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Implementing Virtual Reality in Entertainment Industry

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Cyber Intelligence and Information Retrieval

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 291))

Abstract

This paper talks about how information technology can be used to create a system for the entertainment industry, which can help combat the losses incurred during the pandemic. IT is the abbreviated form of information technology. It deals with computer mechanisms such as networking, software, and hardware. Many firms these days opt for IT-based operations as it makes everything more convenient. It is used in a variety of fields like gaming, sports, education, and even entertainment. Among the vast list of subcategories in information technology, one is slowly gaining momentum, the Virtual Reality or VR industry. The paper also proposes a model to capture various images for further uses in Virtual Reality. Virtual Reality is a simulation in which a person can use a 3D surrounding using multiple peripherals. Depending upon its efficiency, it gives the user a real-life experience in the comfort of their seats.

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Correspondence to Vinod Kumar Shukla .

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Ansari, S.Z.A., Shukla, V.K., Saxena, K., Filomeno, B. (2022). Implementing Virtual Reality in Entertainment Industry. In: Tavares, J.M.R.S., Dutta, P., Dutta, S., Samanta, D. (eds) Cyber Intelligence and Information Retrieval. Lecture Notes in Networks and Systems, vol 291. Springer, Singapore. https://doi.org/10.1007/978-981-16-4284-5_49

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