Third-person shooterThird-person shooter (TPS) is a subgenre of 3D shooter games in which the gameplay consists primarily of shooting. It is closely related to first-person shooters, but with the player character visible on-screen during play. While 2D shoot 'em up games also employ a third-person perspective, the TPS genre is distinguished by having the game presented with the player's avatar as a primary focus of the camera's view. A third-person shooter is a game structured around shooting, and in which the player can see the avatar on-screen in a third-person view.
Virtual realityVirtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.
First-person shooterFirst-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of a protagonist or antagonist which is armed, and then controlling the player character in a three-dimensional space. The genre shares common traits with other shooter games, and in turn falls under the action game genre. Since the genre's inception, advanced 3D and pseudo-3D graphics have challenged hardware development, and multiplayer gaming has been integral.
Immersion (virtual reality)Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation.
First-person (video games)In video games, first person is any graphical perspective rendered from the viewpoint of the player's character, or a viewpoint from the cockpit or front seat of a vehicle driven by the character. The most popular type of first-person video game today is the first-person shooter (FPS), in which the graphical perspective is an integral component of the gameplay.
Virtual reality therapyVirtual reality therapy (VRT), also known as virtual reality immersion therapy (VRIT), simulation for therapy (SFT), virtual reality exposure therapy (VRET), and computerized CBT (CCBT), is the use of virtual reality technology for psychological or occupational therapy and in affecting virtual rehabilitation. Patients receiving virtual reality therapy navigate through digitally created environments and complete specially designed tasks often tailored to treat a specific ailment; and is designed to isolate the user from their surrounding sensory inputs and give the illusion of immersion inside a computer-generated, interactive virtual environment.
Role-playing video gameA role-playing video game, commonly referred to as a role-playing game (RPG) or computer role-playing game (CRPG), is a video game genre where the player controls the actions of a character (or several party members) immersed in some well-defined world, usually involving some form of character development by way of recording statistics. Many role-playing video games have origins in tabletop role-playing games and use much of the same , settings and game mechanics.
Virtual reality headsetA virtual reality headset (or VR headset) is a head-mounted device that provides virtual reality for the wearer. VR headsets are widely used with VR video games but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display (providing separate images for each eye), stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world.
Video game graphicsA variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions such as the processing power of central or graphics processing units. Text-based game Some of the earliest video games were text games or text-based games that used text characters instead of bitmapped or vector graphics.
Virtual camera systemIn 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required. As opposed to filmmakers, virtual camera system creators have to deal with a world that is interactive and unpredictable.
Ocean currentAn ocean current is a continuous, directed movement of seawater generated by a number of forces acting upon the water, including wind, the Coriolis effect, breaking waves, cabbeling, and temperature and salinity differences. Depth contours, shoreline configurations, and interactions with other currents influence a current's direction and strength. Ocean currents are primarily horizontal water movements. An ocean current flows for great distances and together they create the global conveyor belt, which plays a dominant role in determining the climate of many of Earth's regions.
Virtual reality sicknessVirtual reality sickness, or VR sickness occurs when exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms. The most common symptoms are general discomfort, eye strain, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy. Other symptoms include postural instability and retching. Common causes are low frame rate, input lag, and the vergence-accommodation-conflict.
Boundary currentBoundary currents are ocean currents with dynamics determined by the presence of a coastline, and fall into two distinct categories: western boundary currents and eastern boundary currents. Eastern boundary currents are relatively shallow, broad and slow-flowing. They are found on the eastern side of oceanic basins (adjacent to the western coasts of continents). Subtropical eastern boundary currents flow equatorward, transporting cold water from higher latitudes to lower latitudes; examples include the Benguela Current, the Canary Current, the Humboldt (Peru) Current, and the California Current.
Kuroshio CurrentThe Kuroshio Current, also known as the Black or Japan Current or the Black Stream, is a north-flowing, warm ocean current on the west side of the North Pacific Ocean basin. It was named for the deep blue appearance of its waters. Similar to the Gulf Stream in the North Atlantic, the Kuroshio is a powerful western boundary current that transports warm equatorial water poleward and forms the western limb of the North Pacific Subtropical Gyre. Off the East Coast of Japan, it merges with the Oyashio Current to form the North Pacific Current.
Grammatical personIn linguistics, grammatical person is the grammatical distinction between deictic references to participant(s) in an event; typically, the distinction is between the speaker (first person), the addressee (second person), and others (third person). A language's set of pronouns is typically defined by grammatical person. First person includes the speaker (English: I, we), second person is the person or people spoken to (English: thou or you ), and third person includes all that are not listed above (English: he, she, it, they).
Benguela CurrentThe Benguela Current bɛŋˈɡɛlə is the broad, northward flowing ocean current that forms the eastern portion of the South Atlantic Ocean gyre. The current extends from roughly Cape Point in the south, to the position of the Angola-Benguela front in the north, at around 16°S. The current is driven by the prevailing south easterly trade winds. Inshore of the Benguela Current proper, the south easterly winds drive coastal upwelling, forming the Benguela Upwelling System.
Avatar (computing)In computing, an avatar is a graphical representation of a user or the user's character or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons (personal icons, or possibly "picture icons"). Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games, or an imaginary character with no graphical appearance, as in text-based games or worlds such as MUDs.
Gender neutrality in languages with gendered third-person pronounsA third-person pronoun is a pronoun that refers to an entity other than the speaker or listener. Some languages with gender-specific pronouns have them as part of a grammatical gender system, a system of agreement where most or all nouns have a value for this grammatical category. A few languages with gender-specific pronouns, such as English, Afrikaans, Defaka, Khmu, Malayalam, Tamil, and Yazgulyam, lack grammatical gender; in such languages, gender usually adheres to "natural gender", which is often based on biological sex.
Systematic reviewA systematic review is a scholarly synthesis of the evidence on a clearly presented topic using critical methods to identify, define and assess research on the topic. A systematic review extracts and interprets data from published studies on the topic, then analyzes, describes, and summarizes interpretations into a refined conclusion. For example, a systematic review of randomized controlled trials is a way of summarizing and implementing evidence-based medicine.