Virtual reality refers to computer-generated simulations that users can interact with using electronic devices like VR headsets. There are health and safety concerns with prolonged VR use, as it has caused symptoms like seizures. Children's use of VR is also controversial as standard systems can cause discomfort or injury if safety precautions aren't followed. VR aims to generate realistic sensory experiences that simulate a user's physical presence in a virtual environment by tracking their movements and perspective.
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Week 5&6
Virtual reality refers to computer-generated simulations that users can interact with using electronic devices like VR headsets. There are health and safety concerns with prolonged VR use, as it has caused symptoms like seizures. Children's use of VR is also controversial as standard systems can cause discomfort or injury if safety precautions aren't followed. VR aims to generate realistic sensory experiences that simulate a user's physical presence in a virtual environment by tracking their movements and perspective.
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Virtual Reality
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. There are many health and safety considerations of virtual reality. A number of unwanted symptoms have been caused by prolonged use of virtual reality, [ and these may have slowed proliferation of the technology. Most virtual reality systems come with consumer warnings, including: seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices. The relationship between virtual reality and its underage users is controversial and unexplored. In the meantime, children are becoming increasingly aware of VR, with the number in the USA having never heard of it dropping by half from Autumn 2016 (40%) to Spring 2017 (19%). Currently standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. One may distinguish between two types of VR; immersive VR and text-based networked VR (also known as "Cyberspace"). The immersive VR changes your view, when you move your head. While both VRs are appropriate for training, Cyberspace is preferred for distance learning. In some cases these two types are even complimentary to each other. This page in mainly focusing on the immersive VR. The exact origins of virtual reality are disputed, partly because of how difficult it has been to formulate a definition for the concept of an alternative existence. The development of perspective in Renaissance Europe created convincing depictions of spaces that did not exist, in what has been referred to as the "multiplying of artificial worlds".