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.
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.
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.
Virtual fixtureA virtual fixture is an overlay of augmented sensory information upon a user's perception of a real environment in order to improve human performance in both direct and remotely manipulated tasks. Developed in the early 1990s by Louis Rosenberg at the U.S. Air Force Research Laboratory (AFRL), Virtual Fixtures was a pioneering platform in virtual reality and augmented reality technologies. Virtual Fixtures was first developed by Louis Rosenberg in 1992 at the USAF Armstrong Labs, resulting in the first immersive augmented reality system ever built.
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.
Virtual communityA virtual community is a social network of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services. Howard Rheingold discussed virtual communities in his book, The Virtual Community, published in 1993. The book's discussion ranges from Rheingold's adventures on The WELL, computer-mediated communication, social groups and information science.
VirtualizationIn computing, virtualization or virtualisation (sometimes abbreviated v12n, a numeronym) is the act of creating a virtual (rather than actual) version of something at the same abstraction level, including virtual computer hardware platforms, storage devices, and computer network resources. Virtualization began in the 1960s, as a method of logically dividing the system resources provided by mainframe computers between different applications. An early and successful example is IBM CP/CMS.
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.
MultimediaMultimedia is a form of communication that uses a combination of different content forms such as text, audio, , animations, or video into a single interactive presentation, in contrast to traditional mass media, such as printed material or audio recordings, which features little to no interaction between users. Popular examples of multimedia include video podcasts, audio slideshows and animated videos. Multimedia also contains the principles and application of effective interactive communication such as the building blocks of software, hardware, and other technologies.
Computer-supported collaborationComputer-supported collaboration research focuses on technology that affects groups, organizations, communities and societies, e.g., voice mail and text chat. It grew from cooperative work study of supporting people's work activities and working relationships. As net technology increasingly supported a wide range of recreational and social activities, consumer markets expanded the user base, enabling more and more people to connect online to create what researchers have called a computer supported cooperative work, which includes "all contexts in which technology is used to mediate human activities such as communication, coordination, cooperation, competition, entertainment, games, art, and music" (from CSCW 2023).
CollaborationCollaboration (from Latin com- "with" + laborare "to labor", "to work") is the process of two or more people, entities or organizations working together to complete a task or achieve a goal. Collaboration is similar to cooperation. Most collaboration requires leadership, although the form of leadership can be social within a decentralized and egalitarian group. Teams that work collaboratively often access greater resources, recognition and rewards when facing competition for finite resources.
Non-functional requirementIn systems engineering and requirements engineering, a non-functional requirement (NFR) is a requirement that specifies criteria that can be used to judge the operation of a system, rather than specific behaviours. They are contrasted with functional requirements that define specific behavior or functions. The plan for implementing functional requirements is detailed in the system design. The plan for implementing non-functional requirements is detailed in the system architecture, because they are usually architecturally significant requirements.
Virtual community of practiceAn online community of practice (OCoP), also known as a virtual community of practice (VCoP), is a community of practice (CoP) that is developed on, and is maintained using the Internet. To qualify as an OCoP, the characteristics of a community of practice (CoP) as described by Lave and Wenger must be met. To this end, an OCoP must include active members who are practitioners, or "experts," in the specific domain of interest. Members must participate in a process of collective learning within their domain.
Mass collaborationMass collaboration is a form of collective action that occurs when large numbers of people work independently on a single project, often modular in its nature. Such projects typically take place on the internet using social software and computer-supported collaboration tools such as wiki technologies, which provide a potentially infinite hypertextual substrate within which the collaboration may be situated. Open source software such as Linux was developed via mass collaboration.
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.
Second LifeSecond Life is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user-created content within a multiplayer online virtual world. Developed and owned by the San Francisco–based firm Linden Lab and launched on June 23, 2003, it saw rapid growth for some years and in 2013 it had approximately one million regular users. Growth eventually stabilized, and by the end of 2017 the active user count had declined to "between 800,000 and 900,000".
Virtual private networkA virtual private network (VPN) is a mechanism for creating a secure connection between a computing device and a computer network, or between two networks, using an insecure communication medium such as the public Internet. A VPN can extend a private network (one that disallows or restricts public access), in such a way that it enables users of that network to send and receive data across public networks as if the public networks' devices were directly connected to the private network.
Requirements analysisIn systems engineering and software engineering, requirements analysis focuses on the tasks that determine the needs or conditions to meet the new or altered product or project, taking account of the possibly conflicting requirements of the various stakeholders, analyzing, documenting, validating and managing software or system requirements. Requirements analysis is critical to the success or failure of a systems or software project.cite book |editor1= Alain Abran |editor2=James W.
Business requirementsBusiness requirements, also known as stakeholder requirements specifications (StRS), describe the characteristics of a proposed system from the viewpoint of the system's end user like a CONOPS. Products, systems, software, and processes are ways of how to deliver, satisfy, or meet business requirements. Consequently, business requirements are often discussed in the context of developing or procuring software or other systems. Three main reasons for such discussions: A common practice is to refer to objectives, or expected benefits, as 'business requirements.
Social relationA social relation is the fundamental unit of analysis within the social sciences, and describes any voluntary or involuntary interpersonal relationship between two or more individuals within and/or between groups. The group can be a language or kinship group, a social institution or organization, an economic class, a nation, or gender. Social relations are derived from human behavioral ecology, and, as an aggregate, form a coherent social structure whose constituent parts are best understood relative to each other and to the social ecosystem as a whole.