An Introduction To Virtual Reality Techn PDF
An Introduction To Virtual Reality Techn PDF
An Introduction To Virtual Reality Techn PDF
Abstract This paper reviews the virtual reality techniques. Virtual Reality is a computer system
used to create an artificial world in which the user has the impression of being in that world and with
the ability to navigate through the world and manipulate objects in the world. Virtual Reality (VR) 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 or through special stereoscopic
displays, but some simulations include additional sensory information, such as sound through
speakers or headphones. Some advanced, haptic systems now include tactile information, generally
known as force feedback, in medical and gaming applications. Virtual reality is used to describe a
wide variety of applications commonly associated with immersive, highly visual, 3D environments.
The development of CAD software, graphics hardware acceleration, and head mounted displays,
database gloves, and miniaturization have helped popularize the notion. People often identify VR with
head mounted displays and data suits. This paper review about Impact, Heritage and archaeology,
Implementation and technologies used in Virtual reality are carried out.
A. Window on World Systems (WoW) world with the senses of a human operator.
The remote sensors might be located on a
Some systems use a conventional robot, or they might be on the ends of
computer monitor to display the visual world. WALDO like tools. Fire fighters use remotely
This sometimes called Desktop VR or a operated vehicles to handle some dangerous
Window on a World (WoW). This concept conditions. Surgeons are using very small
traces its lineage back through the entire instruments on cables to do surgery without
history of computer graphics. In 1965, Ivan cutting a major hole in their patients. The
Sutherland laid out a research program for instruments have a small video camera at the
computer graphics in a paper called "The business end. Robots equipped with
Ultimate Display" that has driven the field for telepresence systems have already changed the
the past nearly thirty years. way deep sea and volcanic exploration is done.
NASA plans to use telerobotics for space
"One must look at a display screen," he said, exploration. There is currently a joint
"as a window through which one beholds a US/Russian project researching telepresence
virtual world. The challenge to computer for space rover exploration.
graphics is to make the picture in the window
look real, sound real and the objects act real." E. Mixed Reality
prohibitive. The total cost of the machinery to example, give the driver on board the
create a VR system is still the same price as a impression that he/she is actually driving an
new car, around $20,000. The technology for actual vehicle by predicting
such an experience is still new and vehicular motion caused by driver input and
experimental. VR is becoming much more feeding back corresponding visual, motion,
commonplace but programmers are still audio and proprioceptive cues to the driver.
grappling with how to interact with virtual The simulator normally consists of several
environments. The idea of escapism is systems as follows: a real-time vehicle
common place among those that use VR simulation system performing real-time
environments and people often live in the simulation of vehicle dynamics; motion, visual
virtual world instead of dealing with the real and audio systems reproducing vehicle
one. This happens even in the low quality and motion, driving environment scenes and noise
fairly hard to use VR environments that are sensed by a driver during driving; a control
online right now. One worry is that as VR force roading system acting as an interface
environments become much higher quality and between the driver and the simulator;
immersive, they will become attractive to an operator console for monitoring system
those wishing to escape real life. Another operation; and system integration managing
concern is VR training. Training with a VR information and data transfer among
environment does not have the same subsystems and synchronization. The driving
consequences as training and working in the simulators have been used effectively for
real world. This means that even if someone vehicle system development, safety
does well with simulated tasks in a VR improvement and human factor study.
environment, that person might not do well in
the real world. B) Avatar-based Virtual Reality
vision communities. The reason is that is it Mary Caroline Richards, New York: Grove Press,
provides more realism by using photo realistic 1958, p. 49, emphasis in original. See alsoSamuel
images and the modeling procedure is rather Weber, "'The Virtual Reality of Theater': Antonin
simple. In generating realistic models, it is Artaud", in Theatricality as Medium, New York:
Fordham University Press, 2004, pp. 277-94.
essential to accurately register acquired 3D
3. Garb, Yaakov (Winter 1987). "Virtual
data. Usually,camera is used for modeling reality". Whole Earth Review (57): 118ff.
small objects at a short distance. 4. Rheingold, Howard (1991). Virtual
Reality. ISBN 0-262-68121-8.
D) Desktop-based Virtual Reality 5. Gonzales, D. (editor) (1991). "Automation
and Robotics for the Space Exploration Initiative:
Desktop-based virtual reality involves Results from Project Outreach".[1]. 92 (17897):
displaying a 3-dimensional virtual world on a 35.
regular desktop display without use of any 6. Cline, Mychilo Stephenson (2005). Power,
specialized movement-tracking equipment. Madness, & Immortality: the Future of Virtual
Reality. Virtualreality.universityvillagepress.com.
Many modern computer games can be used as
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an example, using various triggers, responsive 7. http://www.boloji.com/index.cfm?md=Conten
characters, and other such interactive devices t&sd=Articles&ArticleID=3247
to make the user feel as though they are in a 8. "The Future of Virtual Reality with Mychilo
virtual world. A common criticism of this Cline Introduction to the Future of Virtual
form of immersion is that there is no sense of Reality".
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9. Castranova, E. (2007). Exodus to the Virtual
E) True Immersive Virtual Reality World: How online fun is changing reality. New
York: Palgrave Macmillan.
10. Pimentel, K., & Teixeira, K. (1993). Virtual
Hypothetical virtual reality as reality. New York: McGraw-Hill. ISBN 978-0-
immersive as consensus reality. Most likely to 8306-4065-2
be produced using a Brain-computer interface. 11. "Architecture's Virtual Shake-Up" Tayfun
An intermediate stage may be produced by King, Click, BBC World News (2005-10-28)
"Virtual Space" using a head-mounted display 12. Hemley, Matthew (2008-09-30). "BBC radio
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13. A Dose of Virtual Reality
V. CONCLUSION 14. http://www.onr.navy.mil/media/article.asp?ID
=86
Virtual reality is no longer hampered by
the absence of appropriate hardware, but
rather the absence of understanding about
the medium and how to deal with its
shortcomings. The sensory input missing
from current virtual reality systems (e.g.
the lack of haptic feedback) must be
compensated for, in order to make these
systems more accessible and usable to the
general public. The methods presented in this
paper provide the tools for overcoming
these problems, providing a framework for
creating better and more usable applications of
the technology.
References
1. Erik Davis, Techgnosis: myth, magic and
mysticism in the information age, 1998.
2. Antonin Artaud, "The Alchemical
Theater", in The Theater and its Double, trans.