Tema: VR.AR

#334: VR/AR som verdiskaping
Adrian Lervåg Skår
Fra Xvision
Tema: VR.AR

#232: Morgendagens spillopplevelser
Martin Mathisen
Fra PAZZING AS
Tema: VR.AR

#177: Industriell bruk av AR
Arild Hoksnes
Fra SHM Solutions/SHM aReality
Tema: VR.AR

#153: Vått, Vilt og Virituelt
Oddbjørn Bruland
Fra Institutt for Bygg og Mijølteknikk, NTNU
Tema: VR.AR

#106: Fremtidens smarte glass
Aki Kolehmainen
Fra Futurice
Tema: VR.AR

#107: Hva er forskjellen på VR, AR & MR?
Rune Vandli
Fra Vixel AS
Tema: VR.AR

#074: Utvidet virkelighet (AR)
Harald Manheim
Fra Ludenso
Tema: VR.AR

#009: Det nye digitale samfunnet
Kai Reaver
Fra Digitalt Byliv
Tema: VR.AR

#008: VR — arkitektenes nye plattform
Aleksander Langmyhr
Fra Dimention10
Tema: VR.AR

#007: Europas største gaming-senter
Grethe Viksaas
Fra House of Nerds
Tema: VR.AR

#006: Historiefortelling med VR
Renate Fossum
Fra Stargate media
Tema: VR.AR

#005: Norges første VR-studie
Marit B. Strandvik
Fra Høgskolen i Innlandet
Tema: VR.AR

#004: Verdens beste VR-klynge
Håvard Røste
Fra Hamaregionen utvikling
Tema: VR.AR

#002: VR som medisin
Anne Lise Waal
Fra Attensi
Tema: VR.AR

#003: Slik kan VR revolusjonere skolen
Kari Olrud Moen
Fra VR Education
Tema: VR.AR

#001: Hva er greia med VR?
Silvija Seres & Sunniva Rose
Fra Lørn.Tech

Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment. It incorporates mainly auditory and visual feedback, but may also allow other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical. Augmented reality systems may also be considered a form of VR that layers virtual information over a live camera feed into a headset or through a smartphone or tablet device giving the user the ability to view three-dimensional images.
Current VR technology most commonly uses virtual reality headsets or multi-projected environments, sometimes in combination with physical environments or props, to generate realistic images, sounds and other sensations that simulate a user’s physical presence in a virtual or imaginary environment. A person using virtual reality equipment is able to “look around” the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens.
https://en.wikipedia.org/wiki/Virtual_reality
VR systems that include transmission of vibrations and other sensations to the user through a game controller or other devices are known as haptic systems. This tactile information is generally known as force feedback video gaming and training applications.

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