Renai Games – Romance and Sex in Virtual Reality

Renai which means ‘romantic game’ is an interactive computer game based on themes of love and sex. The protagonist could be a male or female, and various controls allow manipulation of the 3D environment and the characters. These are popularly called dating sims or visual novels.

A visual novel presents pictures with text at the bottom and deals with romantic themes. Dating sim games allow more interaction with event planning.

Artificial Girl 2, or Jinkou Shojo 2, is a three dimensional interactive game featuring a single girl and a boy. The object of the game would be revealed later, but the graphics are said to be a bit poor. The virtual environment consists of natural surroundings with woods and hills as the backdrop. There is an option to keep the background blank, the reason for which is explained below.

The controls allow the user to manipulate various aspects of the game. These include the physical features of the girl, walking movements, locations, etc.

At first it may seem like a silly, romantic game where you take the girl for a walk through the woods, or kiss her on top of a hill.

The ‘advanced’ features of the game would however reveal the real objective of the game – to have 3D sex with the animated girl, and watch it from various angles.

That is why the background can be blanked if required!

There are other features of the game that could be pleasing to the user – the ability to choose the surroundings and see the characters take a walk, sit together, hold hands, and kiss.

What can we make of Renai games? The fantasy aspect of the game is quite prominent. The themes are libidinous. The content is more of a play with imagination.

For more information on Renai games visit – Hentai games

The author is a freelance writer and associated with

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The next 5 years will become the greatest virtual reality technology – virtual reality – Education Industry

Virtual reality, also known as virtual reality or spiritual environment, is to create and experience the virtual world Computer System, which uses computer Technology Generate a realistic, with visual, hearing, touch and other perceptions of the virtual environment, users use a variety of interactive devices, with the virtual environment, interaction between the entities, so have a feel sensation interactive visual simulation and information exchange, is an advanced Digital Man-machine interface technology. Compared with traditional analog technology, its main features are: the operator to enter a truly interactive 3D computer-generated virtual environments, interact with, exchange. Through the interaction of participants and simulation environment, and in contact with one’s own perception and cognition of things to help inspire participants thought to wide access to the virtual environment implies a variety of spatial information and logical information.

Interactivity is the substantive features of virtual reality, the reality of the concept of space-time environment (that is inspired by ideas, access to information process) is the ultimate goal of virtual reality. Since the inception of virtual reality technology, it has been in the military simulation, advanced manufacturing, urban planning / geographic information systems, medical and biological fields show great economic, military and social, and networking, multimedia and best known as the 21st century prospect of three major technologies. Virtual reality technology to provide communication, virtual reality and virtual reality related cases enjoy downloading resources, rapid increase in personal virtual reality technology.

Virtual reality (VirtualReality, referred to as VR; they translated spiritual environment, fantasy really) is a high-tech in recent years, also known as Virtual Reality technology or artificial environment. Is the use of virtual reality Computer Simulation to generate a three-dimensional virtual world, providing the user on the visual, auditory, tactile simulation, which allows users an immersive, as a general, in time, there is no limit to observe the three-dimensional things inside. VR is a comprehensive integrated technology involving computer graphics, human-computer interaction technology, sensor technology, artificial intelligence, it is realistic to use computer-generated three-dimensional vision, hearing, smell and other sense of people as participants through appropriate devices naturally on the virtual world to experience and interact. Location of mobile users, the computer can immediately conduct a complex operation, the precise 3D images back to produce the world’s presence. The technology integration of computer graphics (CG) technology, computer simulation technology, intelligence, sensor technology, display technology, network parallel processing technology, the latest development results is a computer-aided generation of high-tech simulation system. In summary, virtual reality is the people through the computer visualization of complex data operation and a whole new way to interact with the traditional man-machine interface and the popular Windows operating compared to virtual reality with the quality of technical thinking leap. Virtual reality in “reality” generally refers to the physical or functional sense, meaning there is anything in the world or the environment, it can actually be achieved, it can be difficult to achieve, or actually impossible to achieve . The “virtual” refers to computer-generated meaning. Therefore, virtual reality refers to a special computer-generated environment, people can use a variety of special devices to their “projected” to the environment, and manipulate, control environment and to achieve a special purpose, that person is such an environment the master.

Virtual reality technology to provide communication, virtual reality and virtual reality-related cases enjoy the downloading of resources, rapid increase in the level of individual virtual reality technology virtual reality the future five years will be closer to humans, virtual reality services for the increasingly diverse of. In virtual reality applications, Internet-based applications will be an unprecedented outbreak of explosive. The integration of virtual reality voice intelligent network platform for virtual reality plug in the wings.

Microsoft created the world’s first Internet era, Yahoo and Google to create the Internet’s second century; and the Internet will be the third discipline integration of virtual reality technology, international companies. The world the birth of the great majority of Internet companies in the United States, and if China can be brought to the great type, such as Microsoft, the company’s world-class companies, the opportunity to virtual reality. And the integration of voice and intelligent reasoning techniques for intelligent virtual reality will have more room and imagination.

While Second Life is already in the field of virtual reality hiccups have risen, but more probably a great platform for virtual reality is being bred in. Perhaps it was born in the U.S., but China is more worth the wait. Its birth, perhaps in 2008, there may be other …… but no later than 5 years in the future. Forms may be broken down may also be integrated integrated application. Of course, and the human emotions and human desires of the wonderful economic integration.

Can say for the next five years, the Internet’s main character may be virtual reality. Of course, the website will lead the eternal immutable that?? YOU

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Virtual Reality Therapy to Treat Phobias

We are in the 21st century, so high-tech gadgets would, of course, present themselves to treat phobias and fears. In actuality, virtual reality has proven to be quite effective in treating phobias – especially arachnophobia.

This is one therapy you will not be able to do on your own. You will have to find a place that offers this treatment since it requires a virtual reality setup. However, we can touch on the basics of what it can do and how it works.

Virtual Reality (VR) is a type of exposure therapy in a virtual setting that is safer, less embarrassing, and less costly than reproducing the real world situations. Besides situations can be created that are difficult to find in real life and it’s more realistic than imagining the danger.

Already some experiments have proven VR to be a useful tool in treating specific phobias such as fear of heights, fear of spiders, fear of flying and claustrophobia, as well as agoraphobia. However most research that is done on VR exposure consists of single case studies and controlled group studies are necessary to support the conclusions of case studies. Research in this area is still in its infancy, but is progressing rapidly.

The therapy consists of a few sessions with a psychologist to determine the origin of the fear. The VRT portion of the therapy begins after there is a sufficient understanding of the phobia. Using a platform and a headset, a patient is immersed in a computer-generated environment designed to reproduce a real-world setting. Real digital video is incorporated into the virtual environment to promote a sense of reality. A process known as habituation is used to help patients manage their anxiety.

Habituation occurs with exposure over time. The therapy might begin with exposure to the virtual room only. Then the stimulus (spider) is introduced far away and gradually gets closer. It’s sort of like taking baby steps. As the patient becomes more and more comfortable in the room, the body’s anxiety reaction will become less and less severe.

The headset is attached to a desktop computer and sensors pick up any head movement so when the user turns his head, he can look around. The earphones will simulate the sounds of the environment. The platform also moves to simulate the physical nature of the situation.

The process is started in a hierarchical way beginning with the less intimidating scenario and gradually making it more difficult. The patient is kept in the environment until their anxiety begins to lessen (habituation).

Overall the experience is convincing but still cartoon-like; there’s no mistaking this for the real situation. But, for most people with phobias that doesn’t matter–it’s real enough to elicit their fears. The advantages of virtual reality are becoming very evident. First, the therapist can carefully control the amount of exposure in each session. For fear of flying, for example, they can slowly take clients through the steps of a flight–from takeoff to landing–over many sessions, waiting at each step and working with them until they feel comfortable and habituated.

Also there is the convenience and confidentiality factor: One therapist explains, “I could take someone with a fear of elevators onto a real elevator, but this way they don’t have to worry about running into people and explaining who this guy with them is.”

Finally, it’s easier to get people with phobias to agree to exposure therapy when it’s begun virtually, rather than in vivo. In vivo [exposure therapy] is very effective, but you have to convince people to try it. By definition, someone with a phobia wants to avoid what they’re afraid of.

Of course, virtual reality has some disadvantages as well. First, there is the cost: A Virtually Better VR system sells for more than $6,000 and requires a monthly licensing fee. That price tag doesn’t put it out of reach for most therapists, but it is a significant investment.

For the patient, it can be expensive as well. The treatment costs between $100 and $300 an hour. Typical treatments are completed in eight one-hour sessions. Also, the therapy does not work for everyone–and it works better for some people than for others. Some studies have found, for example, that people who are more hypnotizable or more easily able to block out distraction and be absorbed in an activity like reading are also more likely to benefit from virtual reality exposure therapy. There are people who try it and it doesn’t work, but that’s not true for most people.

The goal, of course, is to eventually move all clients from the virtual to the real world.

When it comes to arachnophobia, virtual reality appears to work very, very well. On the screen, the phobic will see a 3-D virtual spider in what appears to be a normal setting like the kitchen. The subject will be encouraged to “walk” closer to the spider while their anxiety level is monitored.

Eventually, they will be asked to touch a realistic larger version of a spider while virtually touching the one in the setting. Again, habituation is used to minimize the body’s fear response and the patient will eventually become less stressed to touch the spider – both virtually and in reality.

While not everyone is able to do this, they are able to make great strides towards reducing their anxiety level and better deal with the spider in real life.

Find tips about clown phobia and needle phobia at the Phobia List website.

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Head Tracking for Desktop VR Displays using the WiiRemote

jcl5m asked:


of your head and render view dependent images on the screen. This effectively transforms your display into a portal to a virtual environment. The display properly reacts to head and body movement as if it were a real window creating a realistic illusion of depth and space. By Johnny Chung Lee, Carnegie Mellon University. For more information and software visit johnnylee.net … wii remote wiimote virtual reality VR display head tracking 3D games interactive computer nintendo immersive window …

Full Immersion Virtual Reality

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