Introduction
Virtual Reality
(VR) is a technology that provides one with the sensations and the control of perspective
so than one experiences the illusion of being in the presence of an object,
within a situation or surrounded by a place. The illusion seems more real if
different kinds of sensations are provided to the user. Today VR relies on
audio and video technologies augmented by a computer interface that reads the
movement of the participant’s body. These act as triggers that change the
direction of sounds and the perspective of sights so that one see and hears an artificial
world that appears to respond to one’s body movement just as the real world
does. It can be defined as follows. VR refers to a computer based application
which provides a human computer interface such that the computer and its
devices create a sensory environment which is dynamically controlled by the
actions of the individual so that the environment appears real to the user. VR
implies interactivity between the user and the system, secondly, the
fundamental principle lies in the fact that the computer creates a sensory
environment which is intended to appear real. This artificial environment is
usually referred to as the “virtual world”. The term virtual reality was coined
by Jaron Lanier in 1989. Lanier is one of the pioneers of the field, founding
the company VPL Research (from Virtual Programming Languages) which built some
of the first systems in the 1980s.
Forms of Virtual Reality
In
general, there are three form of VR: through-the-window, immersive and second
person.
Through-the-window
The
most common type of VR is called through-the window VR is applied extensively
in games and movie theatres. It allows a participant to look into the virtual
world from a seat in the real world. The “window” the user looks through may be
as small as a home computer monitor or as large as a movie screen. Although,
movie theatres allow for no true interactivity, computer games allow some
interactivity between the user and the virtual scene. The images are always
real-world video photographed with a camera. In some cases the seats move and
vibrate in response to images portrayed, e.g. roller coasters. Any participant
who looks way from the screen during the experience “falls out” of the world
and back into the real world. But the sensations of speed and rapid movement
whil looking at that world can be convincing.
Immersive
The
second form of VR is called immersive VR and is done with a hear-mounted gear. Here,
the scene is synthetic and created by software, not filmed. The head-mounted
gear allows the participant to enter and become immersed in the virtual world.
The principle difference between immersive and through-the-window types is that
in the former the user is in an immersive environment and can turn around, look
behind and something of the virtual world. An immersive virtual world is
genuinely three-dimensional and inclusive. Usually, immersive worlds are also
interactive- the participant decided where to travel. This may even include
flying through the ceilings and walls. Sometimes objects in the virtual world
may be changed as a response of something the used does. To make this possible,
the head mounted gear is fitted with tracking devices that records the
movements of the used and send the information to the computer. Based on the
information, the software changes the scene in front of the user.
Second Person
IT
uses a camera to capture the image of a participant and insert in inot the
virtual world. Users then watch their own images on a monitor interacting with
objects in the virtual world. In most applications of this type, the insertion of
the participant’s image is done by Chroma-Keying. This sometimes creates
highlights around the participant or image-resolution differences between the
participant and the background. Also, it often takes some amount of practice to
co-relate one’s own body movements with what is happening on the screen.
Web Resources:
Virtual
reality – http://enwikipedia.org/wiki/Virtual_reality
What
real about virtual reality – http://wwwcs.unc.edu/-brooks/WhatsReal.pdf
Touch
in virtual environments – http://www.roblesdelatorre.com/gabriel/GR-IEEE-MM-2006.pdf
Haptic
interfaces- http://www.roblesdelatorre.com/abriel/VH-OA-MC-DG-GR-04.pdf
Virtual
Reality News – http://vroot.org
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