American writer and computer scientist Jaron Zepel Lanier. It is modern technology which gives its users the illusion of being immersed in a computer generated virtual world with the ability to interact with it.
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Computer Simulations and Scientific Knowledge Construction
It is a three-dimensional (3D), realistic and highly interactive multimedia environment, in which the user becomes a participant in a computer-generated virtual world. The key feature of a VR simulation is its real-time interactivity, where the computer is able to detect user inputs and instantaneously modify the virtual world in accordance to user interactions. VR-based simulation environments could be explorative or immersive (which consist of special hardware parts including head-mounted displays, motion-sensing data gloves, eye phones, etc.).
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Artificial Intelligence and the Future of Chinese Language Pedagogy: An In-Depth Analysis
A computer-generated simulation of a three-dimensional environment that can be interacted with in a seemingly real way by a user using specialized equipment.
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Understanding Consumer Behavior in Virtual Ecosystems: Adoption of Immersive Technologies in Metaverse Among Consumers
Virtual reality (VR) describes a 3D, computer-generated environment that can either match the real world or an imaginative one.
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Integration of Cultural Retailing With New Technologies and Media: A Case Study of the Suzhou Antique Bookstore
A simulated and immersive experience for users to interact with an artificial three-dimensional environment or world through their senses.
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Virtual Reality Therapeutic Environments in Autism Spectrum Disorder (ASD) and Alzheimer's: Treatment, Diagnosis, and Refinement
It provides the user with computer-generated simulation of a real-life environment or situation. The headset gives the user a fully immersive experience, where what a user sees is a generated or an artificial environment and nothing of it is in the real world. Example of VR is gaming consoles.
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Employing 3D Printing to Fabricate Augmented Reality Headsets for Middle School STEM Education
Hardware and software technologies that are employed to replace normal perception of the external world with a digital simulation.
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The State of Extended Reality Technologies in Language Education and Research
A technology that provides a synthetic environment that is immersive, interactive, and stimulates imagination, often associated with head-mounted display goggles that completely block out the real world.
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Enhancing Well-Being: Exploring the Impact of Augmented Reality and Virtual Reality
Immersive technology that creates a computer-generated environment, allowing users to interact and explore.
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Reinventing Museums in 21st Century: Implementing Augmented Reality and Virtual Reality Technologies Alongside Social Media's Logics
Virtual Reality (VR) is the technology that creates 3D scenes, places and worlds where users, through headset devices are connected and participating in. These environments are computer generated, capable to interact with users’ actions and allow them to discover fantastic worlds by using most of their senses as living in the real world. VR experiences depends on system’s capabilities, as the visual quality is directly related with the graphics rendering hardware and the simulation software.
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Exploring the Emerging Potential of the Metaverse in Education: Gamification, Advantages, and Limitations
Virtual Reality is a technology that creates immersive, computer-generated environments that users can interact with as if they were in the physical world.
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Cinematic Storytelling with Virtual Reality for Cultural Heritage Marketing and Accessibility
The range of technologies and devices (including head-mounted displays) that create the sense for users of being immersed in a computer-simulated environment different from the place where they are physically located.
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Mindful Movement: VR-Enhanced Yoga and Exercise for Well-Being
Immersive computer-generated environments that simulate reality, often used for entertainment, training, or therapy, providing a heightened sensory experience.
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The Use of Augmented Reality in the Marketing Mix of Physical Products: Current Practices and Future Implications
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).
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Exploring Web 3 Benefits and Challenges
Allows users to experience real-life situations in a computer-simulated environment.
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Praxes of Transformational Creativity: Artificial Intelligence as a Pedagogical Change Agent
Is the digitally generated simulation of a 3-D image or situated context or learning environment, within which a learner can be placed and with which they can interact by wearing electronic accessories such as eye goggles or gloves with sensors.
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Constructing Virtual Libraries
“An environment that is simulated by a computer. Most 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.” (From Wikipedia Web site http://en.wikipedia.org/wiki/Virtual_reality).
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Exploring the Intersection of Digital Marketing and Retail: Challenges and Opportunities in AI, Privacy, and Customer Experience
A technology that creates a fully immersive digital environment that simulates a physical world, typically viewed through a headset.
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Collaborative Virtual Environments and Multimedia Communication Technologies in Healthcare
VR entails the use of advanced technologies, including computers and multimedia peripherals, to produce “virtual” environments that users perceive as comparable to real world objects. It offers great potential as a technology for computer-based training and simulation. It may be delivered to the user via a variety of input/output devices such as screen monitors, head-mounted displays, data gloves, etc.
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Problems Faced by Educators and Students in Teaching and Learning Engineering
is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds.
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Role of Emotions in Interactive Museums: How Art and Virtual Reality Affect Emotions
The possibility to immerse in a completely virtual world using special goggles to visualize computer graphics or computer sound.
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Look of Life: The Wonder Therapy
The possibility to immerse in a completely virtual world using a device to visualize computer graphics or computer sound.
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Technological Innovation Research With Guided Tours: Recent Trends and Future Directions
A set of images and sounds, produced by a computer, that seem to represent a place or a situation that a person can take part in the VR experience. 8 AU57: Endnote Reference 8
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Exploring Mixed Reality: Enhancing Consumer Interaction
A technology that uses a headset and other sensory inputs to immerse the user in a digital world.
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The Driving Forces Behind Web 3 Growth
A computer-generated environment with scenes and objects that appear to be real, making the user feel they are immersed in their surroundings. This environment is perceived through a device known as Virtual Reality headset or helmet.
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Virtual Reality for Supporting Surgical Planning
Is the simulation of a real or imagined environment that can be experienced visually in the three dimensions of width, height, and depth and that may additionally provide an interactive experience visually in full real-time motion with sound and possibly with tactile and other forms of feedback. In others words, is the Collection of technologies that allow people to interact efficiently with 3D computerized databases in real time using their natural senses and skills.
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The Necessary Digital Transformation for a Post-COVID-19 Scenario of Mérida's Roman City
A digital system that creates an artificial world where the user can be, navigate and manipulate objects.
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Moving the Tourism Industry to Online Marketing and Sales: Impact and Opportunities Caused by COVID-19
Is among the technologies used in marketing, sales, and management in the tourism industry and offers high-quality entertainment applications.
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Impact of Virtual Reality in Healthcare: A Review
It provides the user with computer-generated simulation of a real-life environment or situation. The headset gives the user a fully immersive experience, where what a user sees is a generated or an artificial environment and nothing of it is in the real world. Example of VR is gaming consoles.
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Virtual Training for Scuba Divers
A simulated experience that can be like or completely different from the real world.
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Virtual Tours and Serious Game for Promoting Educational Tourism Using Non-Intrusive Human-Computer Interfaces
The use of computer modeling and simulation to enable a person to interact with an artificial reconstructed 3D visual or other sensory environment. VR applications can use different interactive devices such as goggles, headsets or gloves and Natural User Interfaces such as Microsoft® Kinect.
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Low-End XR Practices for Libraries
A simulated experience that can be like or completely different from the real world.
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Clinical Skills Development in the Virtual Learning Environment: Adapting to a New World
A form of three-dimensional (3D) technology that resembles a real-life setting, enabling the user to be fully immersed within the environment.
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Collaborative Virtual Environments
A technology which allows a user to interact with a computer-simulated environment.
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Virtual Reality (VR) for School Children With Autism Spectrum Disorder (ASD): A Way of Rethinking Teaching and Learning
The possibility to immerse in a completely virtual world using special goggles to visualize computer graphics or computer sound.
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Design Principles for Educational Mixed Reality?: Adaptions of the Design Recommendations of Multimedia Learning
Simulation of an interactive computer-generated image or environment by the use of technical equipment such as helmets or glasses with incorporated screens and gloves integrating sensors.
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Who Am I as a Healthcare Provider?: Identity and Transformative Learning in Virtual Environments
The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using specialized electronic equipment, such as a head mounted display or gloves fitted with sensors.
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To Move or Not to Move?: The Challenge of Including Believable Self-Motion Cues in Virtual Reality Applications – Understanding Motion Cueing Generation in Virtual Reality
A technology that allows replacing the real world by a synthetic one, making the user believe that she/he is in another realm.
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Relevant Technologies to 6G
Is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world.
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A Pedagogical Paradigm Shift: Prospective Epistemologies of Extended Reality in Health Professions Education
Is the digitally generated simulation of a 3-D image or situated context or learning environment, within which a learner can be placed and with which they can interact by wearing electronic accessories such as eye goggles or gloves with sensors.
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Information System Architecture in Apparel Production for Maintaining Supply Chain Sustainability
It is a term used for computer-generated three-dimension (3D) environments that allow the user to enter and interact with synthetic environments. The users can immerse themselves to varying degrees in the artificial computer world, which may either be a simulation of some form of reality or a complex phenomenon.
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Virtual Reality 2.0 and Its Application in Knowledge Building
VRs are artificial worlds that were generated digitally. In its simple form, a VR is an interface between humans and machines that will allow human beings to perceive computer-generated data as reality. The feature that defines VRs is interaction by a user with the virtual world, or in other words, immediate feedback (output, as immediate as possible) from the system to user input, creating a perception of some reality which is as realistic as possible by using three-dimensional presentation.
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Interactive Computer Play in the Pursuit of Gait Optimization for Children With Cerebral Palsy: Home, Video Games, and Motivation
A computer simulation of scenarios that look and feel real and create an experience providing some degree of immersion.
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Immersive Learning, Immersive Scenarios, and Immersive Technologies
VR is an immersive technology that enables the creation of a completely imaginary virtual environment that offers full interaction with all sensory organs.
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Ethical Risks in the Cross Section of Extended Reality (XR), Geographic Information Systems (GIS), and Artificial Intelligence (AI)
Is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality include entertainment (e.g. video games), education (e.g. medical or military training) and business (e.g. virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR.
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New Trends in Event Marketing
It is typically defined in terms of technological hardware. The definition of virtual reality is based on concepts of “presence” and “telepresence,” which refer to the sense of being in an environment, generated by natural or mediated means, respectively.
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Visualization: Future Technology and Practices for Computational Science and Engineering
The use of computers, software and I/O devices to create an artificial environment that immerses the user in such a way that the user ‘believes’ the environment is real and is also known as a virtual environment. Although all of the 5 senses may be involved in computerized environments it is primarily sight, sound and touch (haptics) that are engaged.
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The Internet of Things and Cultural Heritage
Virtual reality technology is a device consisting of a head-mounted display and a glove called DataGlove. Thanks to the screen attached to the head, the user is provided with a 3D visualization, while the tactile feeling is provided through the glove.
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Virtual Reality Considerations for Curriculum Development and Online Instruction
A simulated environment whereby a user’s view is facilitated through technology, presenting, and interacting in the environment through the user’s senses in such a way that they are immersed in the experience.
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Enhancing the Contracting Touch Points Through Innovation: For Architecture Design and Consulting Offices
Refers to a computer-generated simulation in which a person can interact within an artificial three-dimensional environment using electronic devices, such as special goggles with a screen or gloves fitted with sensors.
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Assistive Technology for Children With ADHD: Between Reality and the Desired
It is a computer-generated simulation of a three-dimensional picture or environment that may be interacted with in a supposedly real or physical manner by a person wearing specific electronic equipment, such as a helmet with a screen inside or gloves equipped with sensors. VR has numerous advantages, including the ability to recreate an environment in which users feel as if they are experiencing real life.
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Ubiquitous Bodies: A “Metrobodily” Transition From Real to Virtual
It applies the progress in speed computing, graphics display, sensor sciences, and programming techniques in order to provoke in a participant an immersive experience inside a computer-generated space that we call a virtual world. Virtual worlds may or may not be analogous to our physical space; virtual environments may be realistic, extrasensory, telepresent or hybrid. The sensation of immersion is accomplished by peripheral devices wearable on the head such as visual and auditory displays with motion trackers.
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The Metaverse and the Dawn of a New Learning Civilization: Opportunity or Threat?
This is a totally immersive computer-generated, 3D environment where users interact as if the simulations were real.
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Enhancing Literacy Education in Higher Institutions With AI Opportunities and Challenges
Is a technology that creates a computer-generated immersive environment, allowing users to interact with and experience a three-dimensional digital world as if it were real.
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Multichannel and Omnichannel Marketing: The New Trends in Digital Retail
Rapidly evolving technologies used in both physical and online retailing to boost the shopping experience of customers and to improve the selling environment. VR is an artificial environment that is created with software and presented to the user in such a way that the user believes and accepts it as a real environment. Virtual reality applications can be incorporated in education and training, video games, and retail.
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Progressive Pedagogy for Extended Reality: Shaping and Facilitating the Fourth Industrial Revolution
Is the digitally generated simulation of a 3-D image or situated context or learning environment, within which a learner can be placed and with which they can interact by wearing electronic accessories such as eye goggles or gloves with sensors.
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Dystopic Pleasure: Aestheticization of Fear
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. video games) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality.
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Mixed Realities as the New Reality in Tourism: The Benefits of New Technologies for Visitors, Workers, and the Industry at Large
A parallel reality created through computer-generated images, which is perceived using a special device (a HMD is the most common one, but could also be a room like the CAVE), and can be interacted with in a realistic way. While AR recreates the world surrounding us, VR creates a whole new world.
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Virtual Reality (VR) and Augmented Reality (AR) Technologies for Accessibility and Marketing in the Tourism Industry
A simulation model that gives its users a feeling of realism, enabling mutual communication with a dynamic environment created by computers.
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Distributed Systems for Virtual Museums
The use of computer modeling and simulation to enable a person to interact with an artificial three-dimensional visual or other sensory environment. VR applications immerse the user in a computer-generated environment that simulates reality through the use of interactive devices, which send and receive information and are worn as goggles, headsets, gloves, etc.
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