Virtual reality
Virtual reality (
VR) is a technology which allows a user to interact with a
computer-simulated
environment. Most virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special
stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or
headphones. Some advanced and experimental systems have included limited tactile information, known as
force feedback. Users can interact with a virtual environment either through the use of standard input devices such as a
keyboard and
mouse, or through
multimodal devices such as a
wired glove, the Polhemus
boom arm, and/or
omnidirectional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ significantly from reality, as in VR games. In practice, it is currently very difficult to create a
high-fidelity virtual reality experience, due largely to technical limitations on processing power,
image resolution and communication bandwidth. However, those limitations are expected to eventually be overcome as processor, imaging and data communication technologies become more powerful and cost-effective over time.
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U.S. Navy personnel using a VR parachute trainer |
Terminology
The origin of the term virtual reality is uncertain. It has been credited to
The Judas Mandala, a
1982 novel by
Damien Broderick where the context of use is somewhat different from that defined above. The VR developer
Jaron Lanier claims that he coined the term
[ http://www.jaronlanier.com/general.html]. A related term coined by
Myron Krueger, "
artificial reality", has been in use since the
1970s. The concept of virtual reality was popularized in mass media by movies such as
The Lawnmower Man (and others mentioned below), and the VR research boom of the
1990s was motivated in part by the non-fiction book
Virtual Reality by
Howard Rheingold. The book served to demystify the heretofore niche area, making it more accessible to less technical researchers and enthusiasts, with an impact similar to what his book
The Virtual Community had on
virtual community research lines closely related to VR.
While virtual reality originally denoted a fully immersive tethered system, the term has since been used to describe systems lacking wired gloves, full body suits, etc., such as those driven by
VRML and
X3D on the
World Wide Web and occasionally even text-based interactive systems such as
MOOs or
MUDs. Non-immersive virtual reality uses a normal monitor, and the person manipulates the virtual environment using a keyboard, a mouse, a joystick or a similar input device. The term was used in the early
1990s to denote
3D computer and video games, particularly
first-person shooters.
VR timeline
Morton Heilig wrote in the
1950s of an "Experience Theater" that could encompass all the senses in an effective manner, 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, which reportedly still functions today. In
1968,
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 it had to be suspended from the ceiling, and the
graphics comprising the
virtual environment were simple
wireframe rooms. The formidable appearance of the device inspired its name,
The Sword of Damocles. Also notable among the earlier
hypermedia and
virtual reality systems was the
Aspen Movie Map, which was created at
MIT in
1977. 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 – the researchers actually photographed every possible movement through the city's street grid in both seasons – and the third was a basic 3-D model of the city. In the late
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 (from "Virtual Programming Languages") in
1985, which developed and built some of the seminal "goggles n' gloves" systems of that decade.
It is unclear exactly where the future of virtual reality is headed. In the short run, the graphics displayed in the HMD will soon reach a point of near realism. The aural aspect will move into a new realm of three dimensional sound. This refers to the addition of sound channels both above and below the individual. The virtual reality application of this future technology will most likely be in the form of over ear headphones.
With our technological limits today, sight and sound are the only two senses that will be able to be replicated almost flawlessly. In order to engage the other senses of touch, smell, and taste, the brain must be manipulated directly. This would move virtual reality into the realm of a vivid dream not dissimilar to "The Matrix". Although no form of this has been seriously developed at this point, Sony has taken the first step. On April 7th, 2005 Sony went public with the information that they had filed for and received a patent for the idea of the non-invasive beaming of different frequencies and patterns of ultrasonic waves directly into the brain to recreate all five senses
Times Online. There has been research to show that this is possible. Sony has not conducted any tests as of yet and says that it is still only an idea.
There has been increasing interest in the potential social impact of new technologies, such as virtual reality (as may be seen in utopian literature, within the social sciences, and in popular culture). Perhaps most notably,
Mychilo Stephenson Cline, in his book,
Power, Madness, and Immortality: The Future of Virtual Reality, argues that virtual reality will lead to a number of important changes in human life and activity. He argues that:
*Virtual reality will be integrated into daily life and activity and will be used in various human ways.
*Techniques will be developed to influence
human behavior,
interpersonal communication, and
cognition (i.e., virtual genetics).
*As we spend more and more time in
virtual space, there will be a gradual "migration to virtual space," resulting in important changes in economics, worldview, and culture.
*The design of virtual environments may be used to extend basic human rights into virtual space, to promote human freedom and well-being, and to promote social stability as we move from one stage in socio-political development to the next.
Public perception
The general public's fascination and expectations of the Virtual Reality field and applications have been greatly influenced by the coverage it has received in the
mass media (see Mass Media section below). The high expectations raised from the coverage, and from popular films such as
The Lawnmower Man have led to disappointment and ambivalence concerning VR and its value to the individual. VR's success in the entertainment marketplace has been uneven at best, in part driven by disappointment with the reality of virtual reality versus the mass media notions and because the cost still after decades is nearly prohibitive for
immersive equipment owners, forcing them to pass the cost onto the users of the equipmentâ€"and the experience using contemporary VR equipment still has not demonstrated it is superior to satisfaction gained from other entertainment alternatives of similar or lesser cost.
To date, the exceptions in the public sector have been
theme parks and similar venues and
video gaming (with a population willing to engage with the imaginary environments on the developers' terms). However, the public seems more than willing to embrace VR as a common media, provided the experience provided matches up to tremendously high expectations created by illusions of what VR could be provided by movies and television alongside actual news coverage. For the technology to work well enough to support a business model, it must break through the "novelty barrier" with a
killer application to commoditize the industry. With the goal of ideal
simulated reality itself possibly unattainable,
virtual reality technologies have found their best success in industry where they line up with pre-existing business needs. To be able to mock up the physical world with relatively
high fidelity is difficult but technically feasible, to be able to mock up a person's perception/imagination to the same level is a task far more complex.
Mass media
Mass media has been a great advocate and perhaps a great hindrance to its development over the years. During the research "boom" of the late
1980s into the
1990s the news media's prognostication on the potential of VRbuilt up the expectations of the technology so high as to be impossible to achieve under the technology then or any technology to date. Entertainment media reinforced these concepts with futuristic imagery many generations beyond contemporary capabilities.
Fiction books
Many
science fiction books and movies have imagined characters being "trapped in virtual reality". The first modern work to use this idea was
Daniel F. Galouye's novel
Simulacron-3, which was made into a German teleplay titled
Welt am Draht ("World on a Wire") in
1973 and into a movie titled
The Thirteenth Floor in
1999. Other science fiction books have promoted the idea of virtual reality as a partial, but not total, substitution for the misery of reality (in the sense that a
pauper in the real world can be a prince in VR), or have touted it as a method for creating breathtaking virtual worlds in which one may escape from Earth's now toxic atmosphere. They are not aware of this, because their minds exist within a shared, idealized virtual world known as Dream Earth, where they grow up, live, and die, never knowing the world they live in is but a dream.An early short science fiction story - "The Veldt" - about an all too real "virtual reality" was included in the 1951 book
The Illustrated Man, by Ray Bradbury and may be the first fictional work to fully describe the concept.
Other popular fictional works that use the concept of virtual reality include William Gibson's
Johnny Mnemonic (found in the
Burning Chrome collection), and
Neal Stephenson's
Snow Crash, in which he made extensive reference to the term "avatar" to describe one's entity in a virtual world.
Television
Perhaps the earliest example of virtual reality on television is a
Doctor Who serial
The Deadly Assassin. This story, first broadcast in 1976, introduced a dream-like computer-generated reality known as the
Matrix (no relation to the film â€" see below).The first major television series to showcase virtual reality was
Star Trek: The Next Generation. They featured the
holodeck, a virtual reality facility, generally on star ships and star bases, that enabled its users to recreate and experience anything they wanted. One difference from current virtual reality technology, however, was that
replicators and
transporters were used to actually create and place objects in the holodeck, rather than relying solely on the illusion of physical objects, as is done today.
Brazilian's
Globo TV features a show where VR helmets are used by the attending audience in a space simulation called
Conquista de Titã, broadcasted for more than 20 million viewers weekly.
Channel 4's 'Gamesmaster' (1992-8) also utlilised a VR headset in its "tips and cheats" segment.
BBC 2's 'Cyberzone'(1993) was the first true 'virtual reality' gameshow. It was presented by Craig Charles.
Motion pictures
Steven Lisberger's film
TRON was the first mainstream Hollywood picture to explore the idea, which was popularized more recently by the
Wachowski brothers in
1999's
The Matrix.
The Matrix was significant in that it presented virtual reality and reality as often overlapping, and sometimes indistinguishable. Cyberspace became something that most movies completely misunderstood, as seen in
The Lawnmower Man and
Hackers. Also, the British comedy
Red Dwarf utilized in several episodes the idea that life (or at least the life seen on the show) is a virtual reality game. This idea was also used in
Spy Kids 3-D: Game Over.
The popular classic of
The Matrix is about the world of the future, where most of the human species is kept docile by a race of sentient machines (which humankind created) in a "Virtual Reality"
computer program called
The Matrix. The machines use their human population as energy generators feeding off them as their brains act out their lives completely oblivious of the real world while inside the Matrix.
Games
In the
Mage: The Ascension role-playing game, the mage tradition of the
Virtual Adepts is presented as the real creators of VR. The Adepts' ultimate objective is to move into virtual reality, scrapping their physical bodies in favour of improved virtual ones. Also, the
.hack series centers on a virtual reality video game.
Metal Gear Solid bases heavily on VR usage, either as a part of the plot, or simply to guide the players through training sessions. In
Kingdom Hearts II, the character
Roxas lives in a virtual
Twilight Town until he merges with
Sora.
Marketing
A side effect of the chic image that has been cultivated for Virtual Reality in the media is that advertising and merchandise have been associated with VR over the years to take advantage of the buzz. This is often seen in product tie-ins with cross-media properties, especially gaming licenses, with varying degrees of success. The
NES Power Glove by Mattel from the
1980s was an early example as well as the
U-Force and later, the
Sega Activator. Marketing ties between VR and video games are not to be unexpected, given that much of the progress in 3D computer graphics and virtual environment development (traditional hallmarks of VR) has been driven by the gaming industry over the last decade.
Health care education
While its use is still not widespread, virtual reality is finding its way into the training of health care professionals. Use ranges from
anatomy instruction
(example) to
surgery simulation
(example).
Annual conferences are held to examine the latest research in utilizing virtual reality in the medical fields.
Virtual reality has been heavily criticized for being an inefficient method for navigating non-geographical information. At present, the idea of
ubiquitous computing is very popular in
user interface design, and this may be seen as a reaction against VR and its problems. In reality, these two kinds of interfaces have totally different goals and are complementary. The goal of ubiquitous computing is to bring the computer into the user's world, rather than force the user to go inside the computer. The current trend in VR is actually to merge the two user interfaces to create a fully immersive and integrated experience. See
simulated reality for a discussion of what might have to be considered if a flawless virtual reality technology was possible.
* Ivan Sutherland * Fred Brooks * Scott Fisher * Oliver Grau * Tom DeFanti * David Deutsch|width="33%" * Morton Heilig * Myron Krueger * Jaron Lanier * Banff Centre * Dan Sandin * Susumu Tachi * Mark Pesce * Warren Robinett * Mark Bolas * Mel Slater * Jacquelyn Ford Morie * Maarten van Grinsven|} * Artificial reality * Mixed reality * Augmented reality * CAVE - Cave Automatic Virtual Environment * Consensus reality * Computer graphics * Computer representation of surfaces * Cyberspace|width="33%" * First-person shooter * Head Mounted Display * Hyperreality * Methods of virtual reality * Narrative environment * Next nature * QuickTime VR * Simulated Reality * Virtual Boy * Virtual tour * Virtual Reality Modelling Language * XVROS * Virtual retinal display * Virtual globe|} * Dotsoul* Brooks Jr., F. P. (1999). "What's Real About Virtual Reality?", IEEE Computer Graphics And Applications, 19(6), 16 * Burdea, G. and P. Coffet (2003). Virtual Reality Technology, Second Edition. Wiley-IEEE Press. * Kalawsky, R. S. (1993). The Science of Virtual Reality and Virtual Environments: A Technical, Scientific and Engineering Reference on Virtual Environments, Addison-Wesley, Wokingham, England ; Reading, Mass. * Kelly, K., A. Heilbrun and B. Stacks (1989). "Virtual Reality; an Interview with Jaron Lanier", Whole Earth Review, Fall 1989, no. 64, pp. 108(12) * Krueger, M. W. (1991). Artificial Reality II, Addison-Wesley, Reading, Massachusetts * Lanier, J., and F. Biocca (1992). "An Insider's View of the Future of Virtual Reality." Journal of Communication, 42(4), 150 * Rheingold, H. (1992). Virtual Reality, Simon & Schuster, New York, N.Y. * Robinett, W. (1994). "Interactivity and Individual Viewpoint in Shared Virtual Worlds: The Big Screen vs. Networked Personal Displays." Computer Graphics, 28(2), 127 * Slater, M., Usoh, M.(1993). "The Influence of a Virtual Body on Presence in Immersive Virtual Environments" Virtual Reality International 93, Proceedings of the Third Annual Conference on Virtual Reality, London, April 1993, pages 34--42. Meckler, 1993 * Stanney, K. M. ed. (2002). Handbook of Virtual Environments: Design, Implementation, and Applications. Lawrence Erlbaum Associates, Inc., Mahwah, New Jersey * Sutherland, I. E. (1965). "The Ultimate Display". Proceedings of IFIP 65, vol 2, pp. 506-508 * Goslin, M, and Morie, J. F., (1996). "Virtopia" Emotional experiences in Virtual Environments", Leonardo, vol. 29, no. 2, pp. 95-100.Information and commentary* VRoot.org: Virtual Reality News/Resources edited by and for the VR Community * Virtual Reality (Springer) Editors-in-Chief: Daniel Ballin; Robert Macredie; John Vince; Suzanne Weghorst. * VResources: Virtual Reality News/Resources/Reviews for Virtual Reality, Simulation and 3D Visualization * VR Lecture Matrials by Professor Wayne E. Carlson, Ohio State * Science@NASA Article:"Whatever Happened to...Virtual Reality? * Virtual reality at Future Wiki - Speculation and overview of future developments.Research centers* Virtual Dimension Center at Stuttgart Region, Germany * Advanced Displays and Spatial Perception Laboratories at NASA Ames * Virtual Reality and Education Laboratory at ECU * Effective Virtual Environments (EVE) Research Group at UNC * Electronic Visualization Laboratory (EVL) at UIC (website) * Graphics, Visualization and Usability (GVU) Center at Georgia Tech * Human Interface Technology Lab (HIT Lab) at UW * PERCRO Lab (PERCeptual RObotics) at Scuola Superiore Sant'Anna, Pisa, Italy * Virtual Reality Applications Center at Iowa State University * Vision, Imaging and Virtual Environments Research Group (VIVE) at department of Computer Science, University College London * The Modeling, Virtual Environment and Simulation (MOVES) Institute at the Naval Postgraduate School, Monterey, California * Virtual Reality Laboratory (VRLab) at EPFL, Lausanne, Switzerland * The Virtual Reality Applications Research Team (VIRART) at The University of Nottingham, UK * 3D Simulation - Computational Nanomechatronics Lab. at Center for Automation in Nanobiotech (CAN)Equipment and resources* Display solution providers inc. Passive & Active projection VR solutions HoloVis International * VisionaiR 3D (developer of Virtual Reality hardware and software) * Virtual Reality Articles at VResources * Complete listing of commercially available VR Hardware at Tek Gear * Turn-key projection-based VR systems at Visbox, Inc. * 3DFlightSim.com 3D Projector Guides and Products for PC games and flight simulation. * PhaseSpace Optical Motion Captureâ€"Active Marker LED based real time motion tracking hardware and software for VR, AR, Telerobotics, medical and entertainment applications.
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