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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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