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A Detailed Overview of Virtual Reality - Research Paper Example

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The author of the paper titled"A Detailed Overview of Virtual Reality" discusses the history, evolution, functioning, and operability of Virtual Reality (VR). This paper also discusses the type, architecture, and ethical issues regarding Virtual reality. …
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A Detailed Overview of Virtual Reality
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?VIRTUAL REALITY Virtual Reality Affiliation Table of Contents VIRTUAL REALITY Virtual Reality 1 Introduction 3 Historyof Virtual Reality 3 What is Virtual Realty 5 Prerequisite for Virtual Realty Experience 6 Essential Element 6 Hardware and Software Needed 7 Architecture of Virtual Reality 8 Types of Virtual Reality 9 Applications of VR 9 Ethics of Virtual Reality 10 Conclusion 10 References 11 Introduction Virtual Reality (VR) is a latest emerging trend which makes use of the growing power of computers to demonstrate real-world and artificial situations and environments with extensive practicality and interaction. In fact, the primary cause of attraction of virtual reality is its capability to generate tests and experiments near to everyday life with wonderful investigational power (Wyk & Villiers, 2009; Plancher, Nicolas, & Piolino, 2008). The virtual reality has been around us for many years. In view of the fact that it involves so many factors, hence it took a lot of time and efforts to build it what it is nowadays. In addition, the virtual reality is yet a great deal hyped term that carries people to consider on the eternal virtues of this rising technology and paradigm. However, with the passage of time we are observing a lot of real implementations of virtual reality appearing into life (VRS, 2009). This paper presents a detailed overview of virtual reality. In this scenario, this research will cover a lot of aspects which are related to virtual reality such as its history, its associated elements and advantages. History of Virtual Reality The idea of virtual reality has always been in under construction and optional for many years, even though the public simply became aware of it in the early 90s. Basically, the history of virtual reality can be traced back in the mid 50s; when Morton Heilig who was a cinematographer imagined a theatre experience that would excite all his audiences’ senses, catching them into the stories more efficiently. For this purpose, he constructed a single client console in the 60s, which is known as the Sensorama that incorporated fans, a stereoscopic display, stereo speakers, odor emitters and a moving chair. In addition, he as well invented a head-mounted TV to allow the people to watch TV in 3-D. In this scenario, users were passive viewers of the films, however a lot of Heilig’s ideas have discovered their way in the VR field (Strickland, 2012). After that Philco Corporation engineers developed the primary HMD in 1961 that is known as Headsight. The helmet comprised a video screen and tracking system that engineers connected to a high-tech closed circuit camera system. They projected the HMD for utilizing in hazardous situations; a user could watch a real situation remotely, connected to the camera angle through turning his head. In 1965, a computer scientist Ivan Sutherland visualized what he named as Ultimate Display. This Ultimate Display allowed the people to look into a virtual world that would come into view as a real world the user lived in. This idea directed almost all the developments within the areas of virtual reality (Strickland, 2012). In 1966, Sutherland built an HMD that was connected to a computer system. In this scenario, the computer was used to offer all the graphics for display. He used a deferment system to grip the HMD, as it was very heavy for a person to support comfortably. In addition, the HMD was able to show images in stereo, offering the delusion of depth, and it could as well follow the user’s head activities so that the field of sight would change suitably as the user looked about (Strickland, 2012). What is Virtual Realty Basically, the term Virtual Reality can be utilized in different scenarios with a lot of definitions. For instance, the majority of people consider VR as a specific set of tools and technologies such as a Glove Input Device, Head Mounted Display and Audio. Additionally, a lot of people use this phrase to add traditional books, pure fantasy, movies and thoughts. However, the most common use of this term is seen in computer science where we limit virtual reality to computer supported systems. In this scenario, virtual reality refers to a technique for computer users to imagine, control and communicate with computers and enormously complicated data and information. In this definition, we used imagination part for the computer generating images, audio or other physical outputs to the people of a world inside the computer. In addition, this world can be a computer aided design model, a view into a database or an experimental imitation. In this scenario, the people are able to interact with the world as well we openly control items within the world. Moreover, some worlds can be designed through other operations, for instance, simple animation scripts or physical simulations. Hence, the communication with the virtual world, as a minimum with close to real time control of the view is a vital test for a virtual reality (Isdale, 1998). From the above discussion it is clear that virtual reality is a virtual environment that is developed using computer applications and offered to the people in such a way that the people suspend faith and take it as a real physical environment. Basically, the virtual reality can be experienced through two of the five senses on a computer: audio and video. Additionally, there are a wide variety of software applications that can be used to create a virtual reality environment on computers. Some of the well known applications include Extreme 3D, Bryce, Ray Dream Studio, trueSpace, Visual Reality, 3D Studio MAX. In this scenario, the Virtual Reality Modelling Language (VRML) can be used by the developer to indicate visuals and the rules for their solution and communication by means of textual language statements (TechTarget, 1998). In addition, people in a virtual reality environment experience interest. In other words they feel it interesting to be inside and a part of this virtual environment. Moreover, people are able to communicate with their virtual environment in productive ways. And this mixture of a sense of interest and communication capability is acknowledged as Telepresence. According to computer scientist Jonathan Steuer it is “the level to which people feel present in the computer supported environment, instead of in the real physical environment.” Furthermore, a successful virtual reality experience allows the people to turn out to be ignorant of their real physical environment and focus on their presence within the virtual environment (Strickland, 2012). Prerequisite for Virtual Realty Experience This section outlined the fundamental prerequisites of the virtual reality arrangement. Essential Element VRED is a specially designed animation package that incorporates a complete set of VRED Essentials. This package offers everything necessary for the compilation of inspiring motion sequences. In addition, the motion sequences can be produced for each single object and saved in large numbers to call them at any later time (PI-VR, 2012). In addition, in Clip Maker tool that is one of the top applications in VRED Essentials; single animation clips can be arranged as we need them to describe the preferred composition (PI-VR, 2012). Additionally, the camera results caused by object movements like that motion blur can be allocated internationally for the complete scenario and independently for single objects. High resolution output is also one of the top functionalities of the VRED Essentials software package that allows the user to produce high resolution output up to 8 megapixel consequently that it is able to even be employed intended for print production (PI-VR, 2012). Moreover, multi CPU support is also one of the superior functionalities of VRED Essentials that supports up to 2 physical CPUs, where each CPU has several cores. Thus, it can be effective for increasing the working and operational speed through several-fold as compared to VRED Essentials Basic (PI-VR, 2012). Hardware and Software Needed The applications are being developed for Virtual Reality consists of a broad spectrum, from games to architectural and business planning. A lot of applications are worlds that are extremely comparable to our own, similar to CAD or architectural modeling (Isdale, I. What is Virtual Reality, 1993). In this scenario, Quest3D is a development system and a tool for developing real-time 3D systems. Basically, Global Quest3D is employed for product and architecture demos, design visualizations, simulators, training facilities, film productions, games and TV broadcasting solutions. Virtual Reality Devices Supported by Quest3D Virtual Reality Edition offer support for the following particular hardware: (VRealities, 2012) 1. Virtual Reality HMD Pro 3D 2. DG5-VHand Glove 3. Virtual Viewer 3D SVGA 4. InertiaCube2 and 3 5. i-Trek 3D PC 6. CyberGlove, CyberTouch 7. Serial Devices (binary and ASCII) Architecture of Virtual Reality I have presented below the basic layer wise arrangement of the virtual reality: (ArhiForm3D, 2012) System Programs VR Application program 3D Virtual reality functionality Photographic Virtual Reality 3D Animated Virtual Reality Holographic Virtual Reality Hardware support for VR Types of Virtual Reality I have presented below some of the possible types of virtual reality: (Isdale, 3.Types of VR Systems , 1993) Window on World Systems (WoW) Video Mapping Immersive Systems Tele-presence Mixed Reality Applications of VR At the present, VR is used in many areas of life, some of them are outlined below: (Bernatchez, 2004) Architecture Visualization Entertainment Gaming Manufacturing Augmented Reality Ethics of Virtual Reality Virtual reality deals with both technical and cultural aspects. Culturally, it can be described as a simulation in which we are invited to alter our faith in what is real. Virtual reality is significant for the reason that it follows the artificial intelligence as well as communicates to the most recent step in collecting crisis of modern viewpoint. However, there are a lot of issues in building an ethics of VR. Ethically, this technology can be used for online education, entertainment, and training purpose (Beardon, 1992). Conclusion Virtual Reality (VR) is a latest emerging trend which makes use of the growing power of computers to demonstrate real-world and artificial situations and environments with extensive practicality and interaction. In fact, the primary cause of attraction of virtual reality is its capability to generate tests and experiments near to everyday life with wonderful investigational power. Virtual reality refers to a technique for computer users to imagine, control and communicate with computers and enormously complicated data and information. Virtual reality can be used to demonstrate the imagination. This paper has presented a detailed overview of virtual reality. This paper has discussed its history, evolution, functioning and operability. This paper has also discussed the type, architecture and ethical issues regarding Virtual reality. References ArhiForm3D. (2012). 3D Virtual reality. Retrieved April 15, 2012, from http://www.archiform3d.com/virtual-reality/virtual-reality-architectural.php Beardon, C. (1992). The Ethics of Virtual Reality. Intelligent Tutoring Media, Volume 3 Issue 1, pp. 23-28. Bernatchez, M. (2004, December 21). Applications. Retrieved April 15, 2012, from http://vresources.org/applications/applications.shtml Isdale, J. (1993). 3.Types of VR Systems . Retrieved April 10, 2012, from http://vr.isdale.com/WhatIsVR/noframes/WhatIsVR4.1-Types.html Isdale, J. (1993). I. What is Virtual Reality. Retrieved April 12, 2012, from http://www.viz.tamu.edu/faculty/parke/ends489f00/notes/what_vr.html Isdale, J. (1998, September 01). What Is Virtual Reality?: A Web-Based Introduction. Retrieved April 09, 2012, from http://vr.isdale.com/WhatIsVR/frames/WhatIsVR4.1.html PI-VR. (2012). VRED Essentials Plus. Retrieved April 11, 2012, from http://www.pi-vr.de/en/vred-essentials/essentials-plus.html Plancher, G., Nicolas, S., & Piolino, P. (2008). Virtual reality as a tool for assessing episodic memory. VRST '08 Proceedings of the 2008 ACM symposium on Virtual reality software and technology (pp. 179-182). ACM New York, USA. Strickland, J. (2012). How Virtual Reality Works . Retrieved April 11, 2012, from HowStuffWorks.com: http://electronics.howstuffworks.com/gadgets/other-gadgets/virtual-reality1.htm TechTarget. (1998, April). virtual reality. Retrieved April 12, 2012, from http://searchcio-midmarket.techtarget.com/definition/virtual-reality VRealities. (2012). Quest3D. Retrieved April 14, 2012, from http://www.vrealities.com/quest3d.html VRS. (2009). Virtual Reality. Retrieved April 10, 2012, from http://www.vrs.org.uk/ Wyk, E. v., & Villiers, R. d. (2009). Virtual reality training applications for the mining industry. AFRIGRAPH '09 Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa (pp. 53-63). ACM New York, USA. Read More
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