Virtual Reality

INTRODUCTION:Human vision provides the most of information
 What is virtual reality?passed to our brain and captures most of our
Virtual reality (VR) is a technology which allows aattention. Therefore the stimulation of the visual
user to interact with a computer-simulatedsystem plays a principal role in “fooling the
environment, whether that environment is asenses” and has become the focus of
simulation of the real world or an imaginary world.research.
It is an artificial environment that is created with VIRTUAL REALITY TRACKING SYSTEMS:
software and presented to the user in such a Tracking devices are intrinsic components in any
way that the user suspends belief and accepts itVR system. These devices communicate with the
as a real environment. On a computer, virtualsystem's processing unit, telling it the orientation
reality is primarily experienced through two of theof a user's point of view. In systems that allow a
five senses: sight and sounduser to move around within a physical space,
Most current virtual reality environments aretrackers detect where the user is, the direction
primarily visual experiences, displayed either on ahe is moving and his speed. There are several
computer screen or stereoscopic displays, butdifferent kinds of tracking systems used in VR
some simulations include additional sensorysystems, but all of them have a few things in
information, such as sound through speakers orcommon. They can detect six degrees of
headphones.freedom (6-DOF) -- these are the object's
Virtual reality can be divided into:position within the x, y and z coordinates of a
- The simulation of a real environment for trainingspace and the object's orientation. Orientation
and education.includes an object's yaw, pitch and roll.
- The development of an imagined environmentFrom a user's perspective, this means that when
for a game or interactive story.you wear an HMD, the view shifts as you look up,
 HISTORY:down, left and right. It also changes if you tilt your
The concept of virtual reality has been around forhead at an angle or move your head forward or
decades, even though the public really onlybackward without changing the angle of your
became aware of it in the early 1990s.gaze. The trackers on the HMD tell the CPU
Mid of 1950:  Cinematographer Named Mortonwhere you are looking, and the CPU sends the
Heilig & Device: Sensoramaright images to your HMD's screens
Envisioned a theatre experience that wouldEvery tracking system has a device that
stimulate all his audiences’ senses, drawinggenerates a signal, a sensor that detects the
them in to the stories more effectively. He build asignal and a control unit that processes the signal
console in 1960 called the Sensorama that includedand sends information to the CPU. Some systems
a stereoscopic display, fans, odor emitters, stereorequire you to attach the sensor component to
speakers and a moving chair. He also invented athe user (or the user's equipment). In that kind of
head mounted television display designed to let asystem, you place the signal emitters at fixed
user watch television in 3-D. Users were passivepoints in the environment. Some systems are the
audiences for the films, but many of Heilig’sother way around, with the user wearing the
concepts would find their way into the VR field.emitters while surrounded by sensors attached to
In 1961: Philco Corporation engineers &the environment.
Device: HeadsightThe signals sent from emitters to sensors can
Developed the first HMD in 1961, called thetake many forms, including electromagnetic
Headsight. The helmet included a video screen andsignals, acoustic signals, optical signals and
tracking system, which the engineers linked to amechanical signals. Each technology has its own
closed circuit camera system. They designed theset of advantages and disadvantages.
HMD for use in dangerous situations -- a userELECTROMAGNETIC TRACKING SYSTEMS:
could observe a real environment remotely,Magnetic trackers are the most often used
adjusting the camera angle by turning his head.tracking devices in immersive applications.Measure
Bell Laboratories used a similar HMD for helicoptermagnetic fields generated by running an electric
pilots. They linked HMDs to infrared camerascurrent sequentially through three coiled wires
attached to the bottom of helicopters, whicharranged in a perpendicular orientation to one
allowed pilots to have a clear field of view whileanother. Each small coil becomes an
flying in the dark.electromagnet, and the system's sensors
In 1965: A Computer Scientist Named Ivanmeasure how its magnetic field affects the other
Sutherlandcoils. This measurement tells the system the
Envisioned what he called the “Ultimatedirection and orientation of the emitter. A good
Display.” Using this display, a person could lookelectromagnetic tracking system is very
into a virtual world that would appear as real asresponsive, with low levels of latency.
the physical world the user lived in. This visionOne disadvantage of this system is that anything
guided almost all the developments within the fieldthat can generate a magnetic field can interfere in
of virtual reality. Sutherland’s concept included:the signals sent to the sensors.
- A virtual world that appears real to anyULTRA SONIC TRACKERS:
observer, seen through an HMD.Emit and sense ultrasonic sound waves to
- A computer that maintains the world model indetermine the position and orientation of a target.
real time.Most measure the time it takes for the ultrasonic
- The ability for users to manipulate virtualsound to reach a sensor. Usually the sensors are
objects in a realistic, intuitive way.stationary in the environment -- the user wears
For years, VR technology remained out of thethe ultrasonic emitters. The system calculates the
public eye. Almost all development focused onposition and orientation of the target based on
vehicle simulations until the 1980s.the time it took for the sound to reach the
In 1984:  Michael McGreevy & Device:sensors.
Human-Computer Interface (Hci)Disadvantages: Sound travels relatively slowly, so
 Began to experiment with VR technology as athe rate of updates on a target's position is
way to advance human-computer interface (HCI)similarly slow. The environment can also adversely
designs. HCI still plays a big role in VR research,affect the system's efficiency because the speed
and moreover it lead to the media picking up onof sound through air can change depending on the
the idea of VR a few years later.temperature, humidity in the environment.
In 1987: Jaron Lanier coined the term VirtualOPTICAL TRACKING DEVICES:
Reality in 1987.Use light to measure a target's position and
 VIRTUAL REALITY ENVIRONMENT:orientation. The signal emitter in an optical device
Other sensory output from the VE systemtypically consists of a set of infrared LEDs. The
should adjust in real time as a user explores thesensors are cameras that can sense the emitted
environment.  Sensory stimulation must beinfrared light. The LEDs light up in sequential pulses.
consistent if a user is to feel immersed within aThe cameras record the pulsed signals and send
VE. If the VE shows a perfectly still scene, youinformation to the system's processing unit.
wouldn’t expect to feel gale-force winds.Disadvantages: Infrared radiation can also make a
Likewise, if the VE puts you in the middle of asystem less effective.
hurricane, you wouldn’t expect to feel aMECHANICAL TRACKING SYSTEM:
gentle breeze or detect the scent of roses. Rely on a physical connection between the
Lag time between when a user acts and whentarget and a fixed reference point. A common
the virtual environment reflects that action isexample of a mechanical tracking system in the
called latency. Latency usually refers to the delayVR field is the BOOM display. A BOOM display is
between the time a user turns his head or movesan HMD mounted on the end of a mechanical arm
his eyes and the change in the point of view,that has two points of articulation. The system
though the term can also be used for a lag indetects the position and orientation through the
other sensory outputs. Studies with flightarm. The update rate is very high with mechanical
simulators show that humans can detect atracking systems, but the disadvantage is that
latency of more than 50 milliseconds. When a userthey limit a user's range of motion.
detects latency, it causes him to become aware VIRTUAL REALITY APPLICATIONS:
of being in an artificial environment and destroysAs the technologies of virtual reality evolve, the
the sense of immersion.applications of VR become literally unlimited. It is
­An immersive experience suffers if a userassumed that VR will reshape the interface
becomes aware of the real world around him.between people and information technology by
Truly immersive experiences make the useroffering new ways for the communication of
forget his real surroundings, effectively causinginformation, the visualization.
the computer to become a non entity. In order toTwo approaches to current VR development:
reach the goal of true immersion, developers- Modeling The Real World
have to come up with input methods that are- Abstract Visualization.
more natural for users. As long as a user is MODELLING THE REAL WORLD:
aware of the interaction device, he is not trulyARCHITECTURE:
immersed.An area in which virtual reality has tremendous
TYPES OF VIRTUAL REALITY:potential is in architectural design. Already being
- Immersive virtual realitycreated are architectural that allow designers and
- Non immersive virtual realityclients to examine homes and office buildings,
- Semi immersive virtual realityinside and out, before they're built. With virtual
IMMERSIVE VIRTUAL REALITY:reality, designers can interactively test a building
In a virtual reality environment, a userbefore construction begins.
experiences immersion, or the feeling of beingMILITARY:
inside and a part of that world. He is also able toThe military have long been supporters of VR
interact with his environment in meaningful ways.technology and development. Training programs
The combination of a sense of immersion andcan include everything from vehicle simulations to
interactivity is called telepresence.squad combat. On the whole, VR systems are
Computer scientist Jonathan Steuer defined it asmuch safer and, in the long run, less expensive
“the extent to which one feels present in thethan alternative training methods. Soldiers who
mediated environment, rather than in thehave gone through extensive VR training have
immediate physical environment.” In otherproven to be as effective as those who trained
words, an effective VR experience causes you tounder traditional conditions.
become unaware of your real surroundings andANXIETY THERAPY:
focus on your existence inside the virtualFor years now, virtual environments have been
environmentused to treat anxiety problems with exposure
Jonathan Steuer proposed two main componentstherapy. Psychologists treat phobias and post
of immersion:traumatic stress disorder by exposing the patient
- Depth of informationto the thing that causes them anxiety and letting
- Breadth of information.the anxiety dissipate on its own. But this proves
 Depth of information refers to the amount anddifficult if your stressor is a battlefield in Iraq.
quality of data in the signals a user receives whenMilitary psychologists use simulated Iraq war
interacting in a virtual environment. For the user,situations to treat soldiers. Other therapeutic VR
this could refer to a display’s resolution, theuses include treating a fear of flying, fear of
complexity of the environment’s graphics,elevators, and even a "virtual nicotine craving"
and the sophistication of the system’s audiosimulator for smoking addiction.
output.VR TRAINING PROGRAMS:
Breadth of Information as the “number ofVirtual reality environments have also been used
sensory dimensions simultaneously presented.”for training simulators. The earliest examples were
A virtual environment experience has a wideflight simulators ("Microsoft Flight Simulator"), but
breadth of information if it stimulates all yourVR training has expanded beyond just that. There
senses. Most virtual environment experiencesare many modern military examples, including Iraqi
prioritize visual and audio components over othercultural situations and battlefield simulators for
sensory-stimulating factors, but a growing numbersoldiers.
of scientists and engineers are looking into waysFlight simulators are a good example of a VE
to incorporate a users’ sense of touch.system that is effective within strict limits. In a
Systems that give a user force feedback andgood flight simulator, a user can take the same
touch interaction are called haptic systems.flight path under a wide range of conditions. Users
NON IMMERSIVE VIRTUAL REALITY:can feel what it's like to fly through storms, thick
Non-immersive systems, as the name suggests,fog or calm winds. Realistic flight simulators are
are the least immersive implementation of VReffective and safe training tools, and though a
techniques. Using the desktop system, the virtualsophisticated simulator can cost tens of thousands
environment is viewed through a portal or windowof dollars, they're cheaper than an actual aircraft
by utilizing a standard high resolution monitor.(and it's tough to damage one in an accident). The
Interaction with the virtual environment can occurlimitation of flight simulators from a VR
by conventional means such as keyboards, miceperspective is that they are designed for one
and trackballs or may be enhanced by using 3Dparticular task. You can't step out of a flight
interaction devices.simulator and remain within the virtual
SEMI-IMMERSIVE VIRTUAL REALITY:environment, nor can you do anything other than
- A large screen monitorpilot an aircraft while inside one.
- A large screen projector system VIRTUAL REALITY IN EDUCATION:
- Multiple television projection systemssimilar toVirtual reality (VR) can be described as a
the IMAX theatres sing a wide field of view,cutting-edge technology that allows students to
these systems increase the feeling of immersionstep through the computer or television screen
or presence experienced by the userinto a three dimensional, computer-simulated world
Semi-immersive systems therefore provide ato learn.
greater sense of presence than non-immersiveMULTIPLAYER ONLINE GAMING:
systems and also a greater appreciation of scale.One result of virtual-reality research is the
In addition, images can be provided that are of aexistence of entirely separate virtual worlds,
far greater resolution than HMDs and thisinhabited entirely by the avatars of real world
implementation provides the ability to share theusers. These worlds are sometimes referred to
virtual experience. This may have a considerableas massively multiplayer online games, and the
benefit in educational applications as it allowsWorld of Warcraft is the largest virtual gaming
simultaneous experience of the VE which is notworld in use now, with 11.5 million subscribers.
available with head-mounted immersive systems.THE NINTENDO WII:
 VIRTUAL REALITY INTERACTIVITY:Probably the most successful cousin of virtual
                    Immersion withinreality on the market today is the Nintento Wii.
a virtual environment is one thing, but for a userThe Wii owes its motion capture and intuitive
to feel truly involved there must also be aninteraction concepts to the virtual reality
element of interaction. Early applications using thetechnologies of the past. The controller is basically
technology common in VE systems today alloweda simplified version of the "virtual reality glove."
the user to have a relatively passive experience.Both the Wiimote and the Wii Fit offer users
Users could watch a pre-recorded film whileanother way of interacting with their virtual
wearing a head-mounted display (HMD). Theyenvironment without having to wear any bulky
would sit in a motion chair and watch the film asequipment.
the system subjected them to various stimuli,MEDICAL PROCEDURES:
such as blowing air on them to simulate wind.Modern medicine has also found many uses for
While users felt a sense of immersion,virtual reality. Doctors can interact with virtual
interactivity was limited to shifting their point ofsystems to practice procedures or to do tiny
view by looking around. Their path wassurgical procedures on a larger scale. Surgeons
pre-determined and unalterable.have also started using virtual "twins" of their
Interactivity depends on many factors. Steuerpatients, to practice for surgery before doing the
suggests that three of these factors are speed,actual procedure. In medicine, staff can use virtual
range and mapping. Steuer defines speed as theenvironments to train in everything from surgical
rate that a user's actions are incorporated intoprocedures to diagnosing a patient. Surgeons have
the computer model and reflected in a way theused virtual reality technology to not only train
user can identify by means of senses. Rangeand educate, but also to perform surgery
refers to how many possible outcomes couldremotely by using robotic devices.
result from any particular user action. Mapping isResearchers are using virtual reality technology to
the system's ability to produce natural results increate 3-D ultrasound images to help doctors
response to a user's actions.diagnose and treat congenital heart defects in
Navigation within a virtual environment is one kindchildren.
of interactivity. If a user can direct his ownABSTRACT VISUALISATION:
movement within the environment, it can be The other most commonly found approach to
called an interactive experience. Most virtualVR application is in those areas where large
environments include other forms of interaction,quantities of abstract data need to be
since users can easily become bored after just amanipulated, examined or accessed. Such
few minutes of exploration.visualizations range from common datasets such
Computer Scientist Mary Whitton points out thatas maps, to micro and macro structures such as
poorly designed interaction can drastically reducemolecular architecture or social networks. By
the sense of immersion, while finding ways tocombining VR with Geographical Information
engage users can increase it. When a virtualSystems (GIS), geographical information can be
environment is interesting and engaging, users areexplored in three dimensions or the information
more willing to suspend disbelief and becomecontained within a computer database can be
immersed.visualized and navigated.
True interactivity also includes being able toAlmost any situation that requires interaction with
modify the environment. A good virtualinformation (even mathematical algorithms can
environment will respond to the user's actions in abenefit from VR visualization. Users are able to
way that makes sense, even if it only makesvisualize and interact with information through
sense within the realm of the virtual environment.multi-dimensional graphical representations
If a virtual environment changes in outlandish and(combined with text clues). Such representations
unpredictable ways, it risks disrupting the user'sincrease users' ability to analyze the underlying
sense of telepresence.data by negating the need for them to construct
VIRTUAL REALITY INTERFACES:their own mental image of the data.
DATAGLOVES: VIRTUAL REALITY FORMATS:
Data gloves offer a simple means of gesturingAs the number of applications of virtual reality
commands to the computer. Rather than punching(VR) has grown, there have also been changes in
in commands on a keyboard, which can be trickythe different formats of VR-type software. Each
if you're wearing a head-mounted display or areformat has differing approaches to, and varying
operating the BOOM, you program the computerdegrees of, three-dimensionality, immersion and
to change modes in response to the gesturesinteraction.
you make with the data gloves. VIRTUAL REALITY & INTERNET:
Pointing upwards may mean zoom in; pointing­Some programmers envision the Internet
down, zoom out. A shake of your fist may signaldeveloping into a three-dimensional virtual space,
the computer to end the program. Some peoplewhere you navigate through virtual landscapes to
program the computer to mimic their handaccess information and entertainment. Web sites
movements in the simulation; for instance, to seecould take form as a three-dimensional location,
their hands while conducting a virtual symphony.allowing users to explore in a much more literal
WANDS:way than before. Programmers have developed
Wands, the simplest of the interface devices,several different computer languages and Web
come in all shapes and variations. Most incorporatebrowsers to achieve this vision. Some of these
on-off buttons to control variables in a simulationinclude:
or in the display of data. Others have knobs, dials,- Virtual Reality Modeling Language (VRML) - the
or joy sticks. Their design and manner ofearliest three-dimensional modeling language for
response a re tailored to the application.the Web.
Most wands operate with six degrees of- 3DML - a three-dimensional modeling language
freedom; that is, by pointing a wand at an object,where a user can visit a spot (or Web site)
you can change its position and orientation in anythrough most Internet browsers after installing a
of six directions: forward or backward, up orplug-in.
down, or left or right.- X3D - the language that replaced VRML as the
STAIR STEPPERS:standard for creating virtual environments in the
Stair steppers are an example of the limitlessInternet.
manifestations of interface devices. As part of a1. X3D superseded VRML97. Since VRML97 is a
simulated battlefield terrain, engineers from ansubset of the X3D standard, VRML     files
army research lab outfitted a stair stepper withcan still be processed by newer X3D browsers.
sensing devices to detect the speed, direction,- Collaborative Design Activity (COLLADA) - a
and intensity of a soldier's movements informat used to allow file interchanges within
response to the battlefield scenes projected ontothree-dimensional programs.
a head-mounted display. The stair stepperDEVELOPMENT DIFFICULTIES
provided feedback to the soldier by making the- Bottleneck of transmission bandwidth
stairs easier or more difficult to climb.- 3-D visualization technology closely integrated
 VIRTUAL REALITY SYSTEMS:with the data warehouse
HEAD-MOUNTED DISPLAY:- Preserve the integrity of the database in a
Looking like oversized motorcycle helmets,shared user environment
head-mounted displays are actually portableAPPLICATION IN THE INTERNET
viewing screens that add depth to otherwise flat- Virtual Theme Park
images. If you look inside the helmet you will see- Virtual Shopping Mall
two lenses through which you look at a viewing- Real-time Conferencing
screen. As a simulation begins, the computer- Flight Simulation
projects two slightly different images on the- Gaming Experience
screen: one presenting the object as it would bePOTENTIAL VR FOR E-COMMERCE:
seen through your right eye, the other, throughThree-dimensional (3-D), multi-user, online
your left. These two stereo images are thenenvironments constitute a revolution of
fused by your brain into one 3D image.interactivity by creating a compelling online
To track your movements, a device on top ofexperience.
the helmet signals your head movements relativeVE offers e-shoppers the ability study the
to a stationary tracking device. As you moveproduct carefully.
your head forwards, backwards, or sideways, orProvides the e-shoppers confidence that what
look in a different direction, a computer continuallythey see is actually what they will get. Give better
updates the simulation to reflect your newdescription on product.
perspective. VIRTUAL REALITY FOR
Because head-mounted displays block out theTELECOMMUNICATION:
surrounding environment, they are favored by VRTele-education, telemedicine, Tele-banking,
operators who want the wearers to feelTele-work becomes possible. It improves new
absorbed in the virtual environment, such as inways for people to interact with each other and
flight simulators. And as you might expect, thesecomputer.
displays also are popular with the entertainmentApplication of VR and Telecommunication
industry.- Telemedicine
Data gloves and wands are the most common- Tele-education
interface devices used with head-mounted- Tele-training
displays.- Tele-banking
BOOM:- Tele-work
The Binocular Omni Orientation Monitor, or BOOM,VR TECHNOLOGY IN TELECOMMUNICATION:
is similar to a head-mount except that there's noUsing VR to manage Broadband
fussing with a helmet. The BOOM's viewing box isTelecommunication Networks
suspended from a two-part, rotating arm. Simply- VR user interfaces for broadband network
place your forehead against the BOOM's two- Allows network structure, information flow to
eyeglasses and you're in the virtual world. Tobe visualized
change your perspective on an image, grab the- So, immediately responds through VR, reduce
handles on the side of the viewing box and moveerror
around the image in the same way you would if it- Act as though in the real world using data
were real: Bend down to look at it from below;gloves.
walk around it to see it from behind. Control VIRTUAL REALITY CHALLENGES AND
buttons on the BOOM handles usually serve asCONCERNS:
the interface although you can hook up dataMost of today’s VR applications do not
gloves or other interface devices.conform to reality and have poor quality, but are
 still very useful but must be improved a lot to
CAVE:allow more comfortable and intuitive
One of the newest, most "immersive" virtualInteraction with virtual worlds.
environments is the CAVE (CAVE AutomaticThe big challenges in the field of virtual reality are
Virtual Environment).developing better tracking systems, finding more
It provides the illusion of immersion by projectingnatural ways to allow users to interact within a
stereo images on the walls and floor of avirtual environment and decreasing the time it
room-sized cube. Several persons wearingtakes to build virtual spaces. While there are a
lightweight stereo glasses can enter and walkfew tracking system companies that have been
freely inside the CAVE.around since the earliest days of virtual reality,
SENSUAL TECHNOLOGIES:most companies are small and don’t last very
A variety of input devices like data gloves,long.
joysticks, and hand-held wands allow the user to The major interest was paid to visual feedback
navigate through a virtual environment and toand visual display technologies resolution is
interact with virtual objects. Directional sound,Significantly below eye’s resolving capability,
tactile and force feedback devices, voiceluminance and color ranges do not cover the
recognition and other technologies are beingwhole eye’s perception range (brightness
employed to enrich the immersive experience andrange and gamut respectively), and finally the field
to create more "sensualized" interfaces.of
SHARED VIRTUAL ENVIRONMENTS:View is relatively narrow. All these disadvantages
Three networked users at different locationsmake virtual worlds appear “artificial” and
(anywhere in the world) meet in the same virtualunreal, which severely contributes to the simulator
world by using a BOOM device, a CAVE system,sickness.
and a Head-Mounted Display, respectively. All Without well-designed hardware, a user could
users see the same virtual environment fromhave trouble with his sense of balance or inertia
their respective points of view. Each user iswith a decrease in the sense of telepresence, or
presented as a virtual human (avatar) to thehe could experience cyber sickness, with
other participants. The users can see each other,symptoms that can include disorientation and
communicated with each other, and interact withnausea. Not all users seem to be at risk for cyber
the virtual world as a team.sickness -- some people can explore a virtual
 HUMAN FACTORS:environment for hours with no ill effects, while
As virtual environments are supposed to simulateothers may feel queasy after just a few minutes
the real world, by constructing them we­Some psychologists are concerned that
musthave knowledge how to “fool theimmersion in virtual environments could
user’s senses” This problem is not a trivialpsychologically affect a user.
taskand the sufficiently good solution has not yet CONCLUSION:
been found: on the one hand we must giveTechnology has transformed the world in which
theuser a good feeling of being immersed, and onwe live, changing how we spend our time, how
the other hand this solution must be feasible.we understand ourselves, and how we interact
  • Sight................. 70 %with others. Technological innovation results in
• hearing.............. 20 %social and economic change. Thus, VR will lead to
• smell ..................5 %the development of a Virtual World. And it is the
• touch..................4 %Virtual World that promises to restructure human
• taste ...................1 %life and activity.