Virtual Reality
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Virtual Reality
A virtual reality is an artificial environment created with computer hardware and software and presented to the user in such a way that it appears and feels like a real environment. To "enter" a virtual reality, a user often has to don special gloves, earphones, and goggles, all of which receive their input from the computer system; As many of the five senses as possible have computer-controlled input. If possible, further input is given to the computer by user movements such as tracking eye movements with a camera or by using an omnidirectional treadmill to monitor movement direction.

Advantages of omnidirectional treadmills:
* Reverts terrain navigation from hand-based (joystick/keyboard/mouse) to natural ‘hardwired’ movements with full limb movements
* Allows for whole-body haptic interaction with the virtual environment
Uses of virtual realities:
* Reproduction of heritage/historic sites for museums, visitor centres etc.
* Entertainment-Film, television, music videos, games, theme park attractions, art, radio
* Marketing for various products
* Health care education
* Mental therapy-treatment for phobias or PTSD (Post Traumatic Stress Disorder)
* Manufacturing-to examine created prototypes digitally before production
* Training, for example, a pilot.
Advantages of omnidirectional treadmills:
* Reverts terrain navigation from hand-based (joystick/keyboard/mouse) to natural ‘hardwired’ movements with full limb movements
* Allows for whole-body haptic interaction with the virtual environment
Uses of virtual realities:
* Reproduction of heritage/historic sites for museums, visitor centres etc.
* Entertainment-Film, television, music videos, games, theme park attractions, art, radio
* Marketing for various products
* Health care education
* Mental therapy-treatment for phobias or PTSD (Post Traumatic Stress Disorder)
* Manufacturing-to examine created prototypes digitally before production
* Training, for example, a pilot.
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