• VR relies on a three-dimensional, stereoscopic head-tracker displays, hand/body tracking and binaural sound. VR is an immersive, multi-sensory experience. • Computer replications that use 3D graphics and devices such as the Data Glove allows the user to interact with the virtual reality. • Virtual reality refers to interactive, multi-sensory, and viewer-centered, three dimensional computer engendered environments and the combination of technologies that are required to build these virtual environments. Virtual Reality - Evidence for the Theory In the last years, the progress made in computer science technology has brought faster and faster computers to the market.
Applications of Virtual reality are starting to find their way into normal society. Primarily, the use of VR (virtual reality) was viewed as appreciated only to scientists and engineers whose very particular needs, dealt with the meager quality of the 3D images generated from the computer. For example,
Summary Nowadays Virtual Reality (VR) technology are getting more popular, more and more products and services using VR technology, for example video game, movie, travel, etc. Player play VR game can dedicated to the game. Also, VR is very convenience, user can visit any place by VR device at home. Introduction of VR technology Virtual Reality is use of computer simulation to produce a three-dimensional virtual world and provide the visual and other sensory simulation to user so that the user will feel like in real world. User can real time and not any limit to observe everything in VR world.
1. INTRODUCTION Virtual reality is the use of computer technology to create effect of an interactive 3D world in which the objects have a sense of spatial presence. The primary difference between conventional 3D computer graphics and Virtual Reality is that in Virtual Reality we are working with things instead of pictures of things. Interaction is an essential characteristic of virtual environments. Much has been published about interaction techniques in VR but the searching for truly intuitive and natural interaction techniques is still going on.
[Bis92] Although, VR is well known these days and a lot of researchers occupy themselves with improving it and getting closer to Sutherlands vision, finding a universally valid definition to describe it with all its possibilities and limitations is quite difficult. As no single ”true” definition can be found, the following definitions were chosen as some representatives to illustrate what points they all have in common and to which characteristics VR can be narrowed down to. • ”Virtual reality a medium composed of interactive computer simulations that sense the participant’s position and actions and replace or augment the feedback to one or more senses, giving the feeling of being mentally immersed or present in the simulation (a virtual world).” [She03] • ”Real-time interactive graphics with three-dimensional models, when combined with a display technology that gives the user immersion in the model world and direct manipulation [...]” [Bis92] • ”Virtual reality is a high-end user-computer interface that involves real-time simulation and interactions through multiple sensorial channels. These
One of the issues with virtual reality is that expectations have been overset massively with TV shows like Star Trek: The Next Generation, which promised an artificial reality indistinguishable from reality. VR failed. It didn 't have to -- there is a pattern to bringing out successful technology that is repeatable. You create a complete experience regardless of cost, then cost-reduce it. That way, you have a model for where you need to go.
In order to underline the different layers of identification I will distinguish between virtual environments and virtual reality. Virtual environments then refer to computer-generated representational spaces of interaction (Hillis, 1999). This also includes role-playing games (RPG) in which players take on characters in fictional settings as well as virtual simulations like Second Life or The Sims. In comparison, virtual reality can be understood as "an interactive and immerse (with the feeling of presence) experience in a simulated (autonomous) world" (Mazuryk & Gervautz, 1996, p. 4) constituted by technology in form of for example head-mounted displays (HMD). Dividing these virtual spaces is necessary to show in how far VR provides a unique case for extending identity beyond the physical body and adds to the creation of multiple
In 2003, as the futurist Ray Kurzweil predicted, somewhat hyperbolically, “By the 2030s, virtual reality will be totally realistic and compelling and we will spend most of our time in virtual environments ... We will all become virtual humans.” In theory, such escapism is nothing new—as critics of increased TV, Internet, and smartphone usage will tell you—but as Virtual Reality technology continues to blossom, the worlds that they generate will become increasingly realistic, as Kurzweil explained, creating a greater potential for overuse. This technological paradigm shift brings a level of immersion unlike any that has come before it, and the handwringing has already begun. Early doomsday predictions aside, we have a million-dollar question i.e. can virtual escapism can ever be used for good? When researchers first began examining the connection between media consumption and life satisfaction, the oldest documented research on escapism reportedly dates back to the 40s and 50s.
Virtual reality is created by artificial sensory experiences like sight, sound, touch and smell. Virtual Realities (VR) are used everywhere like in education, training, military, medical, entertainment and gaming purposes. VR is very helpful from training point of view, it allows professional to improve their skills without the consequence of failing the operation. VR is adopted by military and is particularly useful for training soldiers for combat situations and very dangerous environment where they learn how to react in an appropriate manner without risk of serious injury and death. Military uses VR in flight simulation, battlefield simulation, vehicle simulation, virtual boot camp, medic training etc.
Virtual reality has been introduced to citizens in 1957 but wasn’t released to us until 1962. In 1962, the Sensorama was released. The Sensorama was a virtually reality simulator that was an arcade style game. The arcade game it resembles was the a motorcycle game. This was the first form of virtual reality.