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defining virtual reality by degree of interaction
Human beings interface with computing systems frequently. Every time a cellular phone shows a text message or a person slides a mouse, they interact to some extent with an artificially constructed world. Many of these interactions are pretty small relative to the overall setting and are not called virtual reality. What proportion of human attention must be activated by the communication with computer-based elements for that interaction to be labeled Virtual Reality (VR)? See also: Real World Imaging reports this field from another perspective.
The sensory scope of VR platforms is determined by how many of the sensory pathways are engaged. The number might be weighted by whether the senses included are "high bandwidth" or "low information processing potential" in nature. Vision, hearing and touch have a higher capacity for quick, challenging transferral and thus can be seen as high bandwidth senses for communication between people and computers. Thus it is no surprise that these three senses have dominated VR platforms. In comparison, the senses of taste and smell are somewhat low bandwidth senses and few Virtual Reality (VR) systems engage them. The sensory scale of VR mediums is the extent of sensory information processing potential that is actively involved by communication between people and computers. This spans both the size of the signal relative to total human sensation and the realism of that signal. If you are interested in more regarding VR, see Virtual Tours Scottsdale, Arizona . Link to Virtual Dating provides additional discussion.
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