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Virtual Reality: Fundamentals, Concepts, and Applications - Coggle Diagram
Virtual Reality: Fundamentals, Concepts, and Applications
1. Unit I: Introduction to Virtual Reality
Background
1 - Early Devices
2 - Academic Research and Development
3 - Advances in the Entertainment Industry
Concepts
1 - Virtual Reality
2 - Immersion
3 - Interaction
4 - Simulation
5 - Presence
2. Unit II: Basic Concepts
1 - Virtual Reality
2 - Immersion
3 - Interaction
4 - Simulation
5 - Presence
6 - 3D Graphics
7 - Spatial Sound
3.Unit III: What is and what isn't Virtual Reality?
Related Topics
1 - Applications in Entertainment
2 - Applications in Medicine and Health
3 - Applications in Education and Training
4 - Social Interaction
5 - Ethics and Privacy
6 - Technological Advances and Hardware
Fears and Expectations
1 - Social Isolation
2 - Addiction and Dependence
3 - Distraction and Decreased Productivity
4 - Impact on Mental Health
5 - Educational Potential
6 - Advances in Entertainment
7 - Creative Innovation
8 - Advances in Medicine and Therapy
Diverse Uses Studies
1 - Medicine and Health
2 - Education and Training
3 - Industry and Work Training
4 - Architecture and Design
5 - Entertainment and Games
4. Unit IV: Conceptual Foundations of Virtual Reality
General Schemes
1 - Immersion
2 - Interaction
3 - Realism
Production and Reception
1 - Production
2 - Reception
User Experience
1 - Immersion and Presence
2 - Intuitive Interaction
3 - Comfort and Well-being
4 - Feedback and Response
5 - Personalization and Adaptability
Properties of the Virtual Subject
1 - Visual Appearance
2 - Behavior
3 - Interaction
4 - Artificial Intelligence
5 - Expressions and Emotions
Dimensions of the Virtual Environment
1 - Spatial Dimension
2 - Temporal Dimension
3 - Physical Dimension
4 - Sensory Dimension
5. Unit V: Virtual Reality Applications and Case Analysis
Pioneering Applications
1 - Surgical Simulation
2 - Rehabilitation Therapy
3 - Treatment of Phobias and Anxiety
4 - Medical Education
5 - Pain and Distraction Therapy
Areas of Application
1 - Entertainment and Video Games
2 - Education and Training
3 - Medicine and Health
4 - Architecture and Design
5 - Industry and Work Training
6 - Tourism and Travel
Application Context
1 - Objectives and Needs
2 - Target Audience
3 - Physical Environment
4 - Technological Resources
5 - Restrictions and Regulations
6. Unit VI: Technological Fundamentals and Applications of Virtual Reality
Associated Technologies
1 - Display Devices
2 - Motion Tracking Devices
3 - 3D Audio Systems
4 - Rendering and 3D Graphics Technologies
5 - Sensors and Position Tracking
6 - High-Performance Computing
Technological Areas
1 - Graphics and Rendering
2 - User Interface
3 - Tracking and Tracing
4 - Spatial Audio
5 - Computing and Performance
6 - Physical Simulation
Complementary Technologies
1 - Motion Sensors
2 - Motion Capture
3 - Voice Recognition
4 - Eye Tracking
5 - Haptic Feedback
6 - Augmented Reality
Processes and Agents
1 - Analysis and Conceptualization
2 - Design and Content Creation
3 - Software Development and Programming
4 - Hardware and Software Integration
5 - Testing and Optimization
6 - Implementation and Distribution
7 - Support and Update
Project Roles
1 - Virtual Reality Designer
2 - Software Developer
3 - 3D Artist
4 - UX/UI Specialist
5 - Hardware Engineer
6 - Content Producer