| 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 a | | | | attention. Therefore the stimulation of the visual |
| user to interact with a computer-simulated | | | | system plays a principal role in “fooling the |
| environment, whether that environment is a | | | | senses” 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 it | | | | VR system. These devices communicate with the |
| as a real environment. On a computer, virtual | | | | system's processing unit, telling it the orientation |
| reality is primarily experienced through two of the | | | | of a user's point of view. In systems that allow a |
| five senses: sight and sound | | | | user to move around within a physical space, |
| Most current virtual reality environments are | | | | trackers detect where the user is, the direction |
| primarily visual experiences, displayed either on a | | | | he is moving and his speed. There are several |
| computer screen or stereoscopic displays, but | | | | different kinds of tracking systems used in VR |
| some simulations include additional sensory | | | | systems, but all of them have a few things in |
| information, such as sound through speakers or | | | | common. 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 training | | | | space and the object's orientation. Orientation |
| and education. | | | | includes an object's yaw, pitch and roll. |
| - The development of an imagined environment | | | | From 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 for | | | | head at an angle or move your head forward or |
| decades, even though the public really only | | | | backward 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 Morton | | | | where you are looking, and the CPU sends the |
| Heilig & Device: Sensorama | | | | right images to your HMD's screens |
| Envisioned a theatre experience that would | | | | Every tracking system has a device that |
| stimulate all his audiences’ senses, drawing | | | | generates a signal, a sensor that detects the |
| them in to the stories more effectively. He build a | | | | signal and a control unit that processes the signal |
| console in 1960 called the Sensorama that included | | | | and sends information to the CPU. Some systems |
| a stereoscopic display, fans, odor emitters, stereo | | | | require you to attach the sensor component to |
| speakers and a moving chair. He also invented a | | | | the user (or the user's equipment). In that kind of |
| head mounted television display designed to let a | | | | system, you place the signal emitters at fixed |
| user watch television in 3-D. Users were passive | | | | points in the environment. Some systems are the |
| audiences for the films, but many of Heilig’s | | | | other 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: Headsight | | | | The signals sent from emitters to sensors can |
| Developed the first HMD in 1961, called the | | | | take many forms, including electromagnetic |
| Headsight. The helmet included a video screen and | | | | signals, acoustic signals, optical signals and |
| tracking system, which the engineers linked to a | | | | mechanical signals. Each technology has its own |
| closed circuit camera system. They designed the | | | | set of advantages and disadvantages. |
| HMD for use in dangerous situations -- a user | | | | ELECTROMAGNETIC 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 helicopter | | | | magnetic fields generated by running an electric |
| pilots. They linked HMDs to infrared cameras | | | | current sequentially through three coiled wires |
| attached to the bottom of helicopters, which | | | | arranged in a perpendicular orientation to one |
| allowed pilots to have a clear field of view while | | | | another. Each small coil becomes an |
| flying in the dark. | | | | electromagnet, and the system's sensors |
| In 1965: A Computer Scientist Named Ivan | | | | measure how its magnetic field affects the other |
| Sutherland | | | | coils. This measurement tells the system the |
| Envisioned what he called the “Ultimate | | | | direction and orientation of the emitter. A good |
| Display.” Using this display, a person could look | | | | electromagnetic tracking system is very |
| into a virtual world that would appear as real as | | | | responsive, with low levels of latency. |
| the physical world the user lived in. This vision | | | | One disadvantage of this system is that anything |
| guided almost all the developments within the field | | | | that 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 any | | | | ULTRA SONIC TRACKERS: |
| observer, seen through an HMD. | | | | Emit and sense ultrasonic sound waves to |
| - A computer that maintains the world model in | | | | determine the position and orientation of a target. |
| real time. | | | | Most measure the time it takes for the ultrasonic |
| - The ability for users to manipulate virtual | | | | sound 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 the | | | | the ultrasonic emitters. The system calculates the |
| public eye. Almost all development focused on | | | | position 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 a | | | | the 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 on | | | | of 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 Virtual | | | | OPTICAL 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 system | | | | typically consists of a set of infrared LEDs. The |
| should adjust in real time as a user explores the | | | | sensors are cameras that can sense the emitted |
| environment. Sensory stimulation must be | | | | infrared light. The LEDs light up in sequential pulses. |
| consistent if a user is to feel immersed within a | | | | The cameras record the pulsed signals and send |
| VE. If the VE shows a perfectly still scene, you | | | | information 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 a | | | | system less effective. |
| hurricane, you wouldn’t expect to feel a | | | | MECHANICAL 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 when | | | | target and a fixed reference point. A common |
| the virtual environment reflects that action is | | | | example of a mechanical tracking system in the |
| called latency. Latency usually refers to the delay | | | | VR field is the BOOM display. A BOOM display is |
| between the time a user turns his head or moves | | | | an 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 in | | | | detects the position and orientation through the |
| other sensory outputs. Studies with flight | | | | arm. The update rate is very high with mechanical |
| simulators show that humans can detect a | | | | tracking systems, but the disadvantage is that |
| latency of more than 50 milliseconds. When a user | | | | they 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 destroys | | | | As 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 user | | | | assumed 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 user | | | | offering new ways for the communication of |
| forget his real surroundings, effectively causing | | | | information, the visualization. |
| the computer to become a non entity. In order to | | | | Two 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 truly | | | | ARCHITECTURE: |
| immersed. | | | | An area in which virtual reality has tremendous |
| TYPES OF VIRTUAL REALITY: | | | | potential is in architectural design. Already being |
| - Immersive virtual reality | | | | created are architectural that allow designers and |
| - Non immersive virtual reality | | | | clients to examine homes and office buildings, |
| - Semi immersive virtual reality | | | | inside and out, before they're built. With virtual |
| IMMERSIVE VIRTUAL REALITY: | | | | reality, designers can interactively test a building |
| In a virtual reality environment, a user | | | | before construction begins. |
| experiences immersion, or the feeling of being | | | | MILITARY: |
| inside and a part of that world. He is also able to | | | | The 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 and | | | | can include everything from vehicle simulations to |
| interactivity is called telepresence. | | | | squad combat. On the whole, VR systems are |
| Computer scientist Jonathan Steuer defined it as | | | | much safer and, in the long run, less expensive |
| “the extent to which one feels present in the | | | | than alternative training methods. Soldiers who |
| mediated environment, rather than in the | | | | have gone through extensive VR training have |
| immediate physical environment.” In other | | | | proven to be as effective as those who trained |
| words, an effective VR experience causes you to | | | | under traditional conditions. |
| become unaware of your real surroundings and | | | | ANXIETY THERAPY: |
| focus on your existence inside the virtual | | | | For years now, virtual environments have been |
| environment | | | | used to treat anxiety problems with exposure |
| Jonathan Steuer proposed two main components | | | | therapy. Psychologists treat phobias and post |
| of immersion: | | | | traumatic stress disorder by exposing the patient |
| - Depth of information | | | | to 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 and | | | | difficult if your stressor is a battlefield in Iraq. |
| quality of data in the signals a user receives when | | | | Military 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, the | | | | uses 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 audio | | | | simulator for smoking addiction. |
| output. | | | | VR TRAINING PROGRAMS: |
| Breadth of Information as the “number of | | | | Virtual reality environments have also been used |
| sensory dimensions simultaneously presented.” | | | | for training simulators. The earliest examples were |
| A virtual environment experience has a wide | | | | flight simulators ("Microsoft Flight Simulator"), but |
| breadth of information if it stimulates all your | | | | VR training has expanded beyond just that. There |
| senses. Most virtual environment experiences | | | | are many modern military examples, including Iraqi |
| prioritize visual and audio components over other | | | | cultural situations and battlefield simulators for |
| sensory-stimulating factors, but a growing number | | | | soldiers. |
| of scientists and engineers are looking into ways | | | | Flight 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 and | | | | good 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 VR | | | | effective and safe training tools, and though a |
| techniques. Using the desktop system, the virtual | | | | sophisticated simulator can cost tens of thousands |
| environment is viewed through a portal or window | | | | of 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 occur | | | | limitation of flight simulators from a VR |
| by conventional means such as keyboards, mice | | | | perspective is that they are designed for one |
| and trackballs or may be enhanced by using 3D | | | | particular 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 monitor | | | | pilot an aircraft while inside one. |
| - A large screen projector system | | | | VIRTUAL REALITY IN EDUCATION: |
| - Multiple television projection systemssimilar to | | | | Virtual 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 immersion | | | | step through the computer or television screen |
| or presence experienced by the user | | | | into a three dimensional, computer-simulated world |
| Semi-immersive systems therefore provide a | | | | to learn. |
| greater sense of presence than non-immersive | | | | MULTIPLAYER 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 a | | | | existence of entirely separate virtual worlds, |
| far greater resolution than HMDs and this | | | | inhabited entirely by the avatars of real world |
| implementation provides the ability to share the | | | | users. These worlds are sometimes referred to |
| virtual experience. This may have a considerable | | | | as massively multiplayer online games, and the |
| benefit in educational applications as it allows | | | | World of Warcraft is the largest virtual gaming |
| simultaneous experience of the VE which is not | | | | world 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 within | | | | reality on the market today is the Nintento Wii. |
| a virtual environment is one thing, but for a user | | | | The Wii owes its motion capture and intuitive |
| to feel truly involved there must also be an | | | | interaction concepts to the virtual reality |
| element of interaction. Early applications using the | | | | technologies of the past. The controller is basically |
| technology common in VE systems today allowed | | | | a 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 while | | | | another way of interacting with their virtual |
| wearing a head-mounted display (HMD). They | | | | environment without having to wear any bulky |
| would sit in a motion chair and watch the film as | | | | equipment. |
| 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 of | | | | systems to practice procedures or to do tiny |
| view by looking around. Their path was | | | | surgical procedures on a larger scale. Surgeons |
| pre-determined and unalterable. | | | | have also started using virtual "twins" of their |
| Interactivity depends on many factors. Steuer | | | | patients, 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 the | | | | environments to train in everything from surgical |
| rate that a user's actions are incorporated into | | | | procedures to diagnosing a patient. Surgeons have |
| the computer model and reflected in a way the | | | | used virtual reality technology to not only train |
| user can identify by means of senses. Range | | | | and educate, but also to perform surgery |
| refers to how many possible outcomes could | | | | remotely by using robotic devices. |
| result from any particular user action. Mapping is | | | | Researchers are using virtual reality technology to |
| the system's ability to produce natural results in | | | | create 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 kind | | | | children. |
| of interactivity. If a user can direct his own | | | | ABSTRACT VISUALISATION: |
| movement within the environment, it can be | | | | The other most commonly found approach to |
| called an interactive experience. Most virtual | | | | VR 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 a | | | | manipulated, examined or accessed. Such |
| few minutes of exploration. | | | | visualizations range from common datasets such |
| Computer Scientist Mary Whitton points out that | | | | as maps, to micro and macro structures such as |
| poorly designed interaction can drastically reduce | | | | molecular architecture or social networks. By |
| the sense of immersion, while finding ways to | | | | combining VR with Geographical Information |
| engage users can increase it. When a virtual | | | | Systems (GIS), geographical information can be |
| environment is interesting and engaging, users are | | | | explored in three dimensions or the information |
| more willing to suspend disbelief and become | | | | contained within a computer database can be |
| immersed. | | | | visualized and navigated. |
| True interactivity also includes being able to | | | | Almost any situation that requires interaction with |
| modify the environment. A good virtual | | | | information (even mathematical algorithms can |
| environment will respond to the user's actions in a | | | | benefit from VR visualization. Users are able to |
| way that makes sense, even if it only makes | | | | visualize 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's | | | | increase 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 gesturing | | | | As 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 tricky | | | | the different formats of VR-type software. Each |
| if you're wearing a head-mounted display or are | | | | format has differing approaches to, and varying |
| operating the BOOM, you program the computer | | | | degrees of, three-dimensionality, immersion and |
| to change modes in response to the gestures | | | | interaction. |
| you make with the data gloves. | | | | VIRTUAL REALITY & INTERNET: |
| Pointing upwards may mean zoom in; pointing | | | | Some programmers envision the Internet |
| down, zoom out. A shake of your fist may signal | | | | developing into a three-dimensional virtual space, |
| the computer to end the program. Some people | | | | where you navigate through virtual landscapes to |
| program the computer to mimic their hand | | | | access information and entertainment. Web sites |
| movements in the simulation; for instance, to see | | | | could 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 incorporate | | | | browsers to achieve this vision. Some of these |
| on-off buttons to control variables in a simulation | | | | include: |
| or in the display of data. Others have knobs, dials, | | | | - Virtual Reality Modeling Language (VRML) - the |
| or joy sticks. Their design and manner of | | | | earliest 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 any | | | | through most Internet browsers after installing a |
| of six directions: forward or backward, up or | | | | plug-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 limitless | | | | Internet. |
| manifestations of interface devices. As part of a | | | | 1. X3D superseded VRML97. Since VRML97 is a |
| simulated battlefield terrain, engineers from an | | | | subset of the X3D standard, VRML files |
| army research lab outfitted a stair stepper with | | | | can 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 in | | | | format used to allow file interchanges within |
| response to the battlefield scenes projected onto | | | | three-dimensional programs. |
| a head-mounted display. The stair stepper | | | | DEVELOPMENT 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 portable | | | | APPLICATION 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 be | | | | POTENTIAL VR FOR E-COMMERCE: |
| seen through your right eye, the other, through | | | | Three-dimensional (3-D), multi-user, online |
| your left. These two stereo images are then | | | | environments 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 of | | | | experience. |
| the helmet signals your head movements relative | | | | VE offers e-shoppers the ability study the |
| to a stationary tracking device. As you move | | | | product carefully. |
| your head forwards, backwards, or sideways, or | | | | Provides the e-shoppers confidence that what |
| look in a different direction, a computer continually | | | | they see is actually what they will get. Give better |
| updates the simulation to reflect your new | | | | description on product. |
| perspective. | | | | VIRTUAL REALITY FOR |
| Because head-mounted displays block out the | | | | TELECOMMUNICATION: |
| surrounding environment, they are favored by VR | | | | Tele-education, telemedicine, Tele-banking, |
| operators who want the wearers to feel | | | | Tele-work becomes possible. It improves new |
| absorbed in the virtual environment, such as in | | | | ways for people to interact with each other and |
| flight simulators. And as you might expect, these | | | | computer. |
| displays also are popular with the entertainment | | | | Application 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 no | | | | Using VR to manage Broadband |
| fussing with a helmet. The BOOM's viewing box is | | | | Telecommunication 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. To | | | | be visualized |
| change your perspective on an image, grab the | | | | - So, immediately responds through VR, reduce |
| handles on the side of the viewing box and move | | | | error |
| 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 as | | | | CONCERNS: |
| the interface although you can hook up data | | | | Most 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" virtual | | | | Interaction with virtual worlds. |
| environments is the CAVE (CAVE Automatic | | | | The big challenges in the field of virtual reality are |
| Virtual Environment). | | | | developing better tracking systems, finding more |
| It provides the illusion of immersion by projecting | | | | natural ways to allow users to interact within a |
| stereo images on the walls and floor of a | | | | virtual environment and decreasing the time it |
| room-sized cube. Several persons wearing | | | | takes to build virtual spaces. While there are a |
| lightweight stereo glasses can enter and walk | | | | few 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 to | | | | and visual display technologies resolution is |
| interact with virtual objects. Directional sound, | | | | Significantly below eye’s resolving capability, |
| tactile and force feedback devices, voice | | | | luminance and color ranges do not cover the |
| recognition and other technologies are being | | | | whole eye’s perception range (brightness |
| employed to enrich the immersive experience and | | | | range 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 locations | | | | make virtual worlds appear “artificial” and |
| (anywhere in the world) meet in the same virtual | | | | unreal, 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 from | | | | have trouble with his sense of balance or inertia |
| their respective points of view. Each user is | | | | with a decrease in the sense of telepresence, or |
| presented as a virtual human (avatar) to the | | | | he 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 with | | | | nausea. 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 simulate | | | | others may feel queasy after just a few minutes |
| the real world, by constructing them we | | | | Some psychologists are concerned that |
| musthave knowledge how to “fool the | | | | immersion in virtual environments could |
| user’s senses” This problem is not a trivial | | | | psychologically affect a user. |
| taskand the sufficiently good solution has not yet | | | | CONCLUSION: |
| been found: on the one hand we must give | | | | Technology has transformed the world in which |
| theuser a good feeling of being immersed, and on | | | | we 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. |