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Prospects lives up to its promise, you

    Prospects
of Virtual Reality

Virtual Reality:

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                       Virtual reality (VR) technology is
evolving rapidly, making it valuable to define VR in terms of specific devices
that may came soon in a year or two. In this report, we will try our best to
give the in-depth report about Virtual Reality. Our first challenge is to
consider what VR actually means, in a way that captures the most crucial aspects
in spite of rapidly changing technology. The concept must also be general enough
to elaborate what VR is considered today and what we envision for its future.

          You’ll probably never go to Mars or swim with
dolphins. But if virtual reality lives up to its promise, you might be able to
do all these things while sitting in your home and also many more things which
we can’t even imagine now.

          Unlike real reality (the actual world in
which we live), virtual reality means simulating
bits of our world (or completely imaginary worlds) using high performance
computers and sensory equipment, like headsets and gloves etc. and presenting us
in that way that we feel we are in that.

 

Word “Virtual Reality”:

                              The term virtual
reality, was first used in the 1980 when Jaron, founder of VPL Research, started
to make the gear, including goggles and gloves, which were needed to experience
what he called virtual reality. As the word Virtual means near and Reality
means what we see or what we experience, so virtual reality means near to
reality. To make it more simple it is the creation or simulation of a virtual 3D environment presented to us
and our senses in that particular way that we think we are really there. Virtual reality also
means experiencing and interacting with things that are in our computer but
they don’t really exist. Just take a second and think that if you listen to an ambient
instrumental or a classic music with your eyes closed, you starts dreaming
about things, isn’t that an example of so called virtual reality? An experience
of a world that actually does not exist? What about losing yourself deeply in a
book or a movie, isn’t that the example of VR? If we are going to understand
why movies, paintings, books, and small parts of music are not the same thing
as virtual reality. We need to define Virtual Reality clearly. So can define it
as an Interactive, believable 3D computer created/simulated world that you can
explore so you feel you really are there, both mentally and physically, instead
of the environment you are actually in.

 

   

 

Background:

                    When
we generally think about Virtual Reality our first thought goes to modern VR
headset and also various PC apps which started including support for virtual
reality. But VR actually has a massive history with the concepts which are
around 200 years old like of 1800s.

Sensorama:

                    In
1957, Mortor Heilig invented a large booth like machine which he called Sensorama that technology
combines multiple technologies to give one to four people the illusion of being
in a fully 3D immersive and interactive world.

Tele
Sphere Mask:

                     In 1960 Mortor Heilig presented a
head-mounted display device, called the Tele sphere Mask, due to his invention
many inventors would build upon his foundational work.

Ultimate
Display:

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

The
Super Cock-Pit:

                   A Military engineer Thomas developed an
flight simulator which after sometimes started to called as Super Cock-Pit he
also continued his work and developed 3d maps in around 1980’s.

                   

                    Nowadays computer graphics is used in many
domains of our life. At the end of the 20th century it is difficult to imagine
an architect, engineer, or interior designer working without a graphics
workstation. In the last years the stormy development of microprocessor
technology brings faster and faster computers to the market. These machines are
equipped with better and faster graphics boards and their prices fall down
rapidly. It becomes possible even for an average user, to move into the world
of computer graphics. This fascination with a new (ir)reality often starts with
computer games and lasts forever. It allows to see the surrounding world in
other dimension and to experience things that are not accessible in real life
or even not yet created. Moreover, the world of three-dimensional graphics has
neither borders nor constraints and can be created and manipulated by ourselves
as we wish we can enhance it by a fourth dimension: the dimension of our
imagination.

Attractiveness:

          Most VR experiences involve
another crucial component like interaction. Does the sensory stimulation depend
on actions taken by the organism? If the answer is “no”, then the VR system is
called open-loop but if answer is yes then it is closed loop. In that case the
organism has partial control over the stimulation, which could vary as a result
of body motions, including eyes. Other possibilities include voice commands,
heart rate, body temperature, and skin conductance.

              The term virtual environments & usage of
VR is presently preferred by most college and university researchers. Augmented
reality (AR) refers to systems in which the visuals are propagated directly with
the help of glass or maybe cameras to the eyes, and some additional structures
appear to be superimposed onto the one’s world who is watching.

 

Synthetic vs. captured:

                                 

              Two extremes exist when constructing a
virtual world as part of a VR experience. At one end, we may program a
synthetic world, which is completely invented from geometric primitives and
simulated physics. This is common in video games and such virtual environments
were assumed to be the main way to experience VR in earlier decades. At the
other end, the world may be captured using modern imaging techniques. For
viewing on a screen, the video camera has served this purpose for over a
century. Capturing panoramic images and videos and then seeing them from any
viewpoint in a VR system is a natural extension. In many settings, however, too
much information is lost when projecting the real world onto the camera sensor.

 

Difference between augmented
&virtual reality:

                   

                One of the biggest confusions in the world is
the difference between augmented reality
and virtual reality. Well (VR) is an artificial, computer-generated
simulation or recreation of a real-life environment or situation. It immerses
the user by making them feel like they are experiencing the simulated reality
firsthand, primarily by stimulating their vision and hearing. On the other hand
(AR) is a technology that layers computer-generated enhancements atop an
existing reality in order to make it more meaningful through the ability to interact
with it.

                 

Virtual reality (VR)
and augmented reality (AR) refer to the experience of a higher solution graphic
or photographic environment through a cutting-edge device (such as a headset or
eyeglass-type terminal) that draws on advanced displays, graphics
semiconductors, motion sensors, and headphone technologies. VR and AR allow
users to take in new information via recognition of artificially-created
objects or by seeing things that are usually difficult to discern. Virtual
reality involves a goggle-type display that completely covers the field of
view. Wearing the display, users experience the illusion of inhabiting an
artificial space. Users see computer graphics or photographs that move in
tandem with movements of their head, neck, and body, and hear sounds in the
virtual world through headphones. If the quality of the graphics is high
enough, users might come to accept the idea that they are actually within an
artificially-created world or are in a place that would otherwise be difficult
to access. Augmented reality (AR) allows for mobility, but users experience the
real world with superimposed images. Augmented reality, while similar, does not
necessarily immerse the user in a virtual space. Instead, users experience AR
through computer-generated images superimposed over their view of the real
world. AR is characterized by the use of computer graphics while recognizing
the real world at the same time. AR allows computer graphics to appear like
real images within real spaces. Perhaps the most important feature of AR is
that it allows user mobility

 

Where is VR taking us?

Talking about VR the
first question which comes in mind is where is VR taking us?

Well,
it looks exciting that’s for certain with new developments. Using immersive
virtual reality it is possible to visually
substitute the body of a person by a virtual body that is spatially
coincident with their real body seen from first person perspective and that
moves synchronously with their own movements. This typically leads to a
perceptual illusion of ownership over that virtual body. Over the past few
years scientist has studied how the form of the body influences aspects of
their physiology, attitudes, behaviors and cognition. 

There is a time coming
when they will introduce the topic of virtual body ownership, and discuss
examples of how this has been used both for personal enhancement and for
changing attitudes and behaviors, helping to diminish racial bias, and gender
harassment in social situations.

 

 

Application
of Virtual Reality:

There are following
applications of Virtual Reality

·       
Military simulators.

·       
Teleconferencing.

·       
Telepresence.

·       
Remote sensing.

·       
Medical applications.

·       
Entertainment industry.

·       
Multibillion billion-euro business

·       
Education

·       
Media

·       
Construction

·       
Sports

·       
Fashion

 

 

Benefits of Virtual reality  

•       
The
main benefits offered by VR are the increased impact of the simulation provided
by total immersion in the experience, and the intuitive interface that allows
participants to interact with the simulation in a more natural manner.

•       
In
some sectors, VR is used to train employees, especially in dangerous
environments. For example, pilots use simulators in case they make a mistake,
and aspiring doctors take advantage of virtual reality to avoid medical
accidents, pilots landing a plane etc. 

•       
The
potential uses of virtual reality may soon transcend all industries and become
ubiquitous in all workplaces. Ms. Allison says that VR headsets can turn the
computer desktop into a space that workers can enter.

•       
 

Prospects of Virtual Reality

The
future prospects for virtual reality in education are very good. We can expect
to see the use of this medium expand tremendously over the next five to ten
years.

•       
Flight simulators are a form of VR
pilot training. They can range from a fully enclosed module to a series of
computer monitors providing the pilot’s point of view.

•       
In Design
and engineering VR-technologies are
used in complex systems, mostly in auto and aircraft industries, urban
planning, complex architectural solutions. 

•       
 

 

•       
Unreal
Engine is a suite of tools for developers that can be used to
create games and virtual reality environments.

•       
Virtual technology
shows more and more extensive application prospect, virtual battlefield,
virtual city, even the “Digital Earth”, all using a virtual reality technology.

 

Virtual environment
technology has been developing over a long period, and offering presence
simulation to users as an interface metaphor to a synthesized. As a conclusion,
we can say that given the complexity of VR, the importance of human factors,
and the lack of standard solutions, the secret of 22 successfully implementing
professional VR applications is to set realistic expectations for the
technology.

 

Virtual Reality could
eventually impact all of our senses:

                            Right
now, VR is limited to a user’s visual and auditory senses, but in the future,
this will likely be enhanced. The general manager of Dell’s gaming PC
manufacturer Alienware, Frank Azur, said in interview with TIME last year,
“Once you begin catering to the rest of the senses, like what we feel
body-wise, temperature-wise, and smell, the reality factor of virtual reality
becomes stronger and the virtual piece begins to fade.”

Breaking the barrier
between the virtual world and the physical world with high-end touch sensors
could be the next step in virtual reality, and it won’t be here for a while,
but VR hardware and software makers are already thinking about how this
technology can go from immersive to fully interactive. 

Mark
Zuckerberg said in an interview “I think it’ll take a while for us to
get there (more on that later), but he’s optimistic that VR could be a primary
form of communication technology in the near future”.

 

 

 

 

 

 

References

•       
Virtual Reality Book by
Steven 

•       
Better Than Life Book

•       
Wikipedia

•       
Explain that stuff  

•       
VR world congress 

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