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VirtualReality

Virtual reality (VR) refers to computer-generated, interactive environments that simulate three-dimensional worlds. Most VR experiences are accessed via a head-mounted display (HMD) that presents stereoscopic images and tracks head movements, creating a sense of immersion. Users interact with the virtual environment through motion controllers, gloves, or hand tracking, enabling manipulation of digital objects and navigation within the scene.

Hardware and software: Modern VR systems combine an HMD with motion tracking, input devices, and spatial audio.

Experience: VR ranges from seated, non-immersive experiences to fully immersive, room-scale simulations. Six degrees of freedom

History: Concepts of immersive simulators originated in the mid-20th century. The term gained prominence in the

Applications: VR is used in gaming, education, medicine, military and industrial training, architectural visualization, design, therapy,

Challenges: Motion sickness, hardware cost, physical space requirements, accessibility, and privacy concerns limit adoption. Safety guidelines

Some
setups
rely
on
external
sensors;
others
use
inside-out
tracking
with
cameras
on
the
headset.
Many
headsets
are
tethered
to
a
computer
or
run
as
standalone
devices,
often
with
wireless
connectivity.
Advances
include
higher
display
resolution,
lower
latency,
and
features
such
as
foveated
rendering
and
room-scale
tracking.
allows
movement
in
space,
while
standing
or
seated
configurations
limit
movement.
With
virtual
reality,
users
can
explore,
create,
and
interact
in
ways
that
differ
from
traditional
interfaces.
1990s
and
experienced
a
resurgence
in
the
2010s
with
consumer
headsets
and
digital
distribution.
and
social
experiences.
Research
examines
presence,
collaboration,
and
long-term
effects
of
VR
use.
and
ergonomic
design
are
emphasized
as
VR
devices
become
more
common.