TY - CHAP
T1 - Everyday virtual reality
AU - Garner, Tom Alexander
AU - Powell, Wendy
AU - Powell, Vaughan
PY - 2018/7/5
Y1 - 2018/7/5
N2 - Everyday virtual reality (VR) can describe any activity that the majority of us would typically engage in at least once per day, experienced through the medium of VR. Its meaning is interwoven with user experience and the concept of technological acceptance, which describes users’ feelings towards a technology’s design and its intended purpose. In some contexts, VR already functions as an accepted and almost ubiquitous part of everyday life, whilst in others, it remains a novel technology – but one with great potential for ubiquity in the near future.
AB - Everyday virtual reality (VR) can describe any activity that the majority of us would typically engage in at least once per day, experienced through the medium of VR. Its meaning is interwoven with user experience and the concept of technological acceptance, which describes users’ feelings towards a technology’s design and its intended purpose. In some contexts, VR already functions as an accepted and almost ubiquitous part of everyday life, whilst in others, it remains a novel technology – but one with great potential for ubiquity in the near future.
KW - virtual reality
UR - https://meteor.springer.com/computergraphics/?id=75&tab=About&mode=ReadPage&entity=71
UR - https://link.springer.com/referencework/10.1007%2F978-3-319-08234-9
U2 - 10.1007/978-3-319-08234-9_259-1
DO - 10.1007/978-3-319-08234-9_259-1
M3 - Entry for encyclopedia/dictionary
BT - Encyclopedia of Computer Graphics and Games
A2 - Lee, Newton
PB - Springer
ER -