VR Essay
2. Virtual Reality as Lanier envisioned it has not eventuated, yet the desires he articulated live on. Discuss.
To discuss Lanier’s keen views and anticipations regarding Virtual Reality back in the mid 1980s, it would be useful to first cover exactly how far Virtual Reality has progressed up until today. This essay will begin by discussing the history of Virtual Reality and the usage trends. That discussion will then be used to preface a discussion about Lanier’s views that were expressed in A Vintage Virtual Reality Interview. The essay will then finish off by looking at particularly interesting views held by some of today’s futurists and these views will be related back to Lanier’s original exuberant view of Virtual
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This vision then guided nearly every successive development in the field of Virtual Reality.
Sutherland’s concept featured: * A virtual world that appears real to any observer, seen through an HMD and augmented through three-dimensional sound and tactile stimuli * A computer that maintains the world model in real time * The ability for users to manipulate virtual objects in a realistic, intuitive way
In 1966, Sutherland then went forth and built an HMD that was connected to a computer system. All the graphics were created by the computer system and the HMD could also display images in stereo, giving the illusion of depth.
The HMD could even track the user’s head movements so that the field of view would change appropriately as the user looked around.
Once the technology had been developed to a point where it could actually be utilized, VR was often seen as more of a tool than a new method of entertainment. The technology was fine-tuned and then used in flight simulators during the 70s to train pilots before they got into a real plane. The technology then made its way to the entertainment industry during the video-game boom of the 80s. Since its inception, Virtual Reality technology has found a wide range of uses in very unpredictable ways. The military, the space program, medical students and even driving schools use virtual training environments that take place in a version of Virtual Reality.
Some
An incredible use outside of video games is military simulation training using these same technologies. Virtual Battlespace is a simulation program developed by Bohemia Interactive Simulations and is used by the US Army and U.S. Marine Corps as well as other armed forces across the globe, such as the UK Army, the French Air Force, and the Royal Navy.
Our goal is to make 3D worlds more realistic and immersive with the 3D MA platform. The 3D MA platform is designed to be compatible with VR equipment, such as the CAVE™ or head-mounted displays (HMD), turning virtual worlds into powerful real-life experiences. Our applications and domains described will be based with the augmentation which can take on a number of different forms. In all our applications the augmented reality presented to the user will enhances that person's performance in and perception of the virtual world. Our ultimate goal is to create a system such that the user cannot tell the difference between the real world and the virtual augmentation of it.
The military only recently adopted Virtual Reality into their training schedule; notwithstanding it has fast become one of their primary training sources. Argument 1(Military):.It is being used in all of their services. Much like the teenagers, the soldiers are going on missions to learn how to operate with one another in different dangerous settings. Nevertheless to the gamers these kinds of simulators play a considerate role in the military's training. By doing everything from combat, shooting practice and airborne missions in these simulations, it saves and is reusable.
Virtual reality is an interesting topic. Today, technology develops so rapidly, and it becomes a vital role in society.
Medical Applications of virtual and augmented reality: Virtual reality is an interactive simulation that makes you feel like you are somewhere you are not. It is now starting to be used in the medical field. For patients that are in pain, virtual reality can be used to make it seem like they are in a different happier place. Studies show that it has the same effectiveness level as morphine, possibly even more effective. For therapists who help people with different fears, virtual reality can help conquer the fear. For example, a virtual reality for people suffering arachnophobia allows people to experience what it is like to have spiders surrounding them. Virtual reality can also be used for surgical training. Surgeons can practice surgery without the fear of hurting or injuring an actual patient. This is helpful because if they mess up, they do not have to deal with the consequences that come from surgical mistakes. Virtual reality is a very new and upcoming idea, and in the near future it has the potential to become much more common in a healthcare
Virtual-reality also poses a significant threat/opportunity towards us within the creative industry, especially us who use audio and video. The eyes and ears translate what I create. Films are good at immersing people into created universes and stories. However, VR, Interaction, and sensory feelings like touch and smell may be included in the standard formula for immersive entertainment.
In Haines and Hinterding’s display, a yellow coloured landscape presents a mystery world but brings full of imaginations like travelling in an outer space of Mars, which can be generated instantly. The first impression of seeing a huge screen projected is a pure video of an existed environment in the world – mountain and skies like watching a documentary, it continues to move and start revealing some three dimensional objected like cubes and spheres, the ground and the underground, traveling freely and infinitely; captured at a 720 degrees of sequence, and presented on two synchronized animations. The interaction from an audience standing at a specific area, using hand gesture like movement, navigating direction like using a map in the video, in real time in virtual reality, such as the Xbox 360 gaming
There are many new and emerging technologies that have come around that have changed the field of healthcare as we know it. One of the biggest of these is Virtual Reality, which once was but a dream of how amazing and advanced the future would be, is now is evolving into a legitimate reality. And the new innovations of this tech have been greatly helping Health Care in many ways, from helping patients with extreme phobias or PTSD, to training doctors for surgery. Virtual Reality (VR) is defined as “The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with
Sebastian Anthony, senior editor of ExtremeTech.com, focuses on the potential dangers that could become problematic because of the speed of the advancement of the technology and the increasing interrelationship of the virtual-reality world and the real world. He expresses concern regarding the blurring of distinction between the two. An example is Oculus Rift which is a virtual reality headset that puts you inside a virtual world that seems completely lifelike. You can run around, fight, race, fly and create in a way that gamers have never done before. There have been “reports of people experiencing the odd sensation of fraying, blurring the divide between real and virtual that persists for a few minutes after detaching from the headset.” (Anthony, 2014, par.4)
Technology always interests us. When something new comes out, like drones or the iPhone - everyone wants one. VR will be no different. Walking through school before the bell and seeing people (sadly) at restaurants and out with their family, all of them on their new iPhone 6s’. We can see this has already happened with other products, but although VR isn’t here yet and won’t be common for years to come, the craze has already
The newest technology that is being tapped is that of artificial reality, or "virtual reality" (VR). When Morton Heilig first got a patent for his "Sensorama Simulator" in 1962, he had no idea that 30 years later people would still be trying to simulate reality and that they would be doing it so effectively. Jaron Lanier first coined the phrase "virtual reality" around 1989, and it has stuck ever
(376) Some people would argue that VR began in 1838 with the Stereoscope by Charles Wheatstone, this device was made by 'two images photographed representing the view seen by each eye '[ http://jaredjared.com/wp-content/uploads/2011/10/Bendis-Stereoscopy.pdf] placed inside a 3D headset giving the viewer depth and immersion. The first mention of VR in science fiction was in a 1930s short story called Pygmalion 's Spectacles written by Stanley G. Weinbaum, he describes a goggle based system projecting a holographic image which activates certain senses such as sound and touch[ http://www.gutenberg.org/files/22893/22893-h/22893-h.htm]. In the 1950s with Morton Heilig created The Sensorama, a machine creating sound, smells, and even wind to accompany the visuals completely mechanically. VR became more popular in theatre such as Tron (1982) and The Lawnmower Man
VR systems support 3-dimensional graphics, wide angle of view, stereovision, and viewer-centered perspective. In many VR systems the participant is not seated and is free to walk about and gesture broadly. These features make a computer system which is closer to a workshop, an operating room, or a national park than it is to a desk in an office. This perspective allows freedom in the creation of human-computer interfaces that is not afforded by the current standard interfaces [4].
Furthermore, according to Shaojing Fan, Yongping Zhang, Jianbo Fan, Zhongkun He and Yu Chen (2010), virtual reality is an emerging technology with a variety of potential benefits for many aspects of education, medical treatment, and scientific research. One of advantages of Virtual Reality is people can immerse themselves in an environment that would generally be unavailable due to cost, safety or perception restriction. Research by Abulrub, Attridge and Williams (2011) suggested that a new generation of engineering students is entering higher education level with their own worth computing knowledge and skills. They also have high expectations that their institutes will introduce them to suitable technologies for their successful transformation into industry. Technological requirements encounter academic institutions to adopt appropriate and suitable strategies in order to meet all of educational demand. Hence, virtual reality is one of the best solutions as its solution and advancement in immersive and interactive technologies can give visible and noticeable effects on different style and learning. Moreover, virtual reality known as technology that is attractive to students.
Seeing is believing, these words are the best combination to understand the meaning of Virtual Reality (VR). VR is one of the best asset and aspect of our future. No other technology has seen such a revolution like VR has. It is practically in use in almost every field such as entertainment, gaming, defense, robotics, medical, healthcare, military, education, fashion, heritage, business, engineering and many more fields. VR sometimes called Virtual Environment has drawn much attention in the last two decade. Extensive media coverage causes the much more rapid increase in the interest of the masses. Very few people, however, really know what VR is and what are its open problems are. In this report a historical overview of virtual reality is presented, basic terminology as an introduction are listed, followed by applications of this technology in science, work, and entertainment areas. Its present developments are thoroughly discussed in this report. Finally, the future of VR is considered in two aspects: technological and social. New research directions, technological frontiers and potential applications are pointed out. The possible positive and negative influence of VR on life of average people is speculated.