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CONTENTS
Abstract
1.Introduction
i. Definition
ii. Types of VR
2.Head mounted device
3.Binocular omni oriented monitor
4.Input and other sensual devices
5.VR related technologies
6.Applications
i. Pilot training
ii. Virtual education
iii. Entertainment
iv. Surgical Training
v. Design of mechanical tools
vi. Multi user environment
vii. Other applications
7.Conclusion.
8. References.
ABSTRACT
Virtual Reality is a new and rapidly developing technology. Virtual reality (VR) entails
the use of advanced technologies, including computers and various multimedia
peripherals, to produce a simulated (i.e., virtual) environment that users perceive as
comparable to real world objects and events. It is a computer simulation of a real or
imaginary system that enables a user to perform operations on the simulated system and
shows the effects in real time. With the aid of specially designed transducers and sensors,
users interact with displayed images, moving and manipulating virtual objects, and
performing other actions in a way that engenders a feeling of actual presence
(immersion) in the simulated environment. The unique features and flexibility of VR give
it extraordinary potential for use in work-related applications. It permits users to
experience and interact with a life-like model or environment, in safety and at convenient
times, while providing a degree of control over the simulation that is usually not possible
in the real-life situation. The advantage of VR is that it can immerse people in an
environment that would normally be unavailable due to cost, safety, or perception
restrictions. VR is a useful and effective technique for a wide variety of applications. This
paper presents an overview to the concepts of VR focusing on its applications.
1.INTRODUCTION
The term 'Virtual Reality' (VR) was initially coined by Jaron Lanier. Lanier is one of the
pioneers of the field, founding the company VPL Research, which built some of the first
systems in 1980’ s. The, related term artificial reality has been in use since the 1970s and
i. DEFINITION:
sense the user's position and replace or augment the feedback of one or more senses -
giving the feeling of being immersed, or being present in the simulation. Virtual reality
Computer Simulation
ii. TYPES OF VIRTUAL REALITY:
a. IMMERSIVE TYPE:
In this type, the virtual world is presented in full scale and relates properly to the human
size. Realistic interactions with virtual objects via data glove and similar devices allow
for manipulation, operation and control of virtual worlds. The convincing illusion of
being fully immersed in an artificial world can be enhanced by auditory, haptic and other
non-visual technologies.
Immersive Theatre
b. NON-IMMERSIVE VR:
This includes mouse-controlled navigation through a 3.D environment on a graphics
monitor, stereo viewing from the monitor via stereo glasses and others.
Non-immersive environment
The head-mounted display (HMD) was the first device providing its wearer with an
immersive experience. Evans and Sutherland demonstrated a head-mounted stereo
display already in 1965. It took more then 20 years before VPL Research introduced a
commercially available HMD, the famous "Eye Phone" system (1989).
3.BOOM:
The BOOM (Binocular Omni-Orientation Monitor)
is a head-coupled stereoscopic display device. Screens and optical system are housed in a
box that is attached to a multi-link arm.
The user looks in to the box through 2 holes, sees the virtual world and can guide the box
to any position. Head tracking is accomplished via sensors in the links of the arm that
holds the box.
The BOOM
A variety of input devices like data gloves, joysticks, and hand-held wands allow the user
to navigate through a virtual environment and to interact with virtual objects. Directional
sound, tactile and force feedback devices, voice recognition and other technologies are
being employed to enrich the immersive experience and to create more "sensualized"
interfaces.
5.VR-RELATED TECHNOLOGIES:
VR-related Technologies combine virtual and real environments. Motion trackers are
employed to monitor the movements of dancers or athletes for subsequent studies in
immersive VR.The technologies of ‘Augmented Reality’ allow for the viewing of real
environments with superimposed virtual objects. Telepresence systems (eg, telemedicine,
telerobotics) immerse a viewer in a real world that is captured by video cameras at a
distant location and allow for the remote manipulation
One way to look at telerobotics is the manipulation of remote environments via robotic
manipulators haptic simulations of this nature have potential not only in virtual reality,
but also for augmenting user interfaces in actual telerobotic systems. For example, in the
DaVinci telerobotic surgery system made by Intuitive Surgical, Inc., an interactive
simulation could be used as a surgical training tool, or in a real system as a method of
filtering and guiding the surgeon's motions.
6.APPLICATIONS:
i. Pilot Training:
Virtual reality (VR) can be used by Flight Simulators for training airplane pilots and
astronauts were the first form of this technology, which provide a very realistic and very
expensive simulation.
Flight Simulator
Virtual Heart
The computer aided design of mechanical tools can be enhanced with a virtual reality
interface which allows the designer to create a simulated model of the machine, navigate
within the tool to the part that needs modification, rectify them and then ‘switch on’ to
know the working of the simulated system and then design the real machine without any
defect.
Machine Design
VR allows multiple participants have the same experience, each with their own
7.Conclusion
Considerable hype has accompanied VR since its inception, and in many instances VR is
not yet sufficiently developed for economical use in work settings. However, the
provide realistic simulations of data, objects and environments, with which users can
interact and manipulate in an intuitive and realistic manner, opens up a vast wealth of
www.sunrisevr.com
www.cc.columbia.edu/cu/cup/
http://www.socresonline.org.uk/socresonline/2/4/5.html
http://resumbrae.com/vr04/rizzo.pdf
http://www.ericdigests.org/1996-2/virtual.html
http://www.immersivevideo.com
http://www.fullscreen360.com
http://www.abinfosys.com/main/virtual-reality-articles.php