Virtual Reality: Name of Authers

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Virtual Reality

Name of Authers : Shrikrushna Satpute


Tanmay Korde

Name of Institute : Dr.Panjabrao Deshmukh Polytechnic Amravati

Abstract - In this article, we are going to review a brief history of the field of Virtual Reality(VR), VR
systems, and applications and discuss how they evolved. After that we will familiarize ourselves with the
essential components of VR experiences and common VR terminology. Finally, we discuss the evolution of
ubiquitous VR as a Sub-field of VR and its current trends.Virtual reality (VR) is a Simulated experience that
employs 3D near eye display and body tracking to give the user an imagination feel of a virtual world. In
projector-based virtual reality, modeling of the real environment plays very important role in various virtual
reality applications like robot navigation, construction modeling, and airoplane simulation. This presentation
explores the multiple applications of VR includes entertainment, education business, healthcare, and
professional training. In education and training, VR provides practical simulations and virtual classrooms
that improve learning outcomes and skills development. The discussion extends to how these elements
combine to create immersive and interactive experiences that can efficiently simulate real-world scenarios or
create entirely fantastical imaginary worlds. We also examine the components work together to enhance user
experience, such as motion tracking, 3D rendering, and 3D audio etc. A person who using virtual reality
equipment is able to look around the artificial/virtual world, move around in it, and interact with virtual
objects
Keywords : Virtual Reality, History

1. INTRODUCTION

Computer graphics are an essential aspect of modern computation platforms. At the turn of the last century, it
was required that engineers, architects and designers have the common know-how to operate a graphics
workstation in their respective workplaces. With the rapid progress of microprocessor technology, it became
possible to produce three-dimensional computer graphics that can be manipulated in quasi real-time. This
technology, which enabled interactions with three-dimensional virtual objects, immediately made its way into
several different mainstream industry including design, visualization and gaming. This article chronicles the
crucial moments in the field of VR and its evolution. We will go through the timeline of major VR
technological shifts and events to understand and appreciate the progress of the field of VR. The VR industry
still has far to go before realizing its vision of a totally immersive environment that lets users engage multiple
sensations in a way that approximates reality. However, virtual reality technology has come a long way in
providing realistic sensory engagement and shows promise for business use in several industries. Virtual
reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an
immersive feel of a virtual world.
Applications of virtual reality include entertainment (particularly video games), education (such as medical,
safety or military training) and business (such as virtual meetings). VR is one of the key technologies in the
reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as
augmented virtuality and augmented reality. Currently, standard virtual reality systems use either virtual
reality headsets or multi-projected environments to generate some realistic images, sounds and other
sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality
equipment is able to look around the artificial world, move around in it, and interact with virtual features or
items.

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2. TYPES OF VIRTUAL REALITY

I. Non-immersive
This type of VR typically refers to a 3D simulated environment that's accessed through a computer screen.
The environment might also generate sound, depending on the program. The user has some control over the
virtual environment using a keyboard, mouse or other device, but the environment doesn't directly interact
with the user. A video game is a good example of non-immersive VR, as is a website that lets a user design a
room's decor.

II. Semi-immersive
This type of VR offers a partial VR experience that's accessed through a computer screen or some type of
glasses or headset. It focuses primarily on the visual 3D aspect of virtual reality and doesn't incorporate
physical movement in the way that full immersion does. A common example of semi-immersive VR is a flight
simulator, which airlines and militaries use to train their pilots.

III. Fully immersive


This type of immersive VR delivers the greatest level of virtual reality, completely immersing the user in the
simulated 3D world. It incorporates sight, sound and, in some cases, touch. There have even been some
experiments with the addition of smell. For example, Olorama technology offers a digital scent synthesizer
olfactory device that can be used to diffuse scents in various full-body immersive settings such as during
movies, events and escape rooms. For fully immersive experiences, users wear special equipment, like
headgear, goggles or gloves, to interact with the environment. The environment might also incorporate such
equipment as treadmills or stationary bicycles to provide users with the experience of moving through the 3D
space. Fully immersive VR technology is a field still in its infancy, but it has made important inroads into the
gaming industry and to some extent the healthcare industry, and is generating a great deal of interest in others.

3. HISTORY OF GENRATION OF VIRTUAL REALITY


1838 – Stereoscopic photos & viewers
In 1838, Charles Wheatstones research to demonstrated that the brain processes of the different two-
dimensional images from each eye into a single object of three dimension. To view the two side by side
stereoscopic image or photos through a Stereoscope, it gives the user a sense of depth and immersion. The
later development of the popular View-Master stereoscope, was used for ‘virtual tourism’. The design
principles of the Stereoscope is used now for the Google Cardboard and low budget VR head mounted
displays for mobile phones.

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1929 – Link Trainer The First Flight Simulator
In 1929, The Edward Link created the ‘Link trainer’ probably the first example of a commercial flight
simulator, which was entirely electro mechanical. It was controlled by the motors that are linked to the rudder
and steering column to the modify the pitch and roll. A small motor-driven device mimicked turbulence and
disturbances. Such was the need for safe ways to train the pilots for these the US military bought six of these
devices.

1930s – Science fiction story predicted VR


In the 1930, The story by the science fiction writer Stanley G. Weinbaum contains the idea of pair of the
goggles that let the wear and experience the fictional world. In hindsight the experience Weinbaum describes
for those wearing the goggles are like the modern and emerging experience of virtual reality and making him
a true visionary of the field.

1950 – Morton Heilig’s Sensorama


In the mid 1950, cinematographer Morton Heilig develop the Sensorama which was an arcade-style theatre
cabinet that would stimulate all the senses, no sight and sound. It had feature stereo speakers. A stereoscopic
3D display, fans, smell generators and the vibrating chair. The Sensorama was intended to fully immerse the
individual in the film. It also created six short films for the invention all of which he shot, produce and edited
by the them.

1961 Headsight – First motion tracking HMD


In 1961, two Philco Corporation engineers developed the first precursor to the HMD as we know that as the
Headsight. It had the a video screen for each eye and the magnetic motion tracking system, which was linked
to close circuit camera. The Headsight was not the actually developed for the virtual reality applications, but
to allow for the immersive remote viewing of dangerous situations by the military. Head movements would
move a remote camera and allow to the user to naturally look around the environment. Headsight was the first
step in the evolution of the VR head mounted display but it lacked the integration of the computer and image
generation.

1969 – Artificial Reality


In 1969, Myron Kruegere who is the virtual reality computer artist, develope a series of experiences which he
termed as the ‘artificial reality’ in which he developed computer generated environments that responded to the
people in it. The projects named GLOWFLOW, METAPLAY, and PSYCHIC SPACE had progressions in his
research which ultimately let to the development of VIDEOPLACE technology. This technology enabled
people to communicate with each other in a more responsive computer generated environment.
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1987 – Virtual reality
Even after all of this development in the virtual reality. All changed in 1987 when the Jaron Lanier who is the
founder of the visual programming lab (VPL), invent the term“virtual reality”. The research area now had a
name VR. Through his company VPL research Jaron developed a range of virtual reality gear including the
Data glove and the Eye Phone head mounted display. They were the first company to sell Virtual Reality
goggles. A major development in the area of virtual reality happens.

1989 – NASA Gets Into VR


NASA, with the help of the Crystal River Engineering, create a Project VIEW. A VR is used to train
astronauts. To VIEW looks recognizable as a modern example of VR and features gloves for fine simulation
of touch interaction. The technology in these gloves leads directly to the creation of the Nintendo Power
Glove.

2018 – The Half-dome HMD


This is Announced Oculus which is a new HMD prototype known as the half dome. This advanced headset
uses lenses and an extremely wide field of view at the 140 degrees.

2019 – VR is Shifting Rapidly


Mixed Reality systems and sophisticated technologies are now part of standalone VR headsets. The Oculus
Quest receives the promise of tethering capability and smartphone based VR projects begin shutting down.
The cost of VR headsets has dropped dramatically and computer hardware capable for running these headsets
is virtually mainstream. Many advanced headsets are on the horizon. Varifocal technology, extremely wide
field to view.

4. VIRTUAL REALITY USED IN FOLLOWING FIELDS

I. Training
VR allows for the training of personnel safely, more effectively, and cheaper. This could be more useful to
people who are in highly dangerous or specialized jobs such as firefighters, emergency responders, police men,
soldiers, and surgeons or other doctors. Even the training industry has started appreciating the advantages of
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VR learning like in the case of the Bank of America which has purchased 10,000 headsets for its staff or
Walmart that has distributed VR training to 1 million employees.

II. Education
Educational institutions have found new ways teaching and learning using VR. It can immerse students in
usually difficult to access places without making them come out of the classroom. For instance, such a teacher
may use VR equipment to embody the pupils and go to Greece or China many years ago.

III. Healthcare
VR technology can be useful to everyone in the scope of healthcare enterprises, including patients,
practitioners and researchers. For instance, it can be noted in an article that VR is able to help against
disorders like anorexia, anxiety or even PTSD. As for the medical field, it is possible to imagine doctors using
virtual reality with their patients to explain how the illness or treatment will be undertaken. Another area
where enhancing mobility via VR would be beneficial is with disabled persons.

IV. Entertainment
Although gaming has greatly benefited from VR, other sectors of film and television are also set to change
with the advancement of this technology allowing the audience to further get involved in the action. In view
of this, the new medium can also give rise to an entire industry on virtual tourism where people can visit
places they may never be able to physically visit.

V. Architecture and design


Virtual reality allows architects and designers to explore structures and spaces in a digital way, including
those that are yet to be built, and enables the audience, clients in particular, to relate with the design in a
realistic manner. For example, when a client wants to tile their bathroom, they may want to consider how the
finished design is likely to look like, carry out the design on their self and now make changes in the course of
the construction. This is not only cost-effective to the client and architect, but it increases project satisfaction
at the same time.

VI. Sports
The advent of VR in sports has changed the sports industry by changing the sporting events experience
amongst the people. For instance, fans can sit inside the stadium and watch basketball, football and other VR
games from different angles. In 2023, Meta also furthered relations with the National Basketball Association
allowing fans to follow live games through Meta Quest VR screen inside a social virtual world called Meta
Horizons World.

5. CONCLUSION

Virtual reality is a technology that makes an augmented world for its users. Its basic components include a
computing device, a headset, sensors, input devices, an audio system, and software. Together these
components guarantee an amazing and realistic experience.Virtual Reality is the next footstep towards a
modern post-modern era of development. The potential ground breaking effects that loop behind these
machines is uncanny. With the ability to save lives, act as a medium for business development and
confrontations, and provide its users with endless hours of entertainment, learning, and discovery, the world
should be pushing for an increased presence of this product, just the same as it did in the 1990’s. This time
around, our technology will have come far enough to support the needs for these devices and will begin
implementing virtual reality within homes, medical centers, and offices.

6. REFERENCES:
1. https://virtualspeech.com/blog/history-of-vr
2. https://www.educative.io/answers/what-are-the-basic-components-of-virtual-reality

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