Changes

From Nordan Symposia
Jump to navigationJump to search
4 bytes added ,  02:42, 13 December 2020
m
Text replacement - "http://" to "https://"
Line 3: Line 3:  
==Etymology==
 
==Etymology==
 
[https://nordan.daynal.org/wiki/index.php?title=English#ca._1100-1500_.09THE_MIDDLE_ENGLISH_PERIOD Middle English], efficacious, [[potential]], from Medieval [[Latin]] virtualis, from Latin virtus [[strength]], [[virtue]]
 
[https://nordan.daynal.org/wiki/index.php?title=English#ca._1100-1500_.09THE_MIDDLE_ENGLISH_PERIOD Middle English], efficacious, [[potential]], from Medieval [[Latin]] virtualis, from Latin virtus [[strength]], [[virtue]]
*Date: [http://www.wikipedia.org/wiki/15th_Century 15th century]
+
*Date: [https://www.wikipedia.org/wiki/15th_Century 15th century]
 
==Definitions==
 
==Definitions==
 
*1 : [[being]] such in [[essence]] or [[effect]] though not [[formally]] recognized or admitted <a virtual dictator>
 
*1 : [[being]] such in [[essence]] or [[effect]] though not [[formally]] recognized or admitted <a virtual dictator>
Line 11: Line 11:  
:b : of, relating to, or existing within a virtual reality <a virtual world> <a virtual tour>
 
:b : of, relating to, or existing within a virtual reality <a virtual world> <a virtual tour>
 
==Description==
 
==Description==
[[Virtual]] reality (VR) is a computer-[[Simulation|simulated]] [[environment]], whether that environment is a simulation of the real world or an [[imaginary]] world. Most current virtual reality environments are primarily [[visual]] [[experiences]], displayed either on a computer screen or through special or stereoscopic displays, but some simulations include additional [[sensory]] [[information]], such as [[sound]] through speakers or headphones. Some advanced, [http://en.wikipedia.org/wiki/Haptic_technology haptic] [[systems]] now include [[tactile]] [[information]], generally known as [[force]] [[feedback]], in medical and [[gaming]] [[applications]]. Users can [[interact]] with a virtual environment or a virtual [[artifact]] (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus [http://www.cs.ucf.edu/~moshell/CAP4021/lecture19.html boom arm], and omnidirectional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat [[training]], or it can differ significantly from [[reality]], as in VR games. In [[practice]], it is currently very [[difficult]] to create a high-fidelity virtual reality [[experience]], due largely to technical [[limitations]] on processing [[power]], image resolution and [[communication]] bandwidth. However, those limitations are expected to eventually be overcome as processor, imaging and data communication [[technologies]] become more powerful and cost-effective over time.[http://en.wikipedia.org/wiki/Virtual_reality]
+
[[Virtual]] reality (VR) is a computer-[[Simulation|simulated]] [[environment]], whether that environment is a simulation of the real world or an [[imaginary]] world. Most current virtual reality environments are primarily [[visual]] [[experiences]], displayed either on a computer screen or through special or stereoscopic displays, but some simulations include additional [[sensory]] [[information]], such as [[sound]] through speakers or headphones. Some advanced, [https://en.wikipedia.org/wiki/Haptic_technology haptic] [[systems]] now include [[tactile]] [[information]], generally known as [[force]] [[feedback]], in medical and [[gaming]] [[applications]]. Users can [[interact]] with a virtual environment or a virtual [[artifact]] (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus [https://www.cs.ucf.edu/~moshell/CAP4021/lecture19.html boom arm], and omnidirectional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat [[training]], or it can differ significantly from [[reality]], as in VR games. In [[practice]], it is currently very [[difficult]] to create a high-fidelity virtual reality [[experience]], due largely to technical [[limitations]] on processing [[power]], image resolution and [[communication]] bandwidth. However, those limitations are expected to eventually be overcome as processor, imaging and data communication [[technologies]] become more powerful and cost-effective over time.[https://en.wikipedia.org/wiki/Virtual_reality]
    
[[Category: Mathematics]]
 
[[Category: Mathematics]]
 
[[Category: Computer Science]]
 
[[Category: Computer Science]]

Navigation menu