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Table of ContentsAbstract…………………………………………………………………………………………………………………………………………………..iAcknowledgement…………………………………………………………………………………………………………………………………..iiVirtual Reality..............................................................................................................................................2
Introduction.................................................................................................................................................2
Virtual Reality History..................................................................................................................................5
The Technology of VR..................................................................................................................................6
How Virtual Reality Works...........................................................................................................................8
The Virtual Reality Environment..................................................................................................................9
Virtual Reality Interactivity........................................................................................................................10
Impact.......................................................................................................................................................12
Virtual Reality Applications........................................................................................................................13
Virtual Reality Challenges and Concerns...................................................................................................20
Conclusion.................................................................................................................................................22
Appendix I………………………………………………………………………………………………………………………………………………iii
Appendix II……………………………………………………………………………………………………………………………………………..iv
References………………………………………………………………………………………………………………………………………………v
Virtual Reality
Introduction
Virtual reality also known as virtuality, is a term that applies to computer-simulated
environments that can simulate physical presence in places in the real world, as well as in
imaginary worlds. Most current virtual reality environments are primarily visual experiences,
displayed either on a computer screen but some simulations include additional sensory
information, such as sound through speakers or headphones. Some advanced systems now
include tactile information, generally known as force feedback, in medical and gaming
applications. Furthermore, virtual reality covers remote communication environments which
provide virtual presence of users with the concepts of telepresence and telexistence 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, and omnidirectional
treadmills. The simulated environment can be similar to the real world in order to create a
lifelike experience—for example, in simulations for pilot or combat training—or it can differ
significantly from reality, such as in VR games. In practice, it is currently very difficult to create
a high-fidelity virtual reality experience, due largely to technical limitations on processing
power, image resolution, and communication bandwidth; however, the technology's proponents
hope that such limitations will 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
immersive, highly visual, 3D environments. The development of CAD software, graphics
hardware acceleration, head mounted displays, database gloves, and miniaturization have helped
popularize the notion. There are seven different concepts of virtual reality are identified:
simulation
Interaction
Artificiality
Immersion,
Telepresence,
Full-body immersion
Network Communication.
People often identify VR with head mounted displays and data suits.
Virtual reality is an artificial environment that is created with software and presented to the user
in such a way that the user suspends belief and accepts it as a real environment. On a computer,
virtual reality is primarily experienced through two of the five senses:
Sight
Sound
The simplest form of virtual reality is a 3-D image that can be explored interactively at a
personal computer, usually by manipulating keys or the mouse so that the content of the image
moves in some direction or zooms in or out. More sophisticated efforts involve such approaches
as wrap-around display screens, actual rooms augmented with wearable computers, and haptics
devices that let you feel the display images.
Virtual reality can be divided into:
The simulation of a real environment for training and education.
The development of an imagined environment for a game or interactive story.
Popular products for creating virtual reality effects on personal computers include Bryce,
Extreme 3D, Ray Dream Studio, trueSpace, 3D Studio MAX, and Visual Reality. The Virtual
Reality Modelling Language (VRML) allows the creator to specify images and the rules for their
display and interaction using textual language statements.
Technological advancement in graphics and other human motion tracking hardware has
promoted pushing "virtual reality" closer to "reality" and thus usage of virtual reality has been
extended to various fields. The most typical fields for the application of virtual reality are
medicine and engineering. The reviews in this book describe the latest virtual reality-related
knowledge in these two fields such as: advanced human-computer interaction and virtual reality
technologies, evaluation tools for cognition and behavior, medical and surgical treatment,
neuroscience and neuro-rehabilitation, assistant tools for overcoming mental illnesses,
educational and industrial uses In addition, the considerations for virtual worlds in human society
are discussed. This book will serve as a state-of-the-art resource for researchers who are
interested in developing a beneficial technology for human society [5].
Virtual Reality HistoryThe concept of virtual reality has been around for decades, even though the public really only
became aware of it in the early 1990s. In the mid 1950s, a cinematographer named Morton
Heilig envisioned a theatre experience that would stimulate all his audiences’ senses, drawing
them in to the stories more effectively. He built a single user console in 1960 called the
Sensorama that included a stereoscopic display, fans, odor emitters, stereo speakers and a
moving chair. He also invented a head mounted television display designed to let a user watch
television in 3-D. Users were passive audiences for the films, but many of Heilig’s concepts
would find their way into the VR field.
Philco Corporation engineers developed the first HMD in 1961, called the Headsight. The
helmet included a video screen and tracking system, which the engineers linked to a closed
circuit camera system. They intended the HMD for use in dangerous situations -- a user could
observe a real environment remotely, adjusting the camera angle by turning his head. Bell
Laboratories used a similar HMD for helicopter pilots. They linked HMDs to infrared cameras
attached to the bottom of helicopters, which allowed pilots to have a clear field of view while
flying in the dark. [2].
In 1965, a computer scientist named Ivan Sutherland envisioned what he called the “Ultimate
Display.” Using this display, a person could look into a virtual world that would appear as real
as the physical world the user lived in. This vision guided almost all the developments within the
field of virtual reality. Sutherland’s concept included:
A virtual world that appears real to any observer, seen through an HMD and augmented
through three-dimensional sound and tactile stimuli
A computer that maintains the world model in real time
The ability for users to manipulate virtual objects in a realistic, intuitive way
It is a suspension system to hold the HMD, as it was far too heavy for a user to support
comfortably. The HMD could display images in stereo, giving the illusion of depth, and it could
also track the user’s head movements so that the field of view would change appropriately as the
user looked around.
The Technology of VR
The input and output points of contact define the human-computer interface. The study of user
interface is known by a variety of terms; e.g., human-computer interaction (HCI), human
factors,If an interface is defined as where two different worlds meet, it would appear that the
more dissimilar the two worlds the greater the need for a well-designed interface. Standard
graphical user interfaces, (GUIs), such as Windows and the Macintosh OS have evolved over
years of research and testing. These typically rely on a metaphor of a virtual desktop with files,
folders, a calculator, and a trash can. While it is doubtful that anyone who currently uses a
Windows or Macintosh operating system feels as though he is immersed in a virtual desktop,
operating systems of the future may attempt to do just that.
Interface tools used for interactive media include the keyboard, mouse, touch screen, and
joystick. For more advanced applications, such as VR, the technology becomes more
complicated. The hardware that makes immersive VR, as it is generally understood, possible
includes; 1) a head-mounted display (HMD) that presents a wide-angle stereoscopic visual
environment, 2) an audio system that provides three-dimensional sound, and, 3) a data glove
and/or body-suit and tracking device to gather input data from the user. Other options for input
devices include the wand and 3D mouse. At this level, the interface begins to change the nature
of user involvement. Sensory data gathered from and provided to the user creates an operating
environment that masks the underlying technology. According to John Walker, former CEO of
Auto Desk, VR is the ultimate in human-computer interaction and the conclusion to its historical
progression (cited in Chesher).
VR is principally about getting human data into and out of a computer with as little distortion as
possible. The most transparent, but still futuristic, approach is the one described by William
Gibson in his 1984 novel Neuromancer. In this cyberpunk novel, information cowboys "jack-in
to the Matrix" using a wet-wired neural implant to bypass the external sense organs altogether.
While this vision seems far from reality, retinal-scanning laser technology that can scan high-
resolution images directly onto the optic nerves is currently in development at the HIT Lab in
Seattle, Washington.
The development and increased capacity of computer processing technology has made computer-
generated imagery possible on a level necessary for true VR. Photorealistic texture-mapped 3-D
imagery that respond with minimal lag time to the users gaze or gestures has been possible for
only a short time, and affordable for an even shorter time. The computer chips necessary to
perform such feats becomes smaller, more reliable, and less expensive every year. At the same
time, 3-D audio systems have advanced to bring the same level of realism to the auditory
dimension.
The data glove is an input device that is worn on the hand and that allows the user to gesture,
point, motion, or even "pick up" virtual objects. Fiber optic sensors measure the position and flex
of the hand and supply this information to the computer. As with all VR hardware, early versions
of the devices were costly. VPL Research's DataGlove sold for approximately US $8000 in the
early 1990s. Interestingly, Mattel briefly offered a similar glove called the PowerGlove for its
NES game system. The price of the PowerGlove was only US $80.
Another sense that has been the target of VR research has been that of touch. Haptic interfaces
that provide information to the fingertips and other sensitive areas are used to give the user a
sense of the tactile qualities of the virtual world. Force feedback systems take this a step further
by providing realistic information about the behavior of the virtual device. For example, the
joystick used to fly a plane or the steering wheel used to direct a car should transmit information
back to the operator for a fully realistic experience. Motion platforms, used both by NASA and
by immersive amusement park VR rides, convey a sense of bodily motion with "carefully
calibrated movements, vibrations and jolts". [2]
How Virtual Reality Works
When we hear the word virtual reality (VR), we may imagine someone wearing a clunky helmet
attached to a computer with a thick cable. If this applies to you, you're likely a computer scientist
or engineer, many of whom now avoid the words virtual reality even while they work on
technologies most of us associate with VR. Today, you're more likely to hear someone use the
words virtual environment (VE) to refer to what the public knows as virtual reality. [4]
Naming discrepancies aside, the concept remains the same - using computer technology to create
a simulated, three-dimensional world that a user can manipulate and explore while feeling as if
he were in that world. Scientists, theorists and engineers have designed dozens of devices and
applications to achieve this goal. Opinions differ on what exactly constitutes a true VR
experience, but in general it should include:
Three-dimensional images that appear to be life-sized from the perspective of the user
The ability to track a user's motions, particularly his head and eye movements, and
correspondingly adjust the images on the user's display to reflect the change in
perspective
The Virtual Reality Environment
Other sensory output from the Virtual Environment System should adjust in real time as a user
explores the environment. If the environment incorporates 3-D sound, the user must be
convinced that the sound’s orientation shifts in a natural way as he maneuvers through the
environment. Sensory stimulation must be consistent if a user is to feel immersed within a
Virtual Environment. If the VE shows a perfectly still scene, you wouldn’t expect to feel gale-
force winds. Likewise, if the VE puts you in the middle of a hurricane, you wouldn’t expect to
feel a gentle breeze or detect the scent of roses. [10]
Lag time between when a user acts and when the virtual environment reflects that action is called
latency. Latency usually refers to the delay between the time a user turns his head or moves his
eyes and the change in the point of view, though the term can also be used for a lag in other
sensory outputs. Studies with flight simulators show that humans can detect a latency of more
than 50 milliseconds. When a user detects latency, it causes him to become aware of being in an
artificial environment and destroys the sense of immersion.
An immersive experience suffers if a user becomes aware of the real world around him. Truly
immersive experiences make the user forget his real surroundings, effectively causing the
computer to become a non entity. In order to reach the goal of true immersion, developers have
to come up with input methods that are more natural for users. As long as a user is aware of the
interaction device, he is not truly immersed.
Virtual Reality InteractivityImmersion within a virtual environment is one thing, but for a user to feel truly involved there
must also be an element of interaction. Early applications using the technology common in VE
systems today allowed the user to have a relatively passive experience. Users could watch a pre-
recorded film while wearing a head-mounted display (HMD). They would sit in a motion chair
and watch the film as the system subjected them to various stimuli, such as blowing air on them
to simulate wind. While users felt a sense of immersion, interactivity was limited to shifting their
point of view by looking around. Their path was pre-determined and unalterable. [8]
Today, we can find virtual roller coasters that use the same sort of technology. Disney Quest in
Orlando, Florida features Cyber Space Mountain, where patrons can design their own roller
coaster, then enter a simulator to ride their virtual creation. The system is very immersive, but
apart from the initial design phase there isn't any interaction, so it's not an example of a true
virtual environment.
Interactivity depends on many factors. The three of these factors are
Speed range mapping.
Speed is defined as the rate that a user's actions are incorporated into the computer model and
reflected in a way the user can perceive.
Range refers to how many possible outcomes could result from any particular user action.
Mapping is the system's ability to produce natural results in response to a user's actions.
Navigation within a virtual environment is one kind of interactivity. If a user can direct his own
movement within the environment, it can be called an interactive experience. Most virtual
environments include other forms of interaction, since users can easily become bored after just a
few minutes of exploration. When a virtual environment is interesting and engaging, users are
more willing to suspend disbelief and become immersed. [7]
True interactivity also includes being able to modify the environment. A good virtual
environment will respond to the user's actions in a way that makes sense, even if it only makes
sense within the realm of the virtual environment. If a virtual environment changes in outlandish
and unpredictable ways, it risks disrupting the user's sense of telepresence.
Impact
There has been an increase in interest in the potential social impact of new technologies, such as
virtual reality. Virtual reality will lead to a number of important changes in human life and
activity.
Virtual reality will be integrated into daily life and activity, and will be used in various
human ways.
Techniques will be developed to influence human behavior, interpersonal
communication, and cognition.
As we spend more and more time in virtual space, there will be a gradual "migration to
virtual space", resulting in important changes in economics, worldview, and culture.
The design of virtual environments may be used to extend basic human rights into virtual
space, to promote human freedom and well-being, and to promote social stability as we
move from one stage in socio-political development to the next.
Virtual Reality Applications
Some architects create virtual models of their building plans so that people can walk through the
structure before the foundation is even laid. Clients can move around exteriors and interiors and
ask questions, or even suggest alterations to the design. Virtual models can give you a much
more accurate idea of how moving through a building will feel than a miniature model.
Car companies have used VR technology to build virtual prototypes of new vehicles, testing
them thoroughly before producing a single physical part. Designers can make alterations without
having to scrap the entire model, as they often would with physical ones. [6] The development
process becomes more efficient and less expensive as a result.
Virtual environments are used in training programs for the military, the space program and even
medical students. The military have long been supporters of VR technology and development.
Training programs can include everything from vehicle simulations to squad combat. On the
whole, VR systems are much safer and, in the long run, less expensive than alternative training
methods. Soldiers who have gone through extensive VR training have proven to be as effective
as those who trained under traditional conditions.
In medicine, staff can use virtual environments to train in everything from surgical procedures to
diagnosing a patient. Surgeons have used virtual reality technology to not only train and educate,
but also to perform surgery remotely by using robotic devices. The first robotic surgery was
performed in 1998 at a hospital in Paris. The biggest challenge in using VR technology to
perform robotic surgery is latency, since any delay in such a delicate procedure can feel
unnatural to the surgeon. Such systems also need to provide finely-tuned sensory feedback to the
surgeon.
VR arcade games:
There are various available ranges of interactive virtual reality games including virtual
shoot ups or virtual reality combat (such as boxing), motor racing etc. We also have
available golf simulators allowing you to play a whole round or just a one or two
(depending on time constraints).
The image here describes that the person can assume himself to be sitting inside car with
a head mounted display and can drive the car and feel the pleasure of playing the game. [5]
Game pods:
The Game POD offers the ULTIMATE arcade driving experience in the comfort of your own home.
Designed in 1998, it is the original and still the best driving games console furniture on the
market today.
the Game POD can put all the controls at your fingertips.
Developed and tested in conjunction with professional race drivers the GamePOD games seat is
the Choice of Champions. So whether you want to be the next Lewis Hamilton, race against the
computer or race other drivers online around the world, the GamePOD race rig puts you in the
driving seat for a realistic real-life driving experience.
Some examples of Game pods are
GamePOD GT1 steering wheel game.
GamePOD GT2 racing game chair with genuine ‘FIA Approved’ race bucket seat
GamePOD GTX which is a fully wired gaming chair and comes complete with wheel, games
console and screen. The GamePOD offers you the ULTIMATE arcade driving experience in the
comfort of your own home. [8]
Virtual car: Car companies have used VR technology to build virtual prototypes of new
vehicles, testing them thoroughly before producing a single physical part. Designers can
make alterations without having to scrap the entire model, as they often would with
physical ones. The development process becomes more efficient and less expensive as a
result.
Flight-simulation system: Flight Simulator is another example of using virtual reality. It
uses headset and view tracking device for flight simulator for example Vuzix VR920 and
TrackIR.
Virtual surgery: Virtual surgery refers to a virtual reality simulation of surgical
procedures.Such simulations are used to practice often dangerous surgical procedures
without the need for an actual patient. The virtual reality simulation is used as an analog
for the actual surgery where doctors can practice on a virtual patient before performing
the surgery.Types of surgeries commonly simulated are laparoscopic surgery where the
surgeon cannot physically see the operation being performed. Virtual surgery uses a
computer screen displaying a 3-dimensional graphic of the organs being operated on.
Various surgical tools or gloves are connected to motion sensors and haptic or tactile
feedback mechanisms where the user can physically feel the difference in simulated
tissue and organs. The user can "perform surgery" upon the virtual organs by
manipulating the tools, which are also displayed on the screen as the user moves them,
and the tools also provide force-feedback and collision detection to indicate to the user
when they are pushing on or moving some organs or tissue. By inputting data from
computerized tomography (CT) and magnetic resonance imaging (MRI) scans the patient
can be replicated in the virtual environment. The advantages of this type of simulation is
surgeons can practice operations multiple times without the use of cadavers or animals. [6]
Architectectural Walktrough: One of the most obvious application of Virtual Reality
was the so familiar architectural walkthrough. It isclosely compatible with what is
basicVirtual Reality system. That is, to let the user explore a 3D scene in real
time,showing exactly what this user wanted to see, on demand, without having previously
computed it.
The real-time aspect of such systems revealed to be very appreciated by the users as it
enabled them to show, in much more details and realism, their designs to others.
The communication power of these kinds of tools is a major point of interest that will surely
keep this application, one of the most used and successful one of Virtual Reality.
The illustrations in the image show typical scenes of architecture virtual reality systems.
Construction & maintenance of nuclear power plants: Ongoing research aims to
determine if virtual reality technology can be effectively used to reduce construction and
maintenance costs of the next generation of nuclear power plants. The tool provides the
designer of an intervention with a humanoid 3D model, or mannequin, that can be loaded
into the desired environment and will be used by the designer as if he was manipulating a
puppet, making it move around the environment and perform different kinds of actions,
adopting varied postures, interacting with the objects in the environment and
manipulating tools and equipment. A combination of a graphical user interface (GUI) and
a voice recognition system, together with the selected design mechanisms, has proven to
offer good enough interaction possibilities for this kind of desktop virtual environment.
Study and treatment of phobias (e.g., fear of height): Another medical use of VR
technology is psychological therapy. Dr. Barbara Rothbaum of Emory University and Dr.
Larry Hodges of the Georgia Institute of Technology pioneered the use of virtual
environments in treating people with phobias and other psychological conditions. They
use virtual environments as a form of exposure therapy, where a patient is exposed --
under controlled conditions -- to stimuli that cause him distress. The application has two
big advantages over real exposure therapy: it is much more convenient and patients are
more willing to try the therapy because they know it isn't the real world. [7]
Virtual Reality changes Real-Life Behavior : Cutting down a virtual redwood with a
virtual chainsaw may lead you to save trees by recycling more paper. That finding is an
example of how real-world behavior can be changed by immersing people in virtual
reality environments -- a notion that is at the heart of work under way in Stanford's
Virtual Human Interaction Lab.
Soldiers Get Virtual Reality Therapy for Burn Pain: Produced by Joyce Gramza
Edited by James Eagan It's pain you wouldn't wish on your worst enemy, lets alone our
veterans. But now soldiers enduring treatment for severe burns are being offered a high-
tech way of fighting the pain. University of Washington researcher Hunter Hoffman has
developed a cool virtual reality game that has actually been shown to make the
excruciating rehabilitation fun.
Virtual Reality Challenges and Concerns
The big challenges in the field of virtual reality are developing better tracking systems, finding
more natural ways to allow users to interact within a virtual environment and decreasing the time
it takes to build virtual spaces. While there are a few tracking system companies that have been
around since the earliest days of virtual reality, most companies are small and don’t last very
long. Likewise, there aren’t many companies that are working on input devices specifically for
VR applications. Most VR developers have to rely on and adapt technology originally meant for
another discipline, and they have to hope that the company producing the technology stays in
business. As for creating virtual worlds, it can take a long time to create a convincing virtual
environment - the more realistic the environment, the longer it takes to make it. It could take a
team of programmers more than a year to duplicate a real room accurately in virtual space.
Another challenge for VE system developers is creating a system that avoids bad ergonomics.
Many systems rely on hardware that encumbers a user or limits his options through physical
tethers. Without well-designed hardware, a user could have trouble with his sense of balance or
inertia with a decrease in the sense of telepresence, or he could experience cybersickness, with
symptoms that can include disorientation and nausea. Not all users seem to be at risk for
cybersickness -- some people can explore a virtual environment for hours with no ill effects,
while others may feel queasy after just a few minutes. [9]
Some psychologists are concerned that immersion in virtual environments could psychologically
affect a user. They suggest that VE systems that place a user in violent situations, particularly as
the perpetuator of violence, could result in the user becoming desensitized. In effect, there’s a
fear that VE entertainment systems could breed a generation of sociopaths. Others aren’t as
worried about desensitization, but do warn that convincing VE experiences could lead to a kind
of cyber addiction. There have been several news stories of gamers neglecting their real lives for
their online, in-game presence. Engaging virtual environments could potentially be more
addictive.
Another emerging concern involves criminal acts. In the virtual world, defining acts such as
murder or sex crimes has been problematic. At what point can authorities charge a person with a
real crime for actions within a virtual environment? Studies indicate that people can have real
physical and emotional reactions to stimuli within a virtual environment, and so it’s quite
possible that a victim of a virtual attack could feel real emotional trauma. Can the attacker be
punished for causing real-life distress? We don’t yet have answers to these questions.
Conclusion
The concept of VR has captured the imaginations of people from a diverse spectrum of modern
culture. Diverse cultures ranging from cyberpunk to the military collaborated in bringing VR to
life. Still, we have already entered the realm of virtual reality. In some aspects, although not in
all, virtual environments are already as good as real ones. True virtual reality may not be
attainable with any technology we create. The Holodeck may forever remain fiction.
Nonetheless, virtual reality serves as the Holy Grail of the research".As VR has both good and
bad aspects, so we must pay attention to the overuse of the technology.
One aspect that is predominant in each of these application is the fact that they all try to enhance
a system that is already successful in its own area of expertise. The use of Virtual Reality is
successful when it brings something new, when it adds value to the whole experience while
maintaining the viability and usefulness of a product. These are all, in fact, general
recommendations that are valid for VR systems as well as any other type of systems.
For a VR application to be successful, it must add content to the information presented to the
user. Too often, we see poor Virtual Reality application that were designed only to visually
impress the user with colorful images and animations. Most of the time, these systems have a
short life because they were not really thought to facilitate resolving a particularly difficult task,
but more to showcase a "cool" technology.
Appendix I
Abbreviations
VR virtual reality
VE virtual environment
GUI graphical user interface
VRML virtual reality modeling language
HMD head mounted display
CT computerized tomography
Appendix II
Definitions
HMD: It is a display device , worn on the head or as a part of the helmet, that has a small
display optic in front of the eye.
VE: It is a computer generated, three dimensional representation of a setting in which the user
of the technology perceives themselves to be and within which interaction takes place.
Telepresence: It refers to a set of technologies which allow a person to feel as if they were
present , to give the appearance of being present at a place other than their true location.
References
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[3]. Biocca, Frank. (1992b). Virtual reality technology: A tutorial. Journal of Communication.
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[4]. Bolter, J. D. (1996). Virtual reality and the redefinition of self. In L. Strate, R. Jacobson, and
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[5]. http://faculty.colostate-pueblo.edu/samuel.ebersole/336/eim/papers/vrhist.html.
[6]. http://www.howstuffworks.com/gadgets/other-gadgets/virtual-reality7.html.
[7]. http://vresources.org/applications/applications.shtml.
[8]. http://www.cbc.ca/news/health/story/2012/01/17/exergaming-brain-virtual-reality.html.
[9]. http://searchcio-midmarket.techtarget.com/definition/virtual-reality.
[10]. http://www.virtualrealitytherapy.net/