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Portals is a global public art initiative that connects people around the globe through real-time video audiovisual technology housed inside a gold-painted, converted shipping container or other structure. [1] [2] [3] Individuals and groups enter local Portals and engage with individuals or groups in distant Portals through live, full-body ...
The New York–Dublin Portal (also simply known as The Portal) is an interactive installation created by Lithuanian artist Benediktas Gylys to allow people in New York City and Dublin to interact with each other using two 24-hour live streaming video screens. The second series of installations in Gylys' Portal series, the New York–Dublin ...
Logo of Portals, the organization creating the Portal series. The Portal is a series of sculpture attractions which videoconference between one another. Created by Lithuanian artist Benediktas Gylys, they are large, identical circular sculptures that are located in various public city spaces, connecting two cities together by displaying a livestream of each city along with a camera on top of ...
Immersive virtual reality is a technology that aims to completely immerse the user inside the computer generated world, giving the impression to the user that they have "stepped inside" the synthetic world. [13] This is achieved by either using the technologies of Head-Mounted Display (HMD) or multiple projections.
An immersive sim (simulation) is a video game genre that emphasizes player choice. Its core, defining trait is the use of simulated systems that respond to a variety of player actions which, combined with a comparatively broad array of player abilities, allow the game to support varied and creative solutions to problems, as well as emergent gameplay beyond what has been explicitly designed by ...
Immersive learning is a learning method which students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting immersed. The virtual dialogue can be created by two ways, the usage of virtual technics, and the narrative like reading a book. The motivations of using virtual reality (VR) for teaching ...
Definition. There is a great deal of debate surrounding the characteristics by which the term "alternate reality game" should be defined. Sean Stacey, the founder of the website Unfiction, has suggested that the best way to define the genre was not to define it, and instead locate each game on three axes (ruleset, authorship and coherence) in a sphere of "chaotic fiction" that would include ...
Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and 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).