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What is VR (Virtual Reality)

Digital Business and Optimizing Operating Strategies
Refers to interactive 3D environments applied through computer technologies using equipment such as stereo viewing goggles, wired clothing, gloves, and other devices.
Published in Chapter:
Meta Evolution: Digital Marketing in Tourism
Sukran Karaca (Tourism Faculty, Sivas Cumhuriyet University, Turkey) and Zuleyhan Baran (Akcakoca Vocational School, Duzce University, Turkey)
Copyright: © 2024 |Pages: 41
DOI: 10.4018/979-8-3693-0428-0.ch004
Abstract
Meta marketing, considered an evolution of digital marketing in the tourism sector, holds great importance in enhancing customer experiences and brand loyalty. This chapter focuses on the necessity of developing and implementing meta-marketing strategies correctly to meet customer expectations. Furthermore, understanding customers' needs and preferences and shaping marketing strategies in alignment with meta-marketing practices are essential for sustaining a competitive advantage in the tourism sector. The chapter aims to assist stakeholders in effectively harnessing the power of digital innovations by comprehending how digital advancements can be utilized in the tourism sector. Moreover, it contributes to the creation of a futuristic discourse by providing innovative recommendations for the establishment of effective meta-marketing practices in the tourism sector.
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Sustainable Tourism's Tomorrow: Navigating the Future With Technological Innovations
Virtual Reality, or VR, is a technology that allows users to interact with and fully immerse themselves in a simulated situation or experience. This is often achieved through the use of a headset.
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Toward Evacuation Training in Metaverse: Transforming Normal Time Into Emergency Time
It provides simulated experiences in a virtual world while stimulating senses (especially vision and hearing). A VR where a user can get immersed in the virtual world by wearing an HMD is often called ‘Immersive VR’ (IVR). This chapter does not make a strict distinction between VR and IVR.
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Investigation of Operational Characteristics of Mechatronic Systems in Industry 4.0
Is a set of techniques by which computer hardware and software simulate reality, creating an artificial 3D environment and scenario, with the aim of creating the illusion of being in a real-life scene, all for recreation, advertising, experimentation and training. The virtual reality (VR) environment must be designed so that the user, even if he or she is in the virtual world, has the impression of being in the real world. What makes Virtual Reality (VR) so convenient is the fact that this technology meets many human needs, such as: creativity, metamorphosis, the need to explore and stimulate human curiosity to explore and experience the ideal world created by computer simulation. Virtual reality (VR) must provide real-time operation, 3D projection and a user-friendly interface. Virtual reality (VR) is most often realized with 3D graphics and sound effects, special virtual reality programs, user interfaces such as special helmet (HMD), special glasses and gloves and the like. Virtual reality (VR) systems can be classified on the basis of the relationship between the virtual world and users into: Desktop VR type system, egocentric VR type (Immersion VR) type, mixed VR type type etc.
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eSports: Historical Review, Current State, and Future Challenges
A simulated experience that can be similar to or completely different from the real world.
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The Potential of Influencer Marketing in the Emerging Metaverse
A computer-generated simulation of a three-dimensional environment that can be interacted with in a seemingly real way. Users typically experience VR through a headset or other digital device that creates an immersive, interactive experience.
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Can Urban Planning, Participation and ICT Co-Exist?: Developing a Curriculum and an Interactive Virtual Reality Tool for Agia Varvara, Athens, Greece
Technology enabling the user to interact with a non-real synthetic/simulated environment via appropriate computer-user interfaces. The original term was coined in 1989 by Jaron Lanier. Different levels of “immersiveness” are accepted, ranging from desktop VR to fully immersive body suit solutions.
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