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Virtual Reality (VR), sometimes referred to as immersive multimedia, is a

computer-simulated environment that can simulate physical presence in places

in the real world or imagined worlds. Virtual reality can recreate sensory
experiences, which include virtual taste, sight, smell, sound, touch, etc.
Most current virtual reality environments are primarily empirical experiences,
displayed either on a computer screen or with special stereoscopic displays, and
some regulated simulations include additional sensory information and
emphasise real sound through speakers or headphones targeted towards
witnesses. Some advanced, haptic systems now include tactile information,
generally known as force feedback in medical, gaming and military applications.
Furthermore, virtual reality covers remote communication environments which
provide virtual presence of users with the concepts of telepresence and
telexistence 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 in order to create a lifelike
experiencefor example, in simulations for pilot or combat trainingor it differs
significantly from reality, such as in VR games. In practice, it is currently very
difficult to create a high-fidelity virtual reality experience, because of technical
limitations on processing power, image resolution, and communication
bandwidth. However, the technology's proponents hope that such limitations
overcome processor, imaging, and disk communication and become more
powerful with cost effectiveness over time.

Definition of immersive of entertainment

The use of graphics, sound and input technology in video games can be incorporated into
VR. Several Virtual Reality head mounted displays (HMD) were released for gaming
during the early-mid 1990s. These included the Virtual Boy developed by Nintendo, the
iGlasses developed by Virtual I-O, the Cybermaxx developed by Victormaxx and the VFX1 developed by Forte Technologies. And then there was Virtuality (gaming) and countless
number of narrow VR systems in video arcades for racing, flight, and shooter games
which are still thriving in the 2010s. These arcade games only simulate certain aspects of
reality and therefore simplified. Other modern examples of narrow VR for gaming include
the Wii Remote, the Kinect, and the PlayStation Move/PlayStation Eye, all of which track
and send motion input of the players to the game console somewhat accurately.
There is also a new high field of view VR headset system in development designed
specifically for gaming called the Oculus Rift.[27] The headset provides approximately a
110 degree field of view, absolute head orientation tracking, USB interface and with the
consumer version (CV1) aimed at 1920x1080 resolution or greater (Development Kit 1 at
1280x800 and DK2 at 1920x1080). Here is the list of games with Oculus Rift support.
There has also been recent development in consumer-oriented omnidirectional treadmills
because of Oculus Rift such as Virtuix Omni and Cyberith Virtualizer, which can simulate
the motion of walking in a stationary environment. These devices do not take up the
entire room nor do they have ropes or any other bulky accessories unlike its
predecessors. Other examples include technologies as simple and common as MMORPG
games, where players interact in online virtual worlds by means of an avatar.


Our exclusive low-mass motion system is the backbone of the Motion Pro simulator, but
while some of our competitors focus solely on one tactile sensation, CXC simultaneously
employs multiple systems to amplify and enhance the driving experience. These include
individually-placed tactile transducers (including a just-announced optional brakefeedback transducer) that produce precisely timed and accurate vibrations, powerful prolevel force-feedback steering systems and our unique new optional seatbelt tensioners. It
is the combination and precise implementation of these technologies with our low-mass
motion system and with enveloping sound and giant wraparound video displays that
enables what we call The CXC Advantage - an incredibly immersive and realistic
professional-level racing experience in a handsome package designed to be compact
enough for home or shop use. We sincerely invite you to try any of our competitors'
whole chassis-movers and big shakers, then drive a Motion Pro II.



The E6 live motion software package is incredibly realistic and arguable the best in the
industry. Utilizing the most powerful graphics hardware and software in the market, the
3d physics of the E6 brings the natural, fluid tendencies of the outdoor golf experience
right to you. Waves crash at Pebble Beach, clouds drift at St. Andrews, and rain showers
fall at Kauri Cliffs in New Zealand.


The Oculus Rift is a new virtual reality headset that lets players step inside their
favorite games and virtual worlds.
The Rift is an upcoming virtual reality head-mounted display, being developed by
Oculus VR. During its period as an independent company, Oculus VR raised
US$2.4 million for the development of the Rift.
The consumer version of the product is expected to become available sometime
in 2015. Oculus released two 'development kits', DK1 in late 2012 and DK2 in
mid 2014, to give developers a chance to develop content in time for the Rift's
release; these have also been purchased by many virtual reality enthusiasts for
general usage.


According to Virtual Fly, OVO-4 is a single-seat enclosed cockpit intended for

home use that provides complete movement capabilities, vibration systems,
smart lighting and speakers meant to mimic real flight situations both in the air
and on the ground
The simulators three 24-inch screens run off Microsoft Flight Simulator X and the
2,200-plus-pound machine is available in four models, including a Cessna 172, a
Piper Seneca, a Mooney Bravo, as well as a generic version
The plug-and-fly simulator runs on regular domestic power, according to Virtual
Fly, and comes with a price tag of around $57,000.



The third version of Zumba for the Xbox continues to bring more improvements
over the first and second versions (Zumba Fitness and Zumba Fitness Rush),
including improved tutorials, better motion controls, personal coaching by
Zumba celebrities like Beto and Kass Martin, a much improved soundtrack,
better graphics, great fitness features such as progress tracker and classes, and
even some rudimentary online features that allow you to include your Xbox
friends in your workouts.


Racing simulators are ten a penny, but the closest an FPS player will get to an
immersive experience is buying some branded peripherals. Armed with a prerelease level of Battlefield 3, The Gadget Show enlisted a team of design experts
to transform a Birmingham studio into an FPS simulator costing 500,000
($650,000). A four by nine meter video dome surrounds the player as they stand
on an omni-directional treadmill that lets you walk wherever you want to go. Ten
infra-red motion tracking cameras and a sensor on your gun enables the picture
to follow where you point it and a Kinect hack controls your jumping and
crouching. The fun doesn't stop there -- 12 paintball markers mean that every
time you get shot in the game, you'll feel it. The show airs in the UK on October
24th at 8:00pm, Channel 5. We've got a behind the scenes gallery below

(supplied by those lovely people from the show) as well as PR and a trailer after
the break.