Psychology & Psychiatry

Study shows audio experience in virtual reality can be 'authentic'

Experts, as part of the University of York's XR Stories project, have proposed a new sound strategy to developing virtual reality (VR) environments, based on how people receive images and sounds from the real world, ultimately ...

Parkinson's & Movement disorders

Parkinson's disease: Bad dreams could be an early warning sign

Every night when we go to sleep, we spend a couple of hours in a virtual world created by our brains in which we are the main protagonist of an unfolding story we did not consciously create. In other words, we dream.

Neuroscience

Color affects people's behavior differently in virtual reality

Color affects people differently in virtual reality than in the real world, according to a new study. An expert from Heriot-Watt University says the differences could be used by virtual reality designers to make the experience ...

Psychology & Psychiatry

Passive virtual reality more sickness-inducing than active play

Passive watching of a virtual reality game caused relatively severe cybersickness. In contrast, active playing of the game led to diminishing cybersickness, according to a study published in the journal Cyberpsychology, Behavior, ...

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Virtual world

The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree. Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.

Massively multiplayer online games commonly depict a world very similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP also possible.[clarification needed]

Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms. Sometimes, emoticons or 'smilies' are available, to show feeling or facial expression. Emoticons often have a keyboard shortcut. Edward Castronova is an economist who has argued that "synthetic worlds" is a better term for these cyberspaces, but this term has not been widely adopted.

This text uses material from Wikipedia, licensed under CC BY-SA