Realidade virtual

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Virtual reality, often abbreviated as VR, is a tecnologia[1] that simulates a user’s physical presence in a digital environment. Originating as a term in the mid-1400s, the concept of VR has evolved significantly, with notable milestones including the development of the first head-mounted display and the Sensorama. Technological advancements over time have allowed VR to expand from medical and military applications to consumidor[2] use. Today, VR is widely employed across multiple industries such as healthcare, architecture, education, and entertainment. Despite facing challenges such as the closure of research labs and hardware development struggles, the field has seen significant innovations. Key aspects in VR technology include display resolution, image latency, and field of view, all crucial in creating immersive experiences. Various tools and technologies, like Virtual Reality Modelling Language (VRML), WebVR, and photogrammetry, are used to develop VR experiences. Hardware considerations for VR production often involve high frame rates, smartphone-based displays, and omnidirectional cameras.

Definições de termos
1. tecnologia. A tecnologia, derivada das palavras gregas que significam ofício e conhecimento, é um termo amplo que se refere às ferramentas, máquinas e sistemas desenvolvidos pelo homem para resolver problemas ou cumprir objectivos. Com origem em ferramentas primitivas como os machados de pedra e a descoberta do fogo, a tecnologia evoluiu significativamente ao longo da história da humanidade. Foi fundamental em diferentes épocas, desde a invenção da roda e dos sistemas avançados de irrigação nas civilizações antigas até ao nascimento das universidades e da imprensa durante os períodos medieval e renascentista. A Revolução Industrial, no século XVIII, marcou uma mudança significativa na produção em massa e na inovação, dando origem a tecnologias modernas como a eletricidade, os automóveis e as plataformas de comunicação digital. Hoje em dia, a tecnologia faz parte integrante de vários aspectos da vida e da sociedade, impulsionando o crescimento económico e a mudança social, ao mesmo tempo que suscita preocupações sobre a segurança, a privacidade e os impactos ambientais. Espera-se que o futuro da tecnologia traga ainda mais avanços, prevendo-se que o aumento da inteligência artificial tenha implicações significativas no mercado de trabalho.
2. consumidor. A consumer, in simple terms, is an individual who purchases goods or services for their personal use and not for resale or commercial purposes. They play a significant role in the economy as their demand for products motivates manufacturers to produce. This dynamic influences production, distribution, and consumption processes. Consumers also have certain rights, established by President John F. Kennedy, that include safety, information, choice, redressal, and representation. These rights protect them from hazardous goods and unfair practices. In today's digital age, consumers are evolving into 'prosumers', actively participating in product creation. Consumer behavior, therefore, has a profound impact on marketing strategies, leading to personalized marketing and mass customization.
Realidade virtual (Wikipédia)

Realidade virtual (VR) is a simulated experience that employs 3D near-eye displays e pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety or military training) and business (such as virtual meetings). VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality e realidade aumentada.

An operator controlling The Virtual Interface Environment Workstation (VIEW) at NASA Ames

Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory e video feedback, but may also allow other types of sensory and force feedback through tecnologia háptica.

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