virtual reality

(noun)

A reality based in the computer.

Related Terms

  • happening

Examples of virtual reality in the following topics:

  • Inclusion of All Five Senses

    • "Virtual reality" is a term that refers to computer-simulated environments.
    • Currently, most virtual reality environments are visual experiences, but some simulations include additional sensory information.
    • Immersive virtual reality has developed in recent years with the improvement of technology and is increasingly addressing the five senses within a virtual realm.
    • Artists have been exploring the possibilities of these simulated and virtual realities with the expansion of the discipline of cyberarts, though what constitutes cyberart continues to be up for debate.
    • Environments such as the virtual world of Second Life are generally accepted, but whether or not video games should be considered art remains undecided.
  • Installation

    • The genre incorporates a broad range of everyday and natural materials, as well as new media such as video, sound, performance, and immersive virtual reality.
    • Another emerging method of installation art is immersive virtual reality.
    • By using virtual reality as a medium, the experience can be completely immersive, allowing the spectator to 'visit' the representation the artist creates.
    • An emerging method of installation art is immersive virtual reality, in which the spectator can 'visit' the representation that the artist creates.
  • Behavior Therapy and Applied Behavioral Analysis

    • This can be done via reality, imagination, or virtual reality.
    • Virtual reality exposure therapy uses simulations when it's either too impractical or expensive to re-create anxiety-producing situations; it has been used effectively to treat numerous anxiety disorders such as the fear of public speaking, claustrophobia (fear of enclosed spaces), aviophobia (fear of flying), and post-traumatic stress disorder (PTSD).
    • Virtual reality treatment has been shown to be effective for a fear of heights; it has also been shown to help with the treatment of a variety of anxiety disorders.
    • Virtual reality therapy provides realistic, computer-based simulations that involve watching others performing the desired behaviors.
  • M&A Trends

    • Shortly after they acquired Oculur VR, a virtual reality technology company.
    • They also acquired Surreal Vision and Pebbles in 2015, both computer vision and augmented reality companies.
    • They also demonstrate interest in facial recognition with Emotient, augmented reality with Metaio, music analytics with Semetric, education software with LearnSprout, personal health info collection with Gliimpse, and a variety of other industries and segments.
  • Virtual Worlds

    • Further, virtual worlds can emerge when people who know each other in reality engage virtually through online messaging services like AOL Instant Messenger and Google Chat.
    • Such modeled worlds and their rules may draw from reality or fantasy worlds.
    • Many studies of virtual worlds have questioned the virtual world's ability to convey nuanced emotional messages as people do in face-to-face interactions.
    • Certainly, users have developed techniques in the virtual world to communicate emotion.
    • While interaction with other participants in virtual worlds can often be done in real-time, time consistency is not always maintained in online virtual worlds.
  • Digital Art

    • The impact of digital technology has transformed activities such as painting, drawing, sculpture, and music/sound art, while new forms (such as net art, digital installation art, and virtual reality) have become recognized as artistic practices.
    • Another kind of digital video art is 3D computer graphics, where the screen becomes a window into a virtual environment of arranged objects that are "photographed" by the computer.
  • Role Theory

    • Such modeled worlds and their rules may draw from reality or fantasy worlds.
    • Many studies of virtual worlds have questioned the virtual world's ability to convey nuanced emotional messages as people do in face-to-face interactions.
    • Certainly, users have developed techniques in the virtual world to communicate emotion.
    • Another aspect of social interaction in virtual worlds is variation of interactions between participants.
    • While interaction with other participants in virtual worlds can often be done in real-time, time consistency is not always maintained in online virtual worlds.
  • Transience and Encoding Failure

    • This often causes a divergence in what is internalized as a memory and what actually happened in reality; it can also cause events to encode incorrectly, or not at all.
    • The way memories are encoded is personal; it depends on what an individual considers to be relevant and useful, and how it relates to the individual's vision of reality.
    • Long-term memory has a virtually unlimited capacity, and will only deteriorate with age.
  • Virtual Teams

    • A virtual team is a temporary group created to accomplish specific tasks by using technology to collaborate remotely.
    • A virtual team is a group of individuals in different geographic locations who use technology to collaborate on work tasks and activities.
    • Virtual teams require effective project management to facilitate communication and coordinate member activities.
    • Relationships: Virtual team members need to build relationships with colleagues through the use of technology, which can often seem impersonal.
    • Differentiate among the six most common types of virtual teams and discuss the challenges they face
  • Still Life Painting

    • Virtually all still lifes had a moralistic message, usually concerning the brevity of life.
    • In reality, bouquets of flowers in vases were not at all common in houses at the time; even the very rich tended to display flowers one by one in delftware tulip holders.
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