2. Applications
2.1 General applications
This section covers non-professional applications. Depending on the purpose of virtual reality, there are three main areas, depending on whether the person is immersed in an imaginary world, a symbolic world, or a world simulating certain aspects of the real world.
The first area mainly concerns artistic or ludic works that enable the artist or game designer to create a ludic imaginary world or an interactive work that reacts to the observer's behavior. The viewer is not simply a passive spectator of the work, but an active spectator of the work. In the case of "virtual reality" video games, the player is "bodily" immersed in the virtual universe.
The use of a symbolic world enables...
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Applications
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Bibliography
- (1) - FUCHS (P.) - Théorie de la réalité virtuelle – Les véritables usages, - Les presses des Mines, ISBN : 978-2-35671-511-1 ( http://www.pressesdesmines.com ) (2018).
- (2)...
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