Immersive of Multitmedia

Topics: Virtual reality, Resident Evil, Telepresence Pages: 3 (828 words) Published: January 28, 2013

Virtual Reality (VR) is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the concepts or telepresence and telexistence.

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, and omnidirectional treadmills. The simulated environment can be similar to the real world – for example, in simulations for pilot or combat training – orit can be significantly from reality, such 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, the technology’s proponents hope that such limitations will be overcome as processor, imaging, and data communication technologies become more powerful and cost-effective overtime.


Diablo III

Diablo III is an action role-playing video game developed and published by Blizzard Entertainment. It is the third installment in the Diablo franchise that features elements of the dungeon crawl and hack and slash genres. Diablo III was...
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