2. Applications
2.1 General applications
This section covers non-professional applications. Depending on the purpose of virtual reality, there are three main areas, depending on whether the person is immersed in an imaginary world, a symbolic world, or a world simulating certain aspects of the real world.
The first area mainly concerns artistic or ludic works that enable the artist or game designer to create a ludic imaginary world or an interactive work that reacts to the observer's behavior. The viewer is not simply a passive spectator of the work, but an active spectator of the work. In the case of "virtual reality" video games, the player is "bodily" immersed in the virtual universe.
The use of a symbolic world enables...
Exclusive to subscribers. 97% yet to be discovered!
You do not have access to this resource.
Click here to request your free trial access!
Already subscribed? Log in!
The Ultimate Scientific and Technical Reference
This article is included in
Signal processing and its applications
This offer includes:
Knowledge Base
Updated and enriched with articles validated by our scientific committees
Services
A set of exclusive tools to complement the resources
Practical Path
Operational and didactic, to guarantee the acquisition of transversal skills
Doc & Quiz
Interactive articles with quizzes, for constructive reading
Applications
Bibliography
- (1) - FUCHS (P.) - Théorie de la réalité virtuelle – Les véritables usages, - Les presses des Mines, ISBN : 978-2-35671-511-1 ( http://www.pressesdesmines.com ) (2018).
- (2)...
Directory
Manufacturers – (non-exhaustive list)
HTC Vive headset http://www.vive.com
Oculus headset http://www.oculus.com
Exclusive to subscribers. 97% yet to be discovered!
You do not have access to this resource.
Click here to request your free trial access!
Already subscribed? Log in!
The Ultimate Scientific and Technical Reference