Business opportunities of the virtual worlds

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Domeniu: Economie
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Publicat de: Albert Marin
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Profesor îndrumător / Prezentat Profesorului: robert popescu

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Virtual Reality (or VR) refers to artificial ambience created on the computer that provides a simulation of reality so successful that the user can get the impression of almost real physical presence, both in certain real places and in imaginary places.

Most ambiance or surroundings represented with VR methods usually offer a certain visual experience of a common reality, displayed either on a computer screen, or on special 3d (stereoscopic) displays. Some simulations also include additional information for other human senses, such as sounds, forces exerted on the user's body perceived by tactile sense, etc. Some more advanced technologies also provide mechanical feedback on certain movements, especially in medical applications as well as computer games, so that the mental "immersion" in the VR world becomes almost encompassing. Other applications offer not only images but also the possibility of verbal communication; So they can even create a "presence" or a "microexistence"

Just about any process that can be carried out in the physical world - and in business that would range from customer services to marketing, finance, HR and production - can be simulated in VR. In general, tasks that it can carry out can be split into one of two categories- training, or practical application.

For training purposes, VR offers the potential to immerse ourselves in any situation that can be simulated on a computer. Increasingly photorealistic visuals “trick” our brain into believing, to varying extents, that what we are seeing is real, allowing us to monitor, and learn from, our interactions. A great example is the public speaking training systems which have been devised using the tech, such as Oculus’s VirtualSpeech.

As for practical applications, they are virtually unlimited - key factors here are the potential for enabling humans to carry out tasks without being present and the possibilities for modeling and interacting with simulations of real-world objects that wouldn’t be feasible in real life.

For example, the clothing store of young Kasi Nafus, in the United States, has pastoral surroundings, with art painted in the colors of autumn and a brook that purl smooth and unfortunate. If any buyers arrive on foot they have to get wet a little in the creek water to get into the store, but none of them seem to mind. The water is not real. In fact, Nafus's shop doesn't exist in reality either.

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