INTRODUCTION examined by a person. That person becomes

INTRODUCTION

Naturally,
virtual reality comes from both virtual and reality. Where word virtual means
near and reality is what human’s experience. So the term virtual reality means
near-reality this could of course, means anything but usually it refers to
specific type of reality emulation.

We Will Write a Custom Essay Specifically
For You For Only $13.90/page!


order now

In
technical terms it is straight forward. It used to describe to a
three-dimensional computer generated environment which can be examined by a
person. That person becomes a part of this virtual world. We know the world
through our senses and perception. We have fine senses taste, touch, smell,
sight and hearing. These are the obvious senses but the reality is that humans
have many more senses that is, sense of balance. Our brains and sensory inputs
ensures that we have a rich flow of information from the environment. Our
entire experience of reality is simply a combination of sensory information and
our brains sense making mechanism for that information.1

Figure 1: Virtual Reality.

 

 

HISTORY

{Nowadays,
the technologies in virtual reality based upon ideas back in 1800’s. In 1838
the first stereoscope was invented, which has twin mirrors and it display a
single image. In the mid 1980’s Jaron Lanier, founder of VPL research, used
this term virtual reality” begin to develop the gear, including goggles
and gloves, for the experience what he called “virtual reality”.

Even
before that, however, technologists were developing. One of the biggest
milestone was the Sensorama in 1956. Morton Heilig’s background was in the
Hollywood motion picture industry. He wanted to see how people could feel like
they were in the movie. In this experience you “rode” through on a motorcycle
and it is like a real city environment. Multisensory stimulation let you see
the road, hear the engine, feel the vibration and smell the motor’s exhaust in
the designed “world.”

In
1960 Heilig also worked on a head-mounted display device, called the Tele-sphere
Mask.

By
1965, Ivan Sutherland, recommended “the Ultimate Display,” a head-mounted
device that he suggested would serve as a “window into a virtual world.”}

Figure 2:Key events in the evolution of virtual
reality hardware devices.

 

The 1970s and
1980s were a mind blowing time in the field. Optical advances ran parallel to
projects that worked on haptic devices and other instruments that would allow
you to move around in the virtual space. {In the mid-1980s at NASA Ames Research
Centre, the Virtual Interface Environment Workstation (VIEW) system combined a
head-mounted device with gloves to enable the haptic interaction.}

{Current
virtual reality pays a gratitude to the pioneering inventors of the past six
decades who paved the way for the low-cost, high-quality devices which are
easily accessible.}

TYPES
OF VIRTUAL REALITY (VR)

§  WINDOW
ON WORLD

{This
is also known as “Desktop VR”. In this VR the user sees the 3-D world through
the “window” of the computer screen and navigates through the space with a
control device such as mouse. This provides a first-person experience as like
immersive virtual reality does.} One low-cost example of a “Through the window”
virtual reality system is the 3-D architectural design planning tool Virtus walk
through that makes it possible to explore virtual reality on IBM computer.
Developed as a computer visualization tool to help plan complex high-tech film
making for the movie. A similar, Virtus VR less expensive and less
sophisticated program that is starting to find use in elementary and secondary
schools.

§  IMMERSIVE
VR

When
we think of virtual reality, we usually think of immersive systems involving
computer interface devise such as a head-mounted display (HDM), fiber-optic
wired gloves, position tracking devices, and audio systems providing 3-D
(binaural) sound. Immersive virtual reality provides an immediate, first-person
experience. With some applications, there is a treadmill interface to simulate
the experience of walking through virtual space. And in place of the
head-mounted display, there is a Boom viewer from fake space labs which hangs suspended
in front of the viewer’s face, not on it, so it is not as heavy and tiring to
wear as the head-mounted display. In immersive VR, the user is placed inside
the image: the generated image is assigned properties which make it look and act
real in terms of visual perception and in some cases aural and tractile
perception (Books, 1988; Tribitt, 1990; Begault, 1991; Minsky, 1991; Gehring,
1992). There is even research on creating virtual smells; an application to
patent such a product has been submitted by researchers at the Southwest
Research Institute (Varner, 1993).

§  TELEPRESENCE

{Telepresence
is exactly what it sounds like: tele, “at a distance”, and presence, “being
present”. The cyberspace concept is linked to the idea of telepresence, the
feeling of being in a location other than where you actually are, related to
this teleoperation means that you can control a robot or another device at a
distance.

The
sensors are controlled and operated remotely by the user. Consider bomb
disposal robots, undersea exploration, and drones as being operated via
telepresence VR.}

§  MIXED
REALITY

The
last kind of Virtual Reality that we will be looking at a Mixed reality. This
is where computer generated inputs are brought together with the previously
mentioned telepresence inputs or the user’s view of the real world to create a
valuable output.

This
could be a fighter pilot’s view of maps or key data points displayed inside his
helmet, or a surgeon being able to view real-time patient information during a
complex surgery while wearing an HMD.2

 

 

 

 

 

 

 

 

TECHNOLOGIES
OF VIRTUAL REALITY (VR)

{Virtual
Reality makes it possible to experience anything, anywhere, anytime. It is the
most enchanting type of reality technology. The largest technology companies on
planet earth currently investing billion of dollars into virtual reality
companies and startups. The future of virtual reality is set to be a pillar of
our everyday lives.3}

Chart 1: 3-D View of
Global VR Headset Shipments.

YEARS

SMARTPHONE-POWERED HEADSETS

PC-POWERED
HEADSETS

GAME
CONSOLE-POWERED HEADSETS

2022

55

15

30

2021

45

15

20

2020

35

13

20

2019

25

11

15

2018

15

10

10

2017

5

2

3

2016

2

1

0

Table 1: Percentage showing Powered Headsets.

 

APPLICATIONS OF VIRTUAL
REALITY (VR)

{Many people are familiar
with this term “virtual reality” but they are un-assured about the uses of this
technology.} Gaming is an obvious virtual reality application as are virtual
worlds but there are a whole host of uses for virtual reality-some of which are
more challenging or unusual.  

Chart 2: 3-D View of
VR Patent Distribution based on Application.

 

ONE
OF MAIN APPLICATION OF VIRTUAL REALITY (VR) INCLUDES

Ø TRAINING
SIMULATION

 

§  Virtual
Reality in Military

{The military has been adopted the Virtual Reality. This
includes all three services (army, navy and air force). It is used for training
purposes. This is useful for training soldiers for combat situations or other
dangerous settings where they have to learn how to react in an appropriate
manner.}

A virtual reality
simulation enables them to do so but without the risk of death or a serious
injury. They can re-enact a particular scenario, for example engagement with an
enemy in an environment in which they experience this but without the real
world risks. This has proven to be safer and less costly than traditional
training methods.

Use
of VR in Military

§  Flight
Simulation

§  Medic
training (battlefield)

§  Virtual
boot camp

§  Vehicle
Simulation4

1https://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html

 

2https://appreal-vr.com/blog/virtual-reality-and-its-kinds/

3http://www.realitytechnologies.com/virtual-reality

4https://www.vrs.org.uk/virtual-reality-applications/

x

Hi!
I'm Rick!

Would you like to get a custom essay? How about receiving a customized one?

Check it out