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Virtual Reality
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Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment, be it a real or imagined one. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special or stereoscopic displays, but some simulations include additional Most current virtual reality environments are primarily visual experiences displayed either on a computer screen or through special or stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Users can interact with a virtual environment or a virtual artifact (VA) either through the use of Users can interact with a virtual environment or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus boom arm, and omnidirectional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ significantly from reality, as in VR. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ significantly from reality, as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, largely to technical limitations on processing power, image resolution and communication bandwidth. eventually be overcome as processor, imaging and data communication technologies become more powerful and cost-effective over time.
Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware accelerates the development of 3D environments. development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the notion. In the book The Metaphysics of Virtual Reality, Michael Heim identifies seven different concepts of Virtual Reality: simulation, interaction, artificiality, immersion, telepresence, and the use of the Internet. In the book The Metaphysics of Virtual Reality, Michael Heim identifies seven different concepts of Virtual Reality: simulation, interaction, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. The definition still has a certain futuristic romanticism attached. People often identify VR with Head Mounted Displays, Data Suits and Steven King's The Lawnmower Man.
Terminology
The term artificial reality, coined by Myron Krueger, has been in use since the 1970s but the origin of the term virtual reality is uncertain. It has been credited to The Judas Mandala, a 1982 science fiction novel by Damien Broderick, where the context of use is somewhat different from that defined above. use cited by the Oxford English Dictionary is in a 1987 article entitled "Virtual reality", but the article is not about VR technology. The concept of virtual reality was popularized in mass media by movies such as Brainstorm and The Lawnmower Man (and others mentioned below), and the concept of "virtual reality" has been used to describe the concept of "virtual reality". (and others mentioned below), and the VR research boom of the 1990s was motivated in part by the non-fiction book Virtual Reality by Howard Rheingold. book served to demystify the subject, making it more accessible to less technical researchers and enthusiasts, with an impact similar to what his book The Virtual Community had on virtual community research lines. Virtual Community had on virtual community research lines closely related to VR. Multimedia: from Wagner to Virtual Reality, edited by Randall Packer and Ken Jordan and first published in 2001, was the first book to be published on the subject. Multimedia: from Wagner to Virtual Reality, edited by Randall Packer and Ken Jordan and first published in 2001, explores the term and its history from an avant-garde perspective.
Timeline
Morton Heilig
Timeline
Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses ( sight, sound, smell, and touch). sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device, which reportedly still functions today. In 1968, Ivan Sutherland, with the help of his student Bob Sproull, created the Sensorama. In 1968, Ivan Sutherland, with the help of his student Bob Sproull, created what is widely considered to be the first virtual reality and augmented reality (AR) head mounted display (HMD) system. It was primitive both in terms of user interface and realism, and the HMD to be worn by the user was so heavy it had to be suspended from the ceiling, and the graphics comprising the virtual environment were simple. graphics comprising the virtual environment were simple wireframe model rooms. The formidable appearance of the device inspired its name, The Sword of Damocles. Also notable among the earlier hypermedia and virtual reality systems was the Aspen Movie Map, which was created at MIT in 1977. The program was a crude virtual simulation of Aspen, with the Aspen Movie Map being the first to be created. crude virtual simulation of Aspen, Colorado in which users could wander the streets in one of three modes: summer, winter, and polygons. The first two were based on photographs - the researchers were able to use the photographs as a basis for their work. based on photographs - the researchers actually photographed every possible movement through the city's street grid in both seasons - The first two were based on photographs - the researchers actually photographed every possible movement through the city's street grid in both seasons - and the third was a basic 3-D model of the city. Lanier had founded the company VPL Research (from "Virtual Programming Languages") in 1985, which developed and built some of the seminal "goggles n' go".
Future
It is unclear exactly where the future of virtual reality is heading.
Future
It is unclear exactly where the future of virtual reality is heading. This refers to the addition of sound channels both above and below the individual or a Holophony approach.....
Virtual reality (VR) is a technology that allows users to interact with computer-simulated environments, whether a real or imagined one. Most current virtual environments are fundamentally virtual experiences, either displayed on a computer screen or through special or stereoscopic displays, except that some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now also include haptic information, often thought of as force feedback, in medical and gaming applications. Users can also interact with virtual environments or virtual artifacts (VAs) either through the use of standard input devices, such as keyboards and mice, or through multi-channel devices, such as a wired glove, Polhemus Prosperity omni-directional bladder, and treadmill. The simulation environment can be similar to the real world, for example, simulated for flight or combat training significantly, or it can be different from reality, such as in a virtual game. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, mainly due to technical limitations in processing power, image decoding, and communication bandwidth. However, it is expected that those limitations will eventually be overcome as processor, graphics and data communication technologies become more powerful and cost-effective.
Virtual reality is often used to describe various types of applications, often associated with engaging, highly visual, 3D environments. developments in CAD software, graphics hardware acceleration, head-mounted displays, database gloves, and miniaturization have helped to promote this view. In the book Metaphysics of Virtual Reality, Michael Heim identifies seven different concepts of virtual reality: simulation, interaction, artifacts, immersion, immersive effects, full-body immersion, and network communication. The definitions are still somewhat futuristic.