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VirtualRealityAnwendungen

Virtual reality (VR) is a computer-generated, immersive simulation of a three-dimensional environment that users perceive as real. It is typically accessed through a head-mounted display that provides stereo visuals and tracks head movements, often complemented by headphones for audio. Interaction is enabled by motion controllers, gloves, haptic devices, or other tracked input, allowing users to manipulate objects and navigate the virtual space.

VR systems range from tethered, room-based setups to standalone headsets. Tethered configurations connect to a computer

History of VR includes early work in the 1960s with Morton Heilig’s Sensorama and Ivan Sutherland’s head-mounted

Applications span entertainment and gaming, professional training, simulation and design, education, healthcare, architecture, and remote collaboration.

Challenges include motion sickness, accessibility and inclusivity, cost barriers, and variable content quality. Privacy and data

or
console
for
higher-rendering
power,
while
standalone
devices
run
on
built-in
processors.
Room-scale
tracking
uses
multiple
sensors
to
map
a
user’s
physical
space
and
enable
six-degree-of-freedom
movement,
improving
immersion
and
interaction.
displays.
Commercial
VR
emerged
in
the
1990s
but
was
limited
by
processing
power.
A
modern
revival
began
in
the
2010s
with
affordable
headsets
such
as
Oculus
Rift,
HTC
Vive,
and
PlayStation
VR,
followed
by
higher
resolutions
and
broader
content.
VR
is
used
to
practice
complex
procedures,
prototype
products,
and
provide
immersive
experiences
for
learning
and
therapy,
while
virtual
meetings
and
collaborative
environments
enable
distributed
teams
to
interact
in
shared
spaces.
security
concerns
arise
from
tracking
and
interaction
data,
while
ergonomic
and
health
guidelines
address
prolonged
use
and
eye
strain.
Ongoing
research
seeks
to
improve
comfort,
realism,
and
safety.