
Virtual reality (VR) | Definition, Development, Technology, Examples ...
Oct 29, 2025 · Virtual reality (VR), the use of computer modeling and simulation that enables a person to interact with an artificial three-dimensional (3-D) visual or other sensory environment.
Virtual reality - Immersive, Experiences, Technology | Britannica
Oct 29, 2025 · With the rise of the Internet, attention shifted to the application of networking technology to these projects, bringing a vital social dimension to virtual worlds.
Virtual reality - Entertainment, Immersion, Simulation | Britannica
Oct 29, 2025 · Virtual reality - Entertainment, Immersion, Simulation: As virtual worlds became more detailed and immersive, people began to spend time in these spaces for entertainment, aesthetic …
Virtual reality - Education, Training, Immersion | Britannica
Oct 29, 2025 · Advances in flight simulators, human-computer interfaces, and augmented reality systems pointed to the possibility of immersive, real-time control systems, not only for research or …
Metaverse | Definition, Meaning, & Facts | Britannica
Nov 21, 2025 · virtual reality (VR), the use of computer modeling and simulation that enables a person to interact with an artificial three-dimensional (3-D) visual or other sensory environment.
virtual reality summary | Britannica
A computer-generated environment simulates reality by means of interactive devices that send and receive information and are worn as goggles, headsets, gloves, or body suits.
The Future of Information and Education | Britannica
Virtual reality provides a revolutionary educational opportunity in that it can take students anywhere they would like to go: around the world, to galaxies beyond, and even through time itself.
Augmented reality | Definition, Examples, & Facts | Britannica
Nov 27, 2025 · virtual reality (VR), the use of computer modeling and simulation that enables a person to interact with an artificial three-dimensional (3-D) visual or other sensory environment.
VIDEOPLACE | computer science | Britannica
VIDEOPLACE could analyze and process the user’s actions in the real world and translate them into interactions with the system’s virtual objects in various preprogrammed ways.
Project GROPE | computer science | Britannica
In virtual reality: Education and training Project GROPE, started in 1967 at the University of North Carolina by Frederick Brooks, was particularly noteworthy for the advancements it made possible in …