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360° Virtual Reality: A SWOT Analysis in Comparison to Virtual Reality

机译:360°虚拟现实:与虚拟现实相比,SWOT分析

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With advancement in technology and more interactive nature of the available technology, the useof applied technologies such as Virtual Reality (VR) is increasing at exponential rates in bothacademic and applied settings (Düking et al., 2018; Faure et al., 2020). VR is defined as simulationsof a real or imaginary environment, where a participant can both perceive and interact with theenvironment (Craig, 2013). This presents virtual simulations in different formats such as flat orcurved large screen displays, Cave Automatic Virtual Environment (CAVE) (where participants arein a room surrounded by a screen) and head mounted displays (HMD). Examples of VR include abaseball batting simulator (Gray, 2017) and virtual handball goalkeeper (Vignais et al., 2015) withthe virtual simulation opponents designed using complex motion capture systems. Given the riseof this technology, Düking et al. (2018) recently assessed VR for use in athletes through a SWOTanalysis (i.e., strengths, weaknesses, opportunities and threats) identifying VR as appropriate forcertain sporting areas, but more development of technology is needed to be more realistic.
机译:随着技术进步和可用技术的更多互动性,虚拟现实(VR)如虚拟现实(VR)的使用,以双层划分和应用设置(Düking等,2018; Faure等,2020)以指数速度增加。 VR被定义为真实或虚构环境的模拟,其中参与者可以感知和与环境环境(CRAIG,2013)互动。这呈现了不同格式的虚拟模拟,如平面orcurved大型屏幕显示,洞穴自动虚拟环境(洞穴)(参与者均为屏幕包围的房间)和头戴式显示器(HMD)。 VR的例子包括Abaseball Batting模拟器(Gray,2017)和虚拟手球守门员(Vignais等,2015),使用复杂运动捕获系统设计的虚拟模拟对手。鉴于这项技术的崛起,Düking等。 (2018)最近通过Swotanysis(即,优势,弱点,机会和威胁)作为适当的努力的体育领域确定VR的运动员中的VR,但需要更多的技术发展来更加现实。

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