Virtual Reality
Virtual reality (VR) is a technology which allows a user to interact
with a computer-simulated environment.
Most current virtual reality environments are visual experiences,
displayed either on a computer screen or through special stereoscopic
displays. Some some simulations include additional sensory information,
such as sound and tactile stimulus such as vibrations through human
interfaces. For a full virtual reality exeperience, immersive
VR environments [CAVE] have been developed. These also support
remote multi-player scenarios.
Tactile feedback is generally known as force feedback, in medical
and gaming applications.
Interacting With Virtual Environments
Users can interact with a virtual environment or 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 head
mounted device, a wired glove, the Polhemus boom arm, and omnidirectional
treadmill.
The simulated environment can be either:
- similar to the real world - used as simulations for pilot or
combat training
- differ significantly from reality, as in VR games.
VR Development
The development of virtual reality is contrained at present by
technical limitations:
- processing power
- image resolution
- communication bandwidth.
It is purely a matter of time before these limitations will be
overcome as processor, imaging and data communication technologies
become more powerful and cost-effective.
The future of virtual reality will be largely driven by the removal
of the above constraints. As programming capability moves forward,
both visual and sound elements are becoming more real-like.
More on VR Research and Development.
Sight And Sound In VR
Sight and sound senses both lend themselves to high quality simulation.
Graphics displayed in the HMD is reaching a point of near realism.
Audio capabilities are moving into a new realm of three dimensional
sound. This is achieved with the addition of sound channels both
above and below the individual. The audio human interface will most
likely be in the form of over ear headphones.
Key Virtual Reality Developers...
Simulating Smells in VR
Attempts are also being made to simulate smell.
Medical projects in VR are aimed at a number of applications, including
treating Post Traumatic Stress Disorder (PTSD) in veterans by exposing
them to combat simulations, complete with smells.
Simulating smells can be done very realistically, but requires
costly research and development to make each odor, and the machine
itself is expensive. As such Thus far basic, and very strong smells
such as burning rubber, cordite, gasoline fumes, etc have been made.
Food product smells are far more complex and are currently prohibitively
expensive.
Simulating Taste In VR
To engage the sense of taste, the brain must be manipulated directly.
This would move virtual reality into the realm of simulated reality
like the "head-plugs" used in The Matrix. Although no
significant development has been undertaken to date, Sony has 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. Research has shown this to be possible.
Full sensory immersion beyond basic tactile feedback, sight, sound,
and smell is unlikely to be a high priority in virtual reality development.
Application of Virtual Reality
VR is being used in a number of ways in both consumer and business
simulations:
Virtual Reality is poised to enter every day life. Email and text
messages will cease to be sufficient media to communicate in other
than real life situations.
The computing power to support virtual reality is here today at
desktop level, and at an affordable consumer cost.
For multi-location communications, telecommunications speeds need
to improve.
Once fibre optics reaches mass market in business and residential
areas, virtual reality will follow.
More on Virtual Reality Applications
Virtual Reality Risks
There are some concerns as to the social impact of widespread use
of virtual reality. Rather than wait until it's dark side shows,
should we be taking steps to control the usage and scenarios used
in VR. Read more on social impact
of virtual reality.
NEXT: Virtual
Reality Human Interfaces
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