Exploring Virtual Realities
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Exploring Virtual Realities

Exploring Virtual Realities


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About the Book

What is virtual reality?

Virtual reality (VR) is a technology that allows users to experience a computer-generated simulated environment. It is created using headsets, glasses, or other devices that transmit a computer simulation to the user's eyes and ears. These simulations can appear to be real-life or more fantastical.

VR is a powerful tool that is used in a variety of industries, including entertainment, education, and business. It can be used to create games, movies, tours, and other immersive experiences. It can also help students learn new things and businesses develop new products and services.

History of virtual reality

The history of VR goes back to the 19th century. In 1838, English scientist Charles Wheatstone invented a headset that projected images of distant and close-up objects to the eyes. This headset was called the "alternating-screen stereoscope" and is considered one of the first pioneers of VR.

In the 1960s, VR began to gain more traction. Morton Heilig, an American inventor, created a prototype headset called the Sensorama that used motion and sound to create a more immersive experience. In the 1970s, computer technology improved, making it possible to create more realistic VR simulations.

In the 1980s, VR became more accessible to the public with the release of the Nintendo Virtual Boy. However, the Virtual Boy was not a commercial success, and VR went into a period of decline.

In the 2010s, VR saw a resurgence with the release of the Oculus Rift, HTC Vive, and PlayStation VR. These headsets were more affordable and accessible than previous VR headsets, and they helped to popularize VR.

The future of virtual reality

VR is still a relatively new technology, but it has the potential to revolutionize many industries. It is already being used in a variety of ways, and it is likely to become even more ubiquitous in the future.

Here are some of the ways VR could be used in the future:

- Entertainment: VR could be used to create more immersive and engaging games, movies, and other forms of entertainment.

- Education: VR could be used to create interactive learning experiences that allow students to explore different topics in a more engaging way.

- Business: VR could be used to train employees, create virtual showrooms, and provide customer service


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Product Details
  • ISBN-13: 9798869077288
  • Publisher: Sunshine
  • Binding: Paperback
  • Language: Telugu
  • Returnable: Y
  • Sub Title: An In-Depth Handbook on Virtual Reality Technology
  • Width: 152 mm
  • ISBN-10: 8869077284
  • Publisher Date: 06 Dec 2023
  • Height: 229 mm
  • No of Pages: 84
  • Spine Width: 4 mm
  • Weight: 177 gr


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