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Virtual Reality

INTRODUCTION:

  What is virtual reality?

Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment, or environment is a simulation of the real world or an imaginary world. It is an artificial environment that is created by software and presented to the user in such a way that the user suspends belief and accepts the as a real environment. On one computer, virtual reality is primarily experienced by two of the five senses: sight and sound

Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or a headset.

Virtual reality can be divided into:

  • The simulation of a real environment for training and education.
  • The development of an imaginary environment for a game or interactive story.

HISTORY:

The concept of virtual reality for decades, even though the audience only really become aware of in the early 1990s.

Mid 1950: Named Cinematographer Morton Heilig & Device: Sensorama

Planned a theater experience that would stimulate all his senses audience ", in which she stories effectively. He build a console in 1960 called the Sensorama that a stereoscopic display, fans included, scent stations, stereo speakers and a moving chair. He was also a head mounted television screen designed to let users watch television in 3-D. Users were passive audience for the movies, but many concepts Holy would find their way into the VR field.

In 1961 Philco Corporation Engineers & Device: Head Sight

Developed in the first HMD 1961, called the Head Sight. The helmet includes a video display and tracking system, the engineers associated with a closed circuit camera system. They designed the HMD for use in hazardous situations - one user can perceive a real environment remotely, adjusting the camera angle by turning his head.

Bell Laboratories uses a similar HMD for helicopter pilots. It HMDS coupled with infrared cameras attached to the underside of helicopters, which allowed pilots a clear vision have when flying in the dark.

In 1965, a computer scientist named Ivan Sutherland

Planned what he called the "Ultimate Display. "Using this screen, a person in a virtual world that seems as real as the physical world of the user lived in. This vision led almost all developments within the field of virtual reality. Sutherland's concept included:

  • A virtual world that really looks like an observer, given by an HMD.
  • A computer in the world maintains real-time model.
  • The ability for users to manipulate virtual objects in a realistic, intuitive way.

For years, VR technology was in the public eye. Almost all development aimed at the vehicle until the 1980 simulations.

In 1984: Michael McGreevy & Device: Human - Computer Interface (HCI)

Began to experiment with VR technology as a way to advance human - Computer Interface (HCI) design. HCI still plays a major role in VR research, and also lead to picking up the media the idea of VR a few years later.

In 1987: Jaron Lanier, the term Virtual Reality in 1987.

  VIRTUAL REALITY ENVIRONMENT:

Other sensory output of the VE system must adapt in real-time as a user explores the environment. Sensory stimulation should be consistent when a user feel immersed in a VE. If the VE is still a perfect scene shows, you would not expect to feel gale-force winds. Even if the PQ puts you in the middle of a hurricane, you would not expect to feel a gentle breeze or the smell of roses to detect.

Time lapse between the time a user actions 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 position, although the term can also be used for a disadvantage in other sensory outputs. Studies with flight simulators that man a delay more than 50 milliseconds to detect. If a user detects latency caused him to be aware in an artificial environment and destroys the sense of immersion.

An immersive experience suffers as a user becomes aware of the real world around him. Truly immersive experiences make the user forget his real environment, effective allowing the computer to a non-entity. In order to reach the goal of true immersion, developers should come with more natural input methods for users. While a user is aware of the interaction device, it is not really immersed.

TYPES OF VIRTUAL REALITY:

  • Immersive virtual reality
  • Not immersive virtual reality
  • Semi-immersive virtual reality

Immersive VIRTUAL REALITY:

In a virtual reality environment, a user experience immersion, or the feeling inside and a part of that world. He is also able to communicate with its environment in meaningful ways. The combination of a sense of immersion and interactivity is called telepresence.

Computer scientist Jonathan Steuer defined as "the degree to which one feels present in the mediated environment, rather than the immediate physical surroundings." In other words, an effective VR experience enables you aware of your surroundings and focus on your actual presence within the virtual environment

Jonathan Steuer proposed two main components of immersion:

  • Depth of information
  • Breadth of information.

Depth of information related to the quantity and quality of the data in signals from a user receives when interacting in a virtual environment. For users, this would refer to the resolution of a display, the complexity of the graphics of the environment, and refinement of the audio output of the system.

Breadth of information as the "number sensory dimensions simultaneously presented. "A virtual environment experience a wide breadth of information as it stimulates all senses. Most virtual environment experience prioritize visual and audio components on other sensory-stimulating factors, but a growing number of scientists and engineers are looking for ways to incorporate a sense of Users of touch. Systems that provide a user force feedback and touch interaction called haptic systems.

NON Immersive VIRTUAL REALITY:

Non-immersive systems, such as the name suggests, are the least compelling performance of VR techniques. Using the desktop system, the virtual environment is viewed through a portal or a window using a standard high resolution monitor. Interaction with the virtual environment can occur by conventional means such as keyboards, mice and trackballs or can be enhanced by using 3D-interaction devices.

SEMI-immersive VIRTUAL REALITY:

  • A large screen monitor
  • A large screen projector system
  • Multiple projection television systems

similar IMAX theaters to sing a wide field of view, these systems increase the sense of presence or immersion experienced by the user semi-immersive systems provide a greater sense presence of non-immersive systems and a greater appreciation of scale. In addition images can be provided from a much higher resolution than HMDS and implementation offers the opportunity to share the virtual experience. This is a substantial advantage in educational applications such as simultaneous experience of the VE is not available with head is mounted immersive systems.

VIRTUAL REALITY Interactivity:

Immersion in a virtual environment is one thing, but for a user to really concerned must also be an element of interaction. Early applications using the common VE technology in today's systems, the user to a relatively passive experience. Users can watch a previously recorded movie, while wearing a head-mounted display (HMD). They would sit in a motion chair and watch the film as the system they are subject to various stimuli, such as blowing air on them to simulate wind. While users felt a sense of immersion, interactivity was limited to shifting of their position by looking around. Their path is predetermined and immutable.

Interactivity depends on many factors. Steuer suggests that three of these factors are speed, range and mapping. Steuer speed defines the rate that the actions of a user are included in the computer model and expressed in a way the user can identify through senses. Range refers to how many possible outcomes could arising from a particular user action. Mapping is the ability of the system to produce natural results of actions in response to a user.

Navigation within a virtual environment is a form of interactivity. If a user can direct its own movement in the environment, can be called an interactive experience. Most virtual environments other forms of interaction, since users can easily be bored after a few minutes of exploration.

Computer Scientist Mary Whitton points out that poorly designed interaction can drastically reduce the sense of immersion, while finding ways to increase user involvement. When a virtual environment is interesting and exciting, more users are willing to suspend disbelief and be immersed.

True interactivity, the ability to change the environment. A good virtual environment will respond to user 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 bizarre and unpredictable ways, risk disrupting the user the feeling of telepresence.

VIRTUAL REALITY interfaces:

DATA GLOVES:

Data gloves provide a simple means of gesture commands to the computer. Rather than punching in commands on a keyboard, that can be difficult if you are wearing a head-mounted display or the operation of the BOOM, program the computer to change modes in response to the gestures you make with the data gloves.

Back to the top can mean zoom in, down, zoom out. A shake of your fist can signal the computer to end the program. Some program computer mimicking their hand movements in the simulation, for example, to see their hands, while conducting a virtual symphony.

WANDS:

Wands, the simplest interface of the devices come in all shapes and variations. Most take on / off buttons for the control variables in a simulation or playback data. Others have buttons, dials, or joy sticks. Their design and a new way of response to custom application.

Most wands operate with six degrees of freedom, ie by pointing a wand at an object, you can position and orientation in each of the six directions: forward or backward, up or down, or left or right.

STAIRS STEPPERS:

Stair steppers are an example of the boundless expressions of interface devices. As part of a simulated battlefield area, military engineers from a research laboratory equipped with a stair stepper detection devices to detect the speed, direction and intensity of movements of a soldier in response to the anticipated battlefield scenes in a head-mounted display. The stair stepper provided feedback to the soldier by the stairs easier or harder to climb.

VIRTUAL REALITY SYSTEMS:

Head-mounted displays:

Looking like oversized motorcycle helmets, head-mounted displays portable displays that are really adding depth to otherwise flat images. If you look in the helmet are two lenses through which you look at a screen. When a simulation starts, the computer projects two slightly different images on the screen: a presentation of the object as it would have been seen by the right eye, the other, using your left hand. These two stereo images are then rendered by your brains into a 3D image.

To your movements, a device on top of the helmet signals your head movements relative to a stationary tracking device. As your head forward, backward or sideways, or see in a different direction, a computer continuously updates the simulation to reflect your new perspective.

Because head-mounted displays block out the surrounding environment, they are favored by the VR-media companies who want to feel absorbed in the virtual environment, as in flight simulators. And as you would expect, these displays are also popular in the entertainment industry.

Data gloves and wands are the most common interface devices with head-mounted displays.

BOOM:

The Binocular Omni Orientation Monitor or BOOM, is similar to a head-mount, except that there is no hassle with a helmet. Viewing The Boom Box is suspended from one of two parts, rotating arm. Put your head against a tree for two glasses and you are in the virtual world. To change your perspective on an image, grab the handles on the side of the box look and move around the image in the same way you would if it were real: Bend down to look down, walk around to see from behind. Control buttons on the BOOM handles mostly the interface, although you can connect data gloves or other interface devices.

 

CAVE:

One of the newest, most 'immersive virtual environments, the CAVE (Cave Automatic Virtual Environment).

It gives the illusion of immersion by projecting stereo images on the walls and floor of a room-sized cube. Several persons wearing lightweight stereo glasses can enter and walk freely in the cave.

SENSUAL TECHNOLOGIES:

A variety of input devices such as data gloves, joysticks and hand-held wands, the user can navigate through a virtual environment and interact with virtual objects. Directional audio tactile and force feedback devices, voice recognition and Other technologies are used to enrich the immersive experience and to create more "sensualized" interfaces.

SHARED Virtual environments:

Three network users in different locations (anywhere in the world), meeting in the same virtual world using a device-BOOM, a CAVE system, and a head-mounted display, respectively. All users same virtual environment of their respective positions. Each user is presented as a virtual human (avatar) to the other participants. Users can see each other, communicate with each other, and interact with the virtual world as a team.

Human factors:

As virtual environments are supposed to simulate the real world, by building them, we

knowledge of how to "fool the senses User "This problem is not easy

and sufficiently good solution has yet been found: on the one hand, we give

user a good sense of submerged, and on the other hand, this solution should be feasible.

• Sight ................. 70%

• ear .............. 20%

• odor .................. 5%

• Touch .................. 4%

• taste ................... 1%

Human vision provides the Most of the information transmitted to our brains and captures most of our attention. Therefore, the stimulation of the visual system plays an important role in "fool the senses" and has become the focus of the investigation.

VIRTUAL REALITY Tracking Systems:

  Tracking Devices are intrinsic components in a VR system. These devices communicate with the processing of the system unit, tell the orientation of the user's point of view. In systems that allow a user to move within one physical space trackers to detect where the user is, the direction he is moving and its speed. There are several kinds of tracking systems used in VR systems, but all have a few things in common. They can detect six degrees of freedom (6-DOF) - that his position of the object in the x, y and z coordinates of an area and orientation of the object. Orientation includes an object yaw, pitch and roll.

From the perspective of a user, this means that if you wear an HMD, the view shifts as you look up, down, left and right. The changes even if you tilt your head in a corner or move your head forward or backward without the corner of your eye. The trackers on the HMD tell the CPU you're looking for, and the CPU sends appropriate HMD's images on your screens

Each tracking system is a device that a signal, a sensor that detects the signal and a control unit which processes the signal and sends information to the CPU generates. Some systems require that you attach the sensor component to the user (or user equipment). In such systems, place the signal emitters at fixed points in the area. Some systems are the other way around, with the user wearing the polluters while surrounded by sensors attached to the environment.

The signals sent contaminants of sensors can take many forms, including electromagnetic signals, acoustic signals, optical signals and mechanical signals. Each technology has its own advantages and disadvantages.

ELECTROMAGNETIC Tracking Systems:

Magnetic trackers are the most common tracking devices in immersive applications.Measure magnetic fields generated by running an electric current sequentially through three coiled wire inserted in a perpendicular to each other. Each coil is a small electromagnet, and the system of sensors to measure how the magnetic field affects the other coils. This measurement shows the system the direction and orientation of the station. A good electromagnetic tracking system is very responsive, with a low latency.

A disadvantage of this system is that everything can generate a magnetic field can interfere with the signals to the sensors.

ULTRASONIC Trackers:

And radiate a sense ultrasonic waves the position and orientation of a target. Most measure the time required for the ultrasonic sound to reach a sensor. Usually the sensors are stationary in the environment - the user carries the ultrasonic emitters. The system calculates the position and orientation of the target based on the time required for the sound of the sensors to achieve.

Disadvantages: Sound travels relatively slowly, so the rate of updates on the position of an object is also slow. The environment can also adversely affect the efficiency system, because the speed of sound through the air can change depending on the temperature, the humidity in the environment.

Optical tracking devices:

Using light to the position of a goal and direction measure. The signal emitter in an optical device usually consists of a series of infrared LEDs. The sensors are cameras that sense the emitted infrared light. The lights come in consecutive pulses. The cameras record the pulsed signals and sends information to the processing of the system unit.

Disadvantages: Infrared radiation is also a less effective system.

MECHANICAL Tracking System:

Trust a physical connection between the target and a fixed reference point. A common example of a mechanical tracking system in the VR field is the BOOM display. BOOM An HMD is a display mounted on the tip of a mechanical arm that has two points of articulation. The system detects the position and orientation through the arm. The update is very high with mechanical tracking systems, but the disadvantage is that they limit a user range of motion.

  VIRTUAL REALITY APPLICATIONS:

Because the technology of virtual reality evolve, the applications of VR are literally limitless. It is assumed that the VR interface between people and information Technology will reshape by offering new ways for communication of information, the visualization.

Two approaches of the current VR-development:

  • Modeling The Real World
  • Abstract Visualization.

MODELING THE REAL WORLD:

ARCHITECTURE:

An area where virtual reality has an enormous potential in architectural design. All are created which enable architectural designers and clients to homes office and research within and outside, before they built. With virtual reality, interactive designers can test a building before construction begins.

Military:

The military has long been supporters of the VR technology and development. Training programs can include everything from vehicle simulation team to fight. Overall taken, VR systems are much safer and in the long run, cheaper than alternative training methods. Soldiers who have been through extensive training have shown that VR as effective as those who trained under traditional conditions.

FEAR THERAPY:

All years are virtual environments are used to treat anxiety problems with exposure therapy. Psychologists treat phobias and post-traumatic stress disorder by giving patients the thing they cause fear and to dispel the fear on his own. But this proves difficult when you stressor is a battlefield in Iraq. Military psychologists use simulated war conditions in Iraq soldiers to treat. Other therapeutic applications include VR treatment of a fear of flying, fear of lifts, and even a "virtual nicotine craving" for simulator smoking addiction.

VR Training:

Virtual reality environments are used for training simulators. The earliest examples flight simulators (Microsoft Flight Simulator "), but VR-training has expanded beyond that. There are many modern military examples, including Iraqi cultural situations and battlefield simulators for soldiers.

Flight simulators are a good example of a VE system effectively within strict limits. In a good Flight Simulator, a user can take the same flight path under a wide range of circumstances. Users can feel how it is to fly through storms, dense fog or calm winds. Realistic flight simulators are safe and effective training tools, and although an advanced simulator can cost tens of thousands of dollars, they are cheaper than a real aircraft (and difficult to damage in an accident). The restriction of the flight simulators of a VR perspective is that they are designed for a particular job. You can not step out of a flight simulator and remain within the virtual environment, nor can anything other than pilot a plane, while in one.

  VIRTUAL REALITY IN EDUCATION:

Virtual reality (VR) can be described as a cutting-edge technology that allows students to the computer or TV screen in a three-dimensional, computer-simulated world to learn.

Multiplayer Online Gaming:

One effect of virtual-reality research is the existence of a completely separate virtual worlds, fully inhabited by the avatars of real world users. These worlds are sometimes referred to as massively multiplayer online games, and the World of Warcraft is the largest virtual gaming world now in use, with 11.5 million subscribers.

The Nintendo Wii:

Probably the most successful cousin of virtual reality on the market today Nintento Wii. The Wii gets its motion capture and intuitive interaction concepts to virtual reality techniques in the past. The controller is actually a simplified version of the "virtual reality glove." Both the Wiimote and the Wii Fit offer users another way to interact with their virtual environment without any substantial turnout gear.

MEDICAL PROCEDURES:

Modern medicine has found many uses for virtual reality. Doctors can interact with virtual systems to practice procedures or minor surgical procedures done on a larger scale. Surgeons have also started using virtual 'twins' of their patients, to practice for an operation before the actual procedure. In medicine, the staff use virtual environments to train in everything from surgical procedures the diagnosis of a patient. Surgeons have used virtual reality technology to not only train and educate, but also to perform the surgery remotely using robotic devices.

Researchers are using virtual reality technology for 3-D ultrasound images to help doctors make the diagnosis and treatment of congenital heart defects in children.

ABSTRACT Visualization:

  The other most common approach to the VR application is in those areas where large amounts of abstract data to be manipulated, whether found. Such visualizations range of common data sets, such as maps, to micro-and macro-molecular structures such as architecture or social networks. By combining VR with Geographic Information Systems (GIS), geographic information studied in three dimensions or the information in a computer database can be visualized and navigate.

Almost every situation that requires interaction with information (even mathematical algorithms can benefit from the VR visualization. Users can visualize and interact with information through multi-dimensional graphics (combined with text instructions). Such performances enhance users' ability to analyze the underlying data by negating the need for them to construct their own mental image of the data.

VIRTUAL REALITY FORMATS:

As applications of virtual reality (VR) has grown, there have been changes in the various sizes of VR-type software. Each format has different approaches and different degrees of three-dimensionality, immersion and interaction.

VIRTUAL REALITY & INTERNET:

Some programmers Envision the Internet to develop a three dimensional virtual space, where you navigate through virtual landscapes access to information and entertainment. Websites can take form as a three-dimensional location, allowing users to explore a more literal way than before. Programmers have developed different computer languages and web browsers to this vision into reality. Some of these are:

  • Virtual Reality Modeling Language (VRML) - The earliest three-dimensional modeling language for the Web.
  • 3DML - a three-dimensional modeling language which a user can visit a place (or website) by most Internet browsers after installing a plug-in.
  • X3D - VRML language replaced as the standard for creating of virtual environments in the Internet.
  1. X3D replaced VRML97. As VRML97 is a subset of the X3D standard, VRML files can still be processed by newer X3D browsers.
  • Collaborative Design Activity (COLLADA) - A file format used for nodes within the three-dimensional programs.

Development Issues

  • Bottleneck of transmission bandwidth
  • 3-D visualization technology closely integrated with the data warehouse
  • Preserving the integrity of the database in a shared user environment

APPLICATION IN THE INTERNET

  • Virtual Theme Park
  • Virtual Shopping Mall
  • Real-time conferencing
  • Flight Simulation
  • Gaming Experience

VR POTENTIAL FOR E-COMMERCE:

Three-dimensional (3-D), multi-user, online environments constitute a revolution of interactivity by creating an attractive online experience.

VE provides e-shoppers the opportunity to study the product carefully.

Does the e-shoppers confidence that what they see is what they will get. Provide better description of the product.

Virtual reality for telecommunications:

Tele-education, tele-medicine, Tele-banking, Tele-working is possible. It improves new ways for people to interact with each other and the computer.

Application of VR and Telecommunications

  • Telemedicine
  • Tele-education
  • Tele-education
  • Tele-banking
  • Telecommuting

VR TECHNOLOGY IN TELECOMMUNICATIONS:

Using VR to manage Broadband Telecommunication Networks

  • VR user interfaces for broadband
  • This network structure, information to be visualized
  • So, immediately responds by using VR, reduce error
  • Act as in the real world by using data gloves.

VIRTUAL REALITY CHALLENGES AND CONCERNS:

The majority of VR applications today do not correspond to reality and have poor quality, but are still very useful, but should be improved to a more comfortable and intuitive

Interaction with virtual worlds.

The major challenges in the field of virtual reality, the development of better tracking systems, finding more natural ways to allow user interaction within a virtual environment and reducing the time needed to build virtual spaces. Although A few companies already tracking system since the earliest days of virtual reality, most companies are small and do not last very long.

The great interest was devoted to the visual feedback and visual display technologies Resolution

Significantly lower than the eye's resolving power, brightness and color ranges have not cover the eye's perception of the entire range (brightness and gamma, respectively), and finally in

View is relatively narrow. All these disadvantages make Virtual worlds seem "artificial and unreal, which contributes significantly to the simulator sickness.

Without well-designed equipment, a user has problems his sense of balance and inertia with a decline in the sense of telepresence, or he could experience cyber sickness, with symptoms that can include disorientation and nausea. Not all users appear to be at risk for Cyber disease - some people can explore a virtual environment for hours without adverse effects, while others feel sick after just a few minutes

Some psychologists are concerned that psychological immersion in virtual environments can affect a user.

CONCLUSION

Technology has transformed the world we live, changing the way we spend our time, how we understand ourselves and how we treat others. Technology Innovation leads to social and economic change. Thus, VR lead to the development of a virtual world. And it is the Virtual World that promises for human life and activities restructure.

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