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An artificial environment created with computer hardwareand software and presented to the user in such a way that itappears and feels like a real environment. To "enter" avirtual reality, a user does special gloves, earphones, andgoggles, all of which receive their input from the computersystem. In this way, at least three of the five senses arecontrolled by the computer. In addition to feeding sensoryinput to the user, the devices also monitor the user'sactions. The goggles, for example, track how the eyesmove and respond accordingly by sending new video input.Virtual reality systems require extremely expensivehardware and software and are confined mostly to researchlaboratories. The termvirtual reality is sometimes usedmore generally to refer to any virtual world represented in acomputer, even if it's just a text-based or graphicalrepresentation.
citations This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |