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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 acceleration, head mounted displays, database gloves and miniaturization have helped popularize The 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, full-body immersion, and network communication. People often identify VR with Head Mounted Displays, Data Suits and Steven King's The Lawnmower Man.

Terminology

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. 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. The VR developer Jaron Lanier claims that he coined the term. The concept of virtual reality was popularized in mass media by movies such as Brainstorm and The Lawnmillers. Brainstorm and The Lawnmower Man (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. The 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 Reality did. The 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 closely related to VR. 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 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, and vision). engaging multiple senses (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. short run, the graphics displayed in the HMD will soon reach a point of near realism. The audio capabilities will move into a new realm of three dimensional sound. This refers to the addition of sound channels both above and below the individual or a Holophony approach.....

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