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Virtual reality - Wikipedia. Virtual reality (VR) typically refers to computer technologies that use software to generate realistic images, sounds and other sensations that replicate a real environment (or create an imaginary setting), and simulate a user's physical presence in this environment, by enabling the user to interact with this space and any objects depicted therein using specialized display screens or projectors and other devices. VR has been defined as . Virtual realities artificially create sensory experiences, which can include sight, touch, hearing, and, less commonly, smell. Most 2. 01. 6- era virtual realities are displayed either on a computer monitor, a projector screen, or with a virtual reality headset (also called head- mounted display or HMD). HMDs typically take the form of head- mounted goggles with a screen in front of the eyes. Some simulations include additional sensory information and provide sounds through speakers or headphones. Virtual Reality actually brings the user into the digital world by cutting off outside stimuli. In this way user is solely focusing on the digital content. Some advanced haptic systems in the 2. Some VR systems used in video games can transmit vibrations and other sensations to the user via the game controller. Virtual reality also refers to remote communication environments which provide a virtual presence of users with through telepresence and telexistence or the use of a virtual artifact (VA), either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove or omnidirectional treadmills. The immersive environment can be similar to the real world in order to create a lifelike experience. Furthermore, a pixel persistence lower than 3 ms is required, because if not, users will feel sick when moving their head around. In 1. 93. 8, Antonin Artaud described the illusory nature of characters and objects in the theatre as . The English translation of this book, published in 1. The Theater and its Double. The Oxford English Dictionary cites a 1. A dictionary definition for . AR is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software. The additional software- generated images with the virtual scene typically enhance way the real surroundings look in some way. Some AR systems use a camera to capture the user's surroundings or some type of display screen which the user looks at (e. Microsoft. Weinbaum's 1. He built a prototype of his vision dubbed the Sensorama in 1. Predating digital computing, the Sensorama was a mechanical device. Around the same time, Douglas Engelbart used computer screens as both input and output devices. In 1. 96. 8, Ivan Sutherland, with the help of his student Bob Sproull, created what is widely considered to be the first virtual reality and augmented reality (AR) head- mounted display (HMD) system. It was primitive both in terms of user interface and realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling. The graphics comprising the virtual environment were simple wire- frame model rooms. The formidable appearance of the device inspired its name, The Sword of Damocles. The program was a crude virtual simulation of Aspen, Colorado in which users could wander the streets in one of three modes: summer, winter, and polygons. The first two were based on photographs. Atari founded a research lab for virtual reality in 1. Atari Shock (North American video game crash of 1. However, its hired employees, such as Tom Zimmerman, Scott Fisher, Jaron Lanier and Brenda Laurel, kept their research and development on VR- related technologies. By the 1. 98. 0s the term . Lanier had founded the company VPL Research in 1. VPL Research has developed several VR devices like the Data Glove, the Eye Phone, and the Audio Sphere. VPL licensed the Data Glove technology to Mattel, which used it to make an accessory known as the Power Glove. While the Power Glove was hard to use and not popular, at US$7. VR device. During this time, virtual reality was not well known, though it did receive media coverage in the late 1. Most of its popularity came from marginal cultures, like cyberpunks, who viewed the technology as a potential means for social change, and the recreational drug subculture, who praised virtual reality not only as a new art form, but as an entirely new frontier. The VR research boom of the 1. Virtual Reality (1. Howard Rheingold. This new system was an arcade machine that would use a virtual reality headset to immerse players. Cyber. Edge and PCVR, two VR industry magazines, started to publish in the early 1. However, most ideas about VR remained theoretical due to the limited computing power available at the time. The extremely high cost of the technology made it impossible for consumers to adopt. When the Internet became widely available, this became the technology focus for most people. The VR industry mainly provided VR devices for medical, flight simulation, automobile industry design, and military training purposes from 1. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head. It was released in many countries, including a dedicated VR arcade at Embarcadero Center in San Francisco. Costing up to $7. Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first . De. Fanti from the Electronic Visualization Laboratory created the first cubic immersive room, replacing goggles by a multi- projected environment where people can see their body and other people around. In that same year, Computer Gaming World predicted . It was able to track head movement and featured 3. D polygon graphics in stereoscopic 3. D, powered by the Sega Model 1arcade system board. The installation included dynamic real time 3d modeling, video chat, spatialized sound and AI content management. A non- VR system called the Virtual Boy was created by Nintendo and was released in Japan on July 2. North America on August 1. Forte released the VFX1, a PC- powered virtual reality headset in 1. Descent, Star Wars: Dark Forces, System Shock and Quake. In 1. 99. 9, entrepreneur Philip Rosedale formed Linden Lab with an initial focus on the development of hardware that would enable computer users to be fully immersed in a 3. In its earliest form, the company struggled to produce a commercial version of . The SAS library gave birth to Virtools VRPack. By 2. 00. 7, Google introduced Street View, a service that shows panoramic views of an increasing number of worldwide positions such as roads, indoor buildings and rural areas. It also features a stereoscopic 3. D mode, introduced in 2. This prototype, built on a shell of another virtual reality headset, displayed only 2- D images and was noticeably cumbersome to wear. However, it boasted a 9. This initial design would later serve as a basis from which the later designs came. A camera on the TV tracks the viewer's location relative to the TV, and if the viewer moves, everything on the screen reorients itself appropriately. Since 2. 01. 3, there have been several virtual reality devices that seek to enter the market to complement Oculus Rift to enhance the game experience. One, Virtuix Omni, is based on the ability to move in a three dimensional environment through an omnidirectional treadmill. On March 2. 5, 2. Facebook purchased a company that makes virtual reality headsets, Oculus VR, for $2 billion. The user places her smartphone in the cardboard holder, which she wears on her head. In 2. 01. 5, the Kickstarter campaign for Gloveone, a pair of gloves providing motion tracking and haptic feedback, was successfully funded, with over $1. The whole VR launch had a runtime of 3. Also in 2. 01. 5, Jaunt, a startup company developing cameras and a cloud distribution platform, whose content will be accessible using an app, reached $1. Disney and Madison Square Garden. This version is similar to the Pocket Edition of Minecraft. Education and training. Navy personnel using a VR parachute training simulator. Research has been done on learning in virtual reality, as its immersive qualities may enhance learning. VR is used by trainers to provide learners with a virtual environment where they can develop their skills without the real- world consequences of failing. Furness III was one of the first to develop the use of VR for military training when, in 1. Air Force with his first working model of a virtual flight simulator he called the Visually Coupled Airborne Systems Simulator (VCASS). By the time he started his work on VCASS, aircraft were becoming increasingly complicated to handle and virtual reality provided a better solution to previous training methods. Furness attempted to incorporate his knowledge of human visual and auditory processing to create a virtual interface that was more intuitive to use. The second phase of his project, which he called the . Furness is often credited as a pioneer in virtual reality for this research. It allows the recruits to train under a controlled environment where they are to respond to different types of combat situations. A fully immersive virtual reality that uses head- mounted display (HMD), data suits, data glove, and VR weapon are used to train for combat. This setup allows the training's reset time to be cut down, and allows more repetition in a shorter amount of time. The fully immersive training environment allows the soldiers to train through a wide variety of terrains, situations and scenarios. The simulator would sit on top of a hydraulic lift system that reacts to the user inputs and events. When the pilot steer the aircraft, the module would turn and tilt accordingly to provide haptic feedback. The flight simulator can range from a fully enclosed module to a series of computer monitors providing the pilot's point of view.
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