ABSTRACT:
Virtual Reality (VR), also called Virtual Environments (VE) has drawn much attention in the last few years. The promise of virtual reality has always been enormous. This paper sets sights on the application of virtual reality in science, work, and entertainment areas. The paper highlights the hardware and software requirements to implement Virtual Environments (VE) and the challenges faced to implement such a technology. It also correlates the existing technologies to the future technologies. New research directions, technological frontiers and potential applications are traced out. The possible positive and negative impact of VR on life of average people is speculated.
I) INTRODUCTION:
Virtual Reality (VR), also referred to as immersive multimedia, is a computer-stimulated
…show more content…
Conclusion:
VR came about as an idea from a cinematographer named Morton Heilig in 1960. Ivan Sutherland continued when Heilig ran out of money.
Advantages of Virtual Reality:
Virtual reality creates a realistic world.
It enables user to explore places.
Through Virtual Reality user can test with an artificial environment.
Virtual Reality makes the education more effortlessly and comfort.
Disadvantages of Virtual Reality
The equipments used in virtual reality are very expensive.
It consists of complex technology.
In VR environment we can’t move by our own like in the real world.
Only limitation in future would be our imagination regarding virtual reality.
VIII. Acknowledgment:
We hereby express our gratitude to the principle, the HODs’ of the respective branches and the papyrus team for giving us the opening and the liberty to choose such an educational and progressing field, to do our research and write a paper on.
IX. References:
[1] electronics.howstuffworks.com/gadgets/ other-gadgets/virtual-reality.htm
[2] www.miralab.ch/repository/papers/98.pdf
[3] Allen Bierbaum , Christopher Just Software Tools for Virtual Reality Application Development (1998)
[4]
Virtual reality systems are used for simulating different real life situations on the computer which looks approximately same as the real world. In these tools, user need to wear some special cloths which has sensors attached, these sensors observe and record all the activities and responses of the user. These tools are very useful in training of many technologies like in pilot training of Boeing dreamliner, or some new technology etc.
In the past, virtual reality technology was thought of by many as a gimmick, and the hope for it to become a mainstream technology was discarded as products did not work as how the public envisioned. However, the proper technology is now available to make virtual reality just that: a reality. The entertainment industry is on the verge of a monumental paradigm shift that will completely transform the way these entertainment mediums are experienced.
Virtual reality, also known as VR or computer simulated reality, is a new computer technology that mimic an real or imagined environment, VR simulates a user's physical presence and environment.it does this in a way that allows the person to touch and interact with it. VR aims artificially create a sensory experience for the user, which can include touch, Sight, Smell, and Hearing.
Virtual reality(VR) is a relatively new frontier in the technology industry. So new in fact, that, at its current stage, what it is and its potentials are unfamiliar to the general public. VR originally started gaining momentum as a new platform to game on, but its potential must be analyzed broadly in more than just one vocation. Because of the immersion VR provides, it has an immense capacity to benefit the educational field. Everyone is unique in the way they learn best; some people learn best by reading, some people learn audibly better, and, some people learn visually.
Virtual reality is an interesting topic. Today, technology develops so rapidly, and it becomes a vital role in society.
authors showed that virtual reality (VR) is one of the best new technologies that can be applied
Virtual reality, or VR, is an idea that has been around since the 1900’s with some traces of it showing up in the 1800’s. VR itself refers to a three-dimensional environment that can be interacted with in a number of ways, the most common being through VR headsets like the Oculus Rift. Such headsets are designed with lens in front of your eyes to enlarge an LED display, providing a wide range of viewing area and is usually combined with audio to provide an immersive experience. Although this idea has been around for multiple lifespans, it has only recently began to make any major impact on society. VR started catching people’s eye in gaming when the company Oculus released the Oculus DK1 for sale in March, 2013. Although VR has slowly become
Imagine a world, that is anything and everything. Race a dream car. Meet a superstar. Go to Paris, New York, London, or even see the Great Pyramids. A virtual reality - an idea that is coming to life, an idea that will change the world, whether it be good or bad. Ernest Cline, the author of Ready Player One, warned us that virtual reality is going to change the world. Ready Player One is a story about a teen named Wade, in a world where video games are everything. A virtual reality world called the OASIS changed the world into a place where people are antisocial and don’t care about the world anymore. Change with VR can already be seen with the invention of the TV, the phone, the iPhone, and numerous other inventions, It’s already happening - the world is blowing up over Vive, Oculus, Hololens, and more, and VR is going to make things happen: such as solving problems. Is change happening? Are problems going to be solved? Yes, we can already see change.
This has been the most common trend among avid video game players and movie-lovers. Many people loved to experience virtual reality. However, nobody realized that this might also cause problem in the future, wherein people will no longer rely on the real experience and will only depend on computer programs to gain such feeling
To discuss Lanier’s keen views and anticipations regarding Virtual Reality back in the mid 1980s, it would be useful to first cover exactly how far Virtual Reality has progressed up until today. This essay will begin by discussing the history of Virtual Reality and the usage trends. That discussion will then be used to preface a discussion about Lanier’s views that were expressed in A Vintage Virtual Reality Interview. The essay will then finish off by looking at particularly interesting views held by some of today’s futurists and these views will be related back to Lanier’s original exuberant view of Virtual
This subject was suggested as a possible topic from the course outline. As it is an area of much interest and controversy was chosen as the direction of study for the paper. Previous research into Virtual Reality (VR), coupled with a particular interest in its architectural application also proved motivating. However, although the direction of the initial research appeared straightforward, after further investigation it became obvious that there were in fact two distinctly different interpretations that could be drawn from the area of Virtualism in Architecture. This division was between whether VR was used FOR architecture (VR used as a tool to aid in architectural design). Or whether it was used AS
(96) Virtual reality (VR) is define as a cybernetic simulation of 3D surroundings which can be interactive through auditory, sensory and visually stimulating equipment, i.e. gloves, headgear or headphones. VR is an incredibly recent development in technology and such has much room to progress with, I believe that VR is the future of animation as the key aim is to transport the viewer into the world we have created, VR being the next logical step as it creates this suspension of belief as well as activating all of the senses we use to perceive the real world.
VR systems support 3-dimensional graphics, wide angle of view, stereovision, and viewer-centered perspective. In many VR systems the participant is not seated and is free to walk about and gesture broadly. These features make a computer system which is closer to a workshop, an operating room, or a national park than it is to a desk in an office. This perspective allows freedom in the creation of human-computer interfaces that is not afforded by the current standard interfaces [4].
Virtual reality defined as to produce and create the effect of an interactive 3D world in which the objects have a sense of spatial presence by using computer technologies. Our perceptual and cognitive system will be presented by precise clues in order for our brain to interpret and understand those clues as outside object in 3D world. In addition, virtual reality suggest a lot of benefits and advantages to education of technical such as delivery information through multiple active channels, addressing of dissimilar learning styles, experiential-based learning and so on ( Bell & Fogler, 2004, p 217).
Seeing is believing, these words are the best combination to understand the meaning of Virtual Reality (VR). VR is one of the best asset and aspect of our future. No other technology has seen such a revolution like VR has. It is practically in use in almost every field such as entertainment, gaming, defense, robotics, medical, healthcare, military, education, fashion, heritage, business, engineering and many more fields. VR sometimes called Virtual Environment has drawn much attention in the last two decade. Extensive media coverage causes the much more rapid increase in the interest of the masses. Very few people, however, really know what VR is and what are its open problems are. In this report a historical overview of virtual reality is presented, basic terminology as an introduction are listed, followed by applications of this technology in science, work, and entertainment areas. Its present developments are thoroughly discussed in this report. Finally, the future of VR is considered in two aspects: technological and social. New research directions, technological frontiers and potential applications are pointed out. The possible positive and negative influence of VR on life of average people is speculated.