Virtual worldA virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds.
Nonverbal communicationNonverbal communication (NVC) is the transmission of messages or signals through a nonverbal platform such as eye contact, facial expressions, gestures, posture, use of objects and body language. It includes the use of social cues, kinesics, distance (proxemics) and physical environments/appearance, of voice (paralanguage) and of touch (haptics). A signal has three different parts to it, including the basic signal, what the signal is trying to convey, and how it is interpreted.
Virtual realityVirtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.
Interpersonal communicationInterpersonal communication is an exchange of information between two or more people. It is also an area of research that seeks to understand how humans use verbal and nonverbal cues to accomplish a number of personal and relational goals. Interpersonal communication research addresses at least six categories of inquiry: 1) how humans adjust and adapt their verbal communication and nonverbal communication during face-to-face communication; 2) how messages are produced; 3) how uncertainty influences behavior and information-management strategies; 4) deceptive communication; 5) relational dialectics; and 6) social interactions that are mediated by technology.
Intercultural communicationIntercultural communication is a discipline that studies communication across different cultures and social groups, or how culture affects communication. It describes the wide range of communication processes and problems that naturally appear within an organization or social context made up of individuals from different religious, social, ethnic, and educational backgrounds. In this sense, it seeks to understand how people from different countries and cultures act, communicate, and perceive the world around them.
CommunicationCommunication is usually defined as the transmission of information. The term can also refer to the message itself, or the field of inquiry studying these transmissions, also known as communication studies. The precise definition of communication is disputed. Controversial issues are whether unintentional or failed transmissions are included and whether communication does not just transmit meaning but also create it. Models of communication aim to provide a simplified overview of its main components and their interaction.
Human communicationHuman communication, or anthroposemiotics, is a field of study dedicated to understanding how humans communicate. Humans' ability to communicate with one another would not be possible without an understanding of what we are referencing or thinking about. Because humans are unable to fully understand one another's perspective, there needs to be a creation of commonality through a shared mindset or viewpoint. The field of communication is very diverse, as there are multiple layers of what communication is and how we use its different features as human beings.
Immersion (virtual reality)Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation.
Body languageBody language is a type of communication in which physical behaviors, as opposed to words, are used to express or convey information. Such behavior includes facial expressions, body posture, gestures, eye movement, touch and the use of space. The term body language is usually applied in regard to people but may also be applied to animals. The study of body language is also known as kinesics. Although body language is an important part of communication, most of it happens without conscious awareness.
Cave automatic virtual environmentA cave automatic virtual environment (better known by the recursive acronym CAVE) is an immersive virtual reality environment where projectors are directed to between three and six of the walls of a room-sized cube. The name is also a reference to the allegory of the Cave in Plato's Republic in which a philosopher contemplates perception, reality, and illusion. The CAVE was invented by Carolina Cruz-Neira, Daniel J. Sandin, and Thomas A. DeFanti at the University of Illinois, Chicago Electronic Visualization Laboratory in 1992.
Virtual machineIn computing, a virtual machine (VM) is the virtualization or emulation of a computer system. Virtual machines are based on computer architectures and provide the functionality of a physical computer. Their implementations may involve specialized hardware, software, or a combination of the two. Virtual machines differ and are organized by their function, shown here: System virtual machines (also called full virtualization VMs) provide a substitute for a real machine. They provide the functionality needed to execute entire operating systems.
Models of communicationModels of communication are simplified representations of the process of communication. Most models try to describe both verbal and non-verbal communication and often understand it as an exchange of messages. Their function is to give a compact overview of the complex process of communication. This helps researchers formulate hypotheses, apply communication-related concepts to real-world cases, and test predictions. Despite their usefulness, many models are criticized based on the claim that they are too simple because they leave out essential aspects.
Augmentative and alternative communicationAugmentative and alternative communication (AAC) encompasses the communication methods used to supplement or replace speech or writing for those with impairments in the production or comprehension of spoken or written language. AAC is used by those with a wide range of speech and language impairments, including congenital impairments such as cerebral palsy, intellectual impairment and autism, and acquired conditions such as amyotrophic lateral sclerosis and Parkinson's disease.
Haptic communicationHaptic communication is a branch of nonverbal communication that refers to the ways in which people and animals communicate and interact via the sense of touch. Touch is the most sophisticated and intimate of the five senses. Touch or haptics, from the ancient Greek word haptikos is extremely important for communication; it is vital for survival. Touch is the first sense to develop in the fetus. The development of an infant's haptic senses and how it relates to the development of the other senses such as vision has been the target of much research.
Animal communicationAnimal communication is the transfer of information from one or a group of animals (sender or senders) to one or more other animals (receiver or receivers) that affects the current or future behavior of the receivers. Information may be sent intentionally, as in a courtship display, or unintentionally, as in the transfer of scent from predator to prey with kairomones. Information may be transferred to an "audience" of several receivers. Animal communication is a rapidly growing area of study in disciplines including animal behavior, sociology, neurology and animal cognition.
Hardware virtualizationHardware virtualization is the virtualization of computers as complete hardware platforms, certain logical abstractions of their componentry, or only the functionality required to run various operating systems. Virtualization hides the physical characteristics of a computing platform from the users, presenting instead an abstract computing platform. At its origins, the software that controlled virtualization was called a "control program", but the terms "hypervisor" or "virtual machine monitor" became preferred over time.
Social scienceSocial science is one of the branches of science, devoted to the study of societies and the relationships among individuals within those societies. The term was formerly used to refer to the field of sociology, the original "science of society", established in the 19th century. In addition to sociology, it now encompasses a wide array of academic disciplines, including anthropology, archaeology, economics, human geography, linguistics, management science, communication science and political science.
Virtual tourA virtual tour is a simulation of an existing location, usually composed of a sequence of videos, still images or 360-degree images. It may also use other multimedia elements such as sound effects, music, narration, text and floor map. It is distinguished from the use of live television to affect tele-tourism. The phrase "virtual tour" is often used to describe a variety of videos and photographic-based media. Panorama indicates an unbroken view, since a panorama can be either a series of photographs or panning video footage.
Input deviceIn computing, an input device is a piece of equipment used to provide data and control signals to an information processing system, such as a computer or information appliance. Examples of input devices include keyboards, mouse, s, cameras, joysticks, and microphones. Input devices can be categorized based on: modality of input (e.g., mechanical motion, audio, visual, etc.) whether the input is discrete (e.g., pressing of key) or continuous (e.g.
Virtual economyA virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an online game, particularly in massively multiplayer online games (MMOs). People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be "fun" (for instance, avatars in a virtual economy often do not need to buy food in order to survive, and usually do not have any biological needs at all).