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''VRChat'' is an online virtual world platform created by Graham Gaylor and Jesse Joudrey and operated by VRChat, Inc. The platform allows users to interact with others with User-generated content, user-created 3D computer graphics, 3D Avatar (computing), avatars and worlds. ''VRChat'' is designed primarily for use with virtual reality headsets, being available for Microsoft Windows PCs and as an app for Android (operating system), Android-based headsets such as the Meta Quest, Pico 4, and HTC Vive XR Elite. ''VRChat'' is also playable without a virtual reality device in a "desktop" mode designed for a mouse and keyboard, gamepad, or mobile app for touchscreen devices. ''VRChat'' was first released as a Microsoft Windows, Windows application for the Oculus Rift DK1 prototype on January 16, 2014, and was later released to the Steam (service), Steam early access program on February 1, 2017. ''VRChat'' later became available on the Meta Quest store on December 11, 2018, and in early ...
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Mouse And Keyboard
A game controller, gaming controller, or simply controller, is an input device or Input/Output Device, input/output device used with video games or entertainment systems to provide input to a video game. Input devices that have been classified as game controllers include Computer keyboard, keyboards, Computer mouse, mice, gamepads, and joysticks, as well as special purpose devices, such as steering wheels for Racing video game, driving games and light guns for Shooter game, shooting games. Controllers designs have evolved to include D-pad, directional pads, multiple buttons, analog sticks, joysticks, motion detection, touch screens and a plethora of other features. Game controllers may be input devices that only provide input to the system, or Input/Output Device, input/output devices that receive data from the system and produce a response (e.g. Haptic technology, "rumble" vibration feedback, or sound). Controllers which are included with the purchase of a home console are refer ...
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Webcam
A webcam is a video camera which is designed to record or stream to a computer or computer network. They are primarily used in Videotelephony, video telephony, live streaming and social media, and Closed-circuit television, security. Webcams can be Built-in function, built-in computer hardware or Peripheral, peripheral devices, and are commonly connected to a device using USB or Internet protocol suite, wireless protocol. Webcams have been used on the Internet as early as 1993, and the first widespread commercial one became available in 1994. Early webcam usage on the Internet was primarily limited to stationary shots streamed to web sites. In the late 1990s and early 2000s, instant messaging clients added support for webcams, increasing their popularity in video conferencing. Computer manufacturers later started integrating webcams into laptop hardware. In 2020, the COVID-19 pandemic caused a shortage of webcams due to the increased number of people Remote work, working from hom ...
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Unmanned Aerial Vehicle
An unmanned aerial vehicle (UAV) or unmanned aircraft system (UAS), commonly known as a drone, is an aircraft with no human pilot, crew, or passengers onboard, but rather is controlled remotely or is autonomous.De Gruyter Handbook of Drone Warfare; 2024. e-ISBN (PDF) 978-3-11-074203-9.H. Pan; M. Zahmatkesh; F. Rekabi-Bana; F. Arvin; J. HuT-STAR: Time-Optimal Swarm Trajectory Planning for Quadrotor Unmanned Aerial Vehicles IEEE Transactions on Intelligent Transportation Systems, 2025. UAVs were originally developed through the twentieth century for military missions too "dull, dirty or dangerous" for humans, and by the twenty-first, they had become essential assets to most militaries. As control technologies improved and costs fell, their use expanded to many non-military applications. These include aerial photography, area coverage,F. Rekabi-Bana; Hu, J.; T. Krajník; Arvin, F.,Unified Robust Path Planning and Optimal Trajectory Generation for Efficient 3D Area Coverage of ...
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Sticker (messaging)
A sticker is a detailed illustration of a character that represents an emotion or action that is a mix of cartoons and Japanese smiley-like "emojis" sent through instant messaging platforms. They have more variety than emoticons and have a basis from internet "reaction face" culture due to their ability to portray body language with a facial reaction. Stickers are elaborate, character-driven emoticons and give people a lightweight means to communicate through kooky animations. History Stickers were first popularized by the Korean-developed mobile messaging app Line. Naver developed the app with the Japanese market in mind, as KakaoTalk was already the dominant mobile messaging service in South Korea. The stickers' blend of the ubiquitous emoji system with anime-styled artwork, and their use as a substitute for typing out longer messages in Japanese text, helped the feature appeal to Japanese audiences. As Line's dominance grew, the mascot characters featured within Line's sticker ...
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Profile Picture
In computing, an avatar is a graphical representation of a user, 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. The term ' () originates from Sanskrit, and was adopted by early computer games and science fiction novelists. Richard Garriott extended the term to an on-screen user representation in 1985, and the term gained wider adoption in Internet forums and MUDs. Nowadays, avatars are used in a variety of online settings including social media, virtual assistants, instant messaging platforms, and digital worlds such as ''World of Warcraft'' and ''Second Life''. They c ...
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Video Game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with Sound, audio complement delivered through loudspeaker, speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides Touch, tactile sensations). Some video games also allow microphone and webcam inputs for voice chat in online gaming, in-game chatting and video game livestreaming, livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and PC game, comp ...
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Habbo
''Habbo'', also called ''Habbo Hotel'', is a virtual world and massively multiplayer online game. It is owned and operated by Sulake. Founded in 2000, ''Habbo'' has expanded to nine online communities (or "hotels"), with users from more than 150 countries. , 316 million Avatar (computing), avatars have been registered in the game. The website is divided into three clients, ''Habbo'', ''Habbo X'', and ''Habbo Hotel: Origins''. The ''Habbo'' client is aimed at teenagers and young adults, while ''Habbo X'' and ''Habbo Hotel: Origins'' cater for adult players. Users on the game can create a virtual avatar (called a "Habbo"), converse and interact with other users, play games, build and design virtual rooms, take care of virtual pets, and complete Quest (video games), quests. History ''Habbo'' stemmed from a 1999 hobby project by creative designer Sampo Karjalainen and technologist Aapo Kyrölä entitled Mobiles Disco, for a Finnish band. It was a virtual chat room running on ...
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Second Life
''Second Life'' is a multiplayer virtual world that allows people to create an Avatar (computing), avatar for themselves and then interact with other users and user-created content within a multi-user online environment. Developed for personal computers by the San Francisco-based firm Linden Lab, it launched on June 23, 2003 and saw rapid growth for some years; in 2013 it had approximately one million regular users. Growth eventually stabilized, and by the end of 2017, the active user count had fallen to "between 800,000 and 900,000". In many ways, ''Second Life'' is similar to massively multiplayer online role-playing game, massively multiplayer online role-playing video games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective." The virtual world can be accessed freely via Linden Lab's own Client (computing), client software or via alternative third-party viewers. ''Second Life'' users, also called 'r ...
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Early Access
Early access, also known as alpha access, alpha founding, paid alpha, or game preview, is a funding model in the video game industry by which consumers can purchase and play a game in the various pre-release Software release life cycle, development cycles, such as pre-alpha, alpha, and/or beta, while the developer is able to use those funds to continue further development on the game. Those that pay to participate typically help to debug the game, provide feedback and suggestions, may have access to special materials in the game. The early-access approach is a common way to obtain funding for indie games, and may also be used along with other funding mechanisms, including crowdfunding. Many crowdfunding projects promise to offer access to alpha and/or beta versions of the game as development progresses; however, unlike some of these projects which solicit funds but do not yet have a playable game, all early access games offer an immediately playable version of the unfinished game ...
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