WHAT IS VIRTUAL REALITY?

WHAT IS VIRTUAL REALITY?



                                                             The definition of virtual reality comes, naturally from the definition of virtual and reality. Virtual means near and reality is what we experience as human beings. So the term "virtual reality" basically means "near-reality".This could, of course, mean anything but usually refers to a specific type of reality emulation.
Virtual reality is the use of computer technology to create a simulated environment. Unlike traditional user interface, VR places the user inside an experiences .instead of viewing a screen in front of them, users are immersed and able to interact with the 3d world. The only limits to near-real VR experiences are the availability of content and cheap computing power.
We know the world through our senses and perception systems. In school, we all learned that we have five senses: taste, smell, sight, hearing. These are a most, however, most obvious sense organ 
. The truth is that human has much more sense than this such as a sense of balance for example. These other sensory inputs, plus some special processing of sensory information by our brains ensure that we have reach flow of information from the environment to our minds.

Everything that we know about our reality comes by way of our senses. In other words, our entire experience of reality is simply a combination of sensory information and our brains sense-making mechanisms for that information. It stands to reason then, that if you can present your senses with made-up information, your perception of reality would also change in response to it. You would be presented with a version of reality that isn’t really there, but from your perspective, it would be perceived as real. Something we would refer to as a virtual reality.
Answering “what is a virtual reality” in technical terms is straight-forward. Virtual reality is the term used to describe a three-dimensional, computer-generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, can manipulate objects or perform a series of actions.
 there are some particular points which can define virtual reality accurately-

Believable: You really need to feel like you're in your virtual world (on Mars, or wherever) and to keep believing that, or the illusion of virtual reality will disappear.

Interactive: As you move around, the VR world needs to move with you. You can watch a 3D movie and be transported up to the Moon or down to the seabed—but it's not interactive in any sense.

Computer-generated: Why is that important? Because only powerful machines, with realistic 3D computer graphics, are fast enough to make believable, interactive, alternative worlds that change in real-time as we move around them.

Explorable: A VR world needs to be big and detailed enough for you to explore. However realistic painting is, it shows only one scene, from one perspective. A book can describe a vast and complex "virtual world," but you can only really explore it linearly, exactly as the author describes it.

Immersive: To be both believable and interactive, VR needs to engage both your body and your mind. Paintings by war artists can give us glimpses of conflict, but they can never fully convey the sight, sound, smell, taste, and feel of a battle. You can play a flight simulator game on your home PC and be lost in a very realistic, interactive experience for hours (the landscape will constantly change as your plane flies through it), but it's not like using a real flight simulator (where you sit in a hydraulically operated mockup of a real cockpit and feel actual forces as it tips and tilts), and even less like flying a plane.

WHAT IS VIRTUAL REALITY?


HISTORY OF V.R.:-

                                      The exact origins of virtual reality are disputed, partly because of how difficult it has been to formulate a definition for the concept of an alternative existence. The development of perspective in Renaissance Europe created convincing depictions of spaces that did not exist, in what has been referred to as the "multiplying of artificial worlds". Other elements of virtual reality appeared as early as the 1860s. Antonin Artaud took the view that illusion was not distinct from reality, advocating that spectators at a play should suspend disbelief and regard the drama on stage as reality.

LATE 2Oth CENTURY:-

 Morton Heilig wrote in the 1950s of an "Experience Theatre" that could effectively encompass all the senses, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use...The spectator is given a complete sensation of reality, i.e. moving three-dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes."

In 1968, Ivan Sutherland, with the help of his students including Bob Sproull, created what was widely considered to be the first head-mounted display system for use in immersive simulation applications. It was primitive both in terms of user interface and visual 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

1970-1990:-
            
                The virtual reality industry mainly provided VR devices for medical, flight simulation, automobile industry design, and military training purposes from 1970 to 1990.

David Em became the first artist to produce navigable virtual worlds at NASA's Jet Propulsion Laboratory (JPL) from 1977 to 1984. The Aspen Movie Map, a crude virtual tour in which users could wander the streets of Aspen in one of the three modes (summer, winter, and polygons), was created at the MIT in 1978.
By the 1980s, the term "virtual reality" was popularized by Jaron Lanier, one of the modern pioneers of the field. Lanier had founded the company VPL Research in 1985. VPL Research has developed several VR devices like the DataGlove, the EyePhone, and the AudioSphere. VPL licensed the DataGlove technology to Mattel, which used it to make the Power Glove, an early affordable VR device.

21st CENTURY:-
                           The 2000s were a period of relative public and investment indifference to commercially available VR technologies.

In 2001, SAS Cube (SAS3) became the first PC-based cubic room, developed by Z-A Production (Maurice Benayoun, David Nahon), Barco, and Clarté. It was installed in Laval, France. The SAS library gave birth to Virtools VRPack. In 2007, 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 3D mode, introduced in 2010.

2010 to PRESENT:- 
                              In 2010, Palmer Luckey designed the first prototype of the Oculus Rift. This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking. However, it boasted a 90-degree field of vision that was previously unseen in the consumer market at the time. Distortion issues arising from the lens used to create the field of vision were corrected for by software written by John Carmack for a version of Doom 3. This initial design would later serve as a basis from which the later designs came.

In 2012, the Rift is presented for the first time at the E3 gaming trade show by Carmack.

In 2014, Facebook purchased Oculus VR for what at the time was stated as $2 billion but later revealed that the more accurate figure was $3 billion. This purchase occurred after the first development kits ordered through Oculus' 2012 Kickstarter had shipped in 2013 but before the shipping of their second development kits in 2014.

In 2014, Sony announced Project Morpheus (its code name for the PlayStation VR), a virtual reality headset for the PlayStation 4 video game console. In 2015, Google announced Cardboard, a do-it-yourself stereoscopic viewer: the user places their smartphone in the cardboard holder, which they wear on their head. Michael Naimark was appointed Google's first-ever 'resident artist' in their new VR division. The Kickstarter campaign for Gloveone, a pair of gloves providing motion tracking and haptic feedback, was successfully funded, with over $150,000 in contributions. Also in 2015, Razer unveiled its open-source project OSVR.

In 2016, HTC shipped its first units of the HTC Vive SteamVR headset. This marked the first major commercial release of sensor-based tracking, allowing for free movement of users within a defined space. A patent filed by Sony in 2017 showed they were developing a similar location tracking technology to the Vive for PlayStation VR, with the potential for the development of a wireless headset

HOW CAN WE ACHIEVE VIRTUAL REALITY:-


                                                   Although we talk about a few historical early forms of virtual reality elsewhere on the site, today virtual reality is usually implemented using computer technology. There is a range of systems that are used for this purpose, such as headsets, Omni-directional treadmills and special gloves. These are used to actually stimulate our senses together to create the illusion of reality.

This is more difficult than it sounds since our senses and brains are evolved to provide us with a finely synchronised and mediated experience. If anything is even a little off we can usually tell. This is where you’ll hear terms such as immersiveness and realism enter the conversation. These issues that divide convincing or enjoyable virtual reality experiences from jarring or unpleasant ones are partly technical and partly conceptual. Virtual reality technology needs to take our physiology into account. For example, the human visual field does not look like a video frame. We have (more or less) 180 degrees of vision and although you are not always consciously aware of your peripheral vision, if it were gone you’d notice. Similarly when what your eyes and the vestibular system in your ears tell you are in conflict it can cause motion sickness. Which is what happens to some people on boats or when they read while in a car.

If an implementation of virtual reality manages to get the combination of hardware, software and sensory synchronicity just right it achieves something known as a sense of presence. Where the subject really feels like they are present in that environment.

HERE IS A LIST OF SOME EQUIPEMENTS WHICH ARE NEEDED TO ACHIEVE V.R.
      
Head-mounted displays (HMDs):- There are two big differences between VR and looking at an ordinary computer screen: in VR, you see a 3D image that changes smoothly, in real-time, as you move your head. That's made possible by wearing a head-mounted display, which looks like a giant motorbike helmet or welding visor, but consists of two small screens (one in front of each eye), a blackout blindfold that blocks out all other light (eliminating distractions from the real world), and stereo headphones. The two screens display slightly different, stereoscopic images, creating a realistic 3D perspective of the virtual world. HMDs usually also have built-in accelerometers or position sensors so they can detect exactly how your head and body are moving (both position and orientation—which way they're tilting or pointing) and adjust the picture accordingly. The trouble with HMDs is that they're quite heavy, so they can be tiring to wear for long periods; some of them really heavy ones are even mounted on stands with counterweights. But HMDs don't have to be so elaborate and sophisticated: at the opposite end of the spectrum, Google has developed an affordable, low-cost pair of cardboard goggles with built-in lenses that convert an ordinary smartphone into a crude HMD.

Immersive rooms:- An alternative to putting on an HMD is to sit or stand inside a room onto whose walls changing images are projected from outside. As you move into the room, the images change accordingly. Flight simulators use this technique, often with images of landscapes, cities, and airport approaches projected onto large screens positioned just outside a mockup of a cockpit. A famous 1990s VR experiment called CAVE (Cave Automatic Virtual Environment), developed at the University of Illinois by Thomas de Fanti, also worked this way. People moved around inside a large cube-shaped room with semi-transparent walls onto which stereo images were back-projected from outside. Although they didn't have to wear HMDs, they did need stereo glasses to experience full 3D perception.


Datagloves:-  See something amazing and your natural instinct is to reach out and touch it—even babies do that. So giving people the ability to handle virtual objects has always been a big part of VR. Usually, this is done using datagloves, which are ordinary gloves with sensors wired to the outside to detect hand and figure motions. One technical method of doing this uses fibre-optic cables stretched the length of each finger. Each cable has tiny cuts in it so, as you flex your fingers back and forth, more or less light escapes. A photocell at the end of the cable measures how much light reaches it and the computer uses this to figure out exactly what your fingers are doing. Other gloves use strain gauges, piezoelectric sensors, or electromechanical devices (such as potentiometers) to measure finger movements.

Wands:-  Even simpler than a dataglove, a wand is a stick you can use to touch, point to, or otherwise interact with a virtual world. It has position or motion sensors (such as accelerometers) built-in, along with mouse-like buttons or scroll wheels. Originally, wands were clumsily wired into the main VR computer; increasingly, they're wireless.
WHAT IS VIRTUAL REALITY?

WHY WE NEED V.R.?

                                                       This may seem like a lot of effort, and it is! What makes the development of virtual reality worthwhile? The potential entertainment value is clear. Immersive films and video games are good examples. The entertainment industry is after all a multi-billion dollar one and consumers are always keen on novelty. Virtual reality has many other, more serious, applications as well.

There are a wide variety of applications for virtual reality which include:

Architecture
Sport
Medicine
The Arts
Entertainment
etc.
      

Virtual reality can lead to new and exciting discoveries in these areas which impact our day to day lives.

Wherever it is too dangerous, expensive or impractical to do something, in reality, virtual reality is the answer. From trainee fighter pilots to medical applications trainee surgeons, virtual reality allows us to take virtual risks to gain real-world experience. As the cost of virtual reality goes down and it becomes more mainstream you can expect more serious uses, such as education or productivity applications, to come to the fore. Virtual reality and its cousin augmented reality could substantively change the way we interface with our digital technologies. Continuing the trend of humanising our technology.

FEATURES OF VIRTUAL REALITY:-

There are many different types of virtual reality systems but they all share the same characteristics such as the ability to allow the person to view three-dimensional images. These images appear life-sized to the person.

Plus they change as the person moves around their environment which corresponds with the change in their field of vision. The aim is for a seamless join between the person’s head and eye movements and the appropriate response, e.g. change in perception. This ensures that the virtual environment is both realistic and enjoyable.

A virtual environment should provide the appropriate responses – in real-time- as the person explores their surroundings. The problems arise when there is a delay between the person’s actions and system response or latency which then disrupts their experience. The person becomes aware that they are in an artificial environment and adjusts their behaviour accordingly which results in a stilted, mechanical form of interaction.

The aim is for a natural, free-flowing form of interaction which will result in a memorable experience.

TYPES OF VIRTUAL REALITY:-

                                                                There are types of virtual reality which are explained below

Fully immersive:-

For the complete VR experience, we need three things. First, a plausible, and richly detailed virtual world to explore; a computer model or simulation, in other words. Second, a powerful computer that can detect what we're going and adjust our experience accordingly, in real-time (so what we see or hear changes as fast as we move—just like in real reality). Third, hardware linked to the computer that fully immerses us in the virtual world as we roam around. Usually, we'd need to put on what's called a head-mounted display (HMD) with two screens and stereo sound, and wear one or more sensory gloves. Alternatively, we could move around inside a room, fitted out with surround-sound loudspeakers, onto which changing images are projected from outside. We'll explore VR equipment in more detail in a moment.

Non-immersive:-

A highly realistic flight simulator on a home PC might qualify as nonimmersive virtual reality, especially if it uses a very widescreen, with headphones or surround sound, and a real joystick and other controls. Not everyone wants or needs to be fully immersed in an alternative reality. An architect might build a detailed 3D model of a new building to show to clients that can be explored on a desktop computer by moving a mouse. Most people would classify that as a kind of virtual reality, even if it doesn't fully immerse you. In the same way, computer archaeologists often create engaging 3D reconstructions of long-lost settlements that you can move around and explore. They don't take you back hundreds or thousands of years or create the sounds, smells, and tastes of prehistory, but they give a much richer experience than a few pastel drawings or even an animated movie.

Collaborative:-

What about "virtual world" games like Second Life and Minecraft? Do they count as virtual reality? Although they meet the first four of our criteria (believable, interactive, computer-created and explorable), they don't really meet the fifth: they don't fully immerse you. But one thing they do offer that cutting-edge VR typically doesn't is collaboration: the idea of sharing an experience in a virtual world with other people, often in real-time or something very close to it. Collaboration and sharing are likely to become increasingly important features of VR in future.

Web-based:-

Virtual reality was one of the hottest, fastest-growing technologies in the late 1980s and early 1990s, but the rapid rise of the World Wide Web largely killed off interest after that. Even though computer scientists developed a way of building virtual worlds on the Web (using a technology analogous to HTML called Virtual Reality Markup Language, VRML), ordinary people were much more interested in the way the Web gave them new ways to access real reality—new ways to find and publish information, shop, and share thoughts, ideas, and experiences with friends through social media. With Facebook's growing interest in technology, the future of VR seems likely to be both Web-based and collaborative.

WHAT IS VIRTUAL REALITY?

APPLICATION OF VIRTUAL REALITY:-


                                          Virtual reality is most commonly used in entertainment applications such as video gaming and 3D cinema. Consumer virtual reality headsets were first released by video game companies in the early-mid 1990s. Beginning in the 2010s, next-generation commercial tethered headsets were released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of application development.3D cinema has been used for sporting events, pornography, fine art, music videos and short films. Since 2015, roller coasters and theme parks have incorporated virtual reality to match visual effects with haptic feedback.

some of the application of virtual reality is explained below-

Education:-

 Difficult and dangerous jobs are hard to train for. How can you safely practice taking a trip to space, landing a jumbo jet, making a parachute jump, or carrying out brain surgery? All these things are obvious candidates for virtual reality applications. As we've seen already, flight cockpit simulators were among the earliest VR applications; they can trace their history back to mechanical simulators developed by Edwin Link in the 1920s. Just like pilots, surgeons are now routinely trained using VR. In a 2008 study of 735 surgical trainees from 28 different countries, 68 per cent said the opportunity to train with VR was "good" or "excellent" for them and only 2 per cent rated it useless or unsuitable.

Scientific visualization:-

Anything that happens at the atomic or molecular scale is effectively invisible unless you're prepared to sit with your eyes glued to an electron microscope. But suppose you want to design new materials or drugs and you want to experiment with the molecular equivalent of LEGO. That's another obvious application for virtual reality. Instead of wrestling with numbers, equations, or two-dimensional drawings of molecular structures, you can snap complex molecules together right before your eyes. This kind of work began in the 1960s at the University of North Carolina at Chapel Hill, where Frederick Brooks launched GROPE, a project to develop a VR system for exploring the interactions between protein molecules and drugs.

Medicine:- 

Apart from its use in things like surgical training and drug design, virtual reality also makes possible telemedicine (monitoring, examining, or operating on patients remotely). A logical extension of this has a surgeon in one location hooked up to a virtual reality control panel and a robot in another location (maybe an entire continent away) wielding the knife. The best-known example of this is the DaVinci surgical robot, released in 2009, of which several thousand have now been installed in hospitals worldwide. Introduce collaboration and there's the possibility of a whole group of the world's best surgeons working together on a particularly difficult operation—a kind of WikiSurgery if you like!

Industrial design and architecture:-

Architects used to build models out of card and paper; now they're much more likely to build virtual reality computer models you can walk through and explore. By the same token, it's generally much cheaper to design cars, aeroplanes, and other complexes, expensive vehicles on a computer screen than to model them in wood, plastic, or other real-world materials. This is an area where virtual reality overlaps with computer modelling: instead of simply making an immersive 3D visual model for people to inspect and explore, you're creating a mathematical model that can be tested for its aerodynamic, safety, or other qualities.

Games and entertainment:-

From flight simulators to race-car games, VR has long hovered on the edges of the gaming world—never quite good enough to revolutionize the experience of gamers, largely due to computers being too slow, displays lacking full 3D and the lack of decent HMDs and datagloves. All that may be about to change with the development of affordable new peripherals like the Oculus Rift.

DISADVANTAGES OF VIRTUAL REALITY:-

                                                Like any technology, virtual reality has both good and bad points. How many of us would rather have a complex brain operation carried out by a surgeon trained in VR, compared to someone who has merely read books or watched over the shoulders of their peers? How many of us would rather practice our driving on a car simulator before we set foot on the road? Or sit back and relax in a Jumbo Jet, confident in the knowledge that our pilot practised landing at this very airport, dozens of times, in a VR simulator before she ever set foot in a real cockpit?

Critics always raise the risk that people may be seduced by alternative realities to the point of neglecting their real-world lives—but that criticism has been levelled at everything from radio and TV to computer games and the Internet. And, at some point, it becomes a philosophical and ethical question: What is real anyway? And who is to say which is the better way to pass your time? Like many technologies, VR takes little or nothing away from the real world: you don't have to use it if you don't want to.

There are many health and safety considerations of virtual reality. A number of unwanted symptoms have been caused by prolonged use of virtual reality, and these may have slowed proliferation of the technology. Most virtual reality systems come with consumer warnings, including seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices. Some users may experience twitches, seizures or blackouts while using VR headsets, even if they do not have a history of epilepsy and have never had blackouts or seizures before. As many as one in 4,000 people may experience these symptoms. Since these symptoms are more common among people under the age of 20, children are advised against using VR headsets. Other problems may occur in physical interactions with one's environment. While wearing VR headsets, people quickly lose awareness of their real-world surroundings and may injure themselves by tripping over or colliding with real-world objects.

VR headsets may regularly cause eye fatigue, as does all screened technology, because people tend to blink less when watching screens, causing their eyes to become more dried out. There have been some concerns about VR headsets contributing to myopia, but although VR headsets sit close to the eyes, they may not necessarily contribute to nearsightedness if the focal length of the image being displayed is sufficiently far away.

WHAT IS VIRTUAL REALITY?

SUMMARY:-

Virtual reality is the creation of a virtual environment presented to our senses in such a way that we experience it as if we were really there. It uses a host of technologies to achieve this goal and is a technically complex feat that has to account for our perception and cognition. It has both entertainment and serious uses. The technology is becoming cheaper and more widespread. We can expect to see many more innovative uses for the technology in the future and perhaps a fundamental way in which we communicate and work thanks to the possibilities of virtual reality.

Though there are many dark sides of virtual reality, it is our future. virtual reality will expand and improve a lot more to solve most of the drawbacks. We should accept virtual reality but always keep in mind that whether a technology is good or bad is total up to how you use it.technology is always a curse in wrong hands but it gives a lot when used in a proper way.


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