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What is Head-Mounted Display (HMD)

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
A display device, worn on the head or as part of a helmet, that has a small display optic in front of one (monocular HMD) or each eye (binocular HMD). An HMD has many uses including gaming, aviation, engineering, and medicine.
Published in Chapter:
Virtual Training for Scuba Divers
Anacleto Correia (Naval Academy, Portugal) and Pedro B. Água (Naval Aacdemy, Portugal)
DOI: 10.4018/978-1-7998-7271-9.ch048
Abstract
Virtual reality (VR) is a technology that is becoming more common for applications in the field of education and training. VR can be used to create simulated two- and three-dimensional scenarios, promoting interactions between the user and the environment, which allows experiencing virtual training situations very close to real actions. The aim of this text is to describe the development of a teaching and training tool using VR technology for scuba divers' operations within the aquatic context for enhancing critical thinking. To this end, a survey of requirements based on real procedures was carried out in order to transpose them into a synthetic environment. After the construction of the artefact, it was tested and evaluated by qualified users, and the results are promising.
Full Text Chapter Download: US $37.50 Add to Cart
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This History and Evolution of Virtual Reality
A display device, worn on the head or as part of a helmet, that has a small display optic in front of one or each eye. HMD has many uses including gaming, aviation, engineering and medicine. HMD’s are the primary components are virtual reality headsets.
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The Virtual Identity, Digital Identity, and Virtual Residence of the Digital Citizen
A graphical display device, such as a pair of tiny LCD screens worn like goggles. Often combined in a single helmet with position tracking sensors and earphones for 3D sound.
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Virtual Reality (VR) for School Children With Autism Spectrum Disorder (ASD): A Way of Rethinking Teaching and Learning
A device worn over a user’s head, providing a visual display in front of one or both of the user’s eyes.
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Prosumers Building the Virtual World: How a Proactive Use of Virtual Worlds Can Be an Effective Method for Educational Purposes
A display device, worn on the head and used, with different shapes and structures, in many fields, including games, aviation, engineering and medicine.
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User Experience of Public Speaking Practice in Virtual Reality
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