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Applications of Virtual Reality
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Virtual reality is a virtual environment that is created to try to simulate reality. It is supposed to make the person feel like they are in a three-dimensional space. Several companies are currently designing systems to simulate this fully immersive environment, along with interface devices to make the simulation even more realistic. This technology can be applied to aid in many fields and research. One of those systems is the head-mounted display. The HMD come is many shapes and sizes but is usually some sort of headgear usually like a large helmet that covers your entire head blocking out anything from your surroundings. The helmet contains two small screens, one for each eye, which display slightly different images based on what that eye would be seeing in reality. On top of the helmet is a device that tracks your head’s movements. This device signals your head’s movements relative to a stationary tracking device. The device picks up your head’s movements and relays them to the computer. The computer then updates the images in your helmet to reflect your new orientation. In addition to this visual simulation, this system also uses sound to create the feeling of three-dimensionality. Headphones let in stereophonic sound or 3D sounds. These sounds are not only of things near you but also of everything surrounding you in various locations and at various distances. A type of head-mounted display that is currently being deverloped is the Oculus Rift. The Oculus Rift is an attempt to create a more effective device that could also be inexpensive for gamers. It would feature improved head tracking, positional tracking, 1080p resolution, and it would be wireless. Another system that is relatively similar to the head mounted device is t... ... middle of paper ... ... the damage to healthy tissue while maximizing damage to the cancer cells. In addition there is a special dataglove under development whos goal is to allow doctors to feel the tumors size, texture, and pressure in patients for many miles away. Although advances have already been made in vision and sound possible in virtual reality, eventually hopefully virtual reality will be able to envelop al the senses including taste, smell, and touch. IN addition the future will bring images that are much sharper, movements that are tracked more rapidly and realistically, all while being lighter, smaller, cheaper and more portable. Works Cited http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/VR.Tech.html http://www.vrs.org.uk/virtual-reality-military/combat-training.html http://www.gamesindustry.biz/articles/2012-12-18-oculus-rift-and-the-virtual-reality-revolution
Over the years, surgery has made tremendous progress while changing human perspective; viewed as “no more science than butchery” a couple of centuries ago to now considered to be a solution for many health care problems threatening humans, like cancer, heart disease and kidney failure. Nevertheless, surgery has not been perfected to a level that provides successful results every time it is performed on patients. For example, surgery done to remove tumors in cancer patients result in only 45% of individuals to be cured. However, in order to be successful, the surgical procedure has to be carried out incredibly precisely and incomplete removal of tumors can decrease survival rate. Therefore, surgeons have to be able to recognize diseased tissue and distinguish it between healthy tissues. But even with the use of radioactive tracers and visuals, surgeons are not able to identify the exact site of the unhealthy tissue and its boundaries. Thus, almost 40% of the time cancerous cells are left behind because even the best qualified surgeons are not successful at the nanotechnological scale of tissue.
Virtual worlds such as Second Life and IMVU — which show a 3D environment on a 2D screen rather than immersing the user inside a room or by using an HMD — and the more recent rise of Oculus Rift have all contributed to the rekindled interest in VR. However, major technology and usability advances are still required for a low-cost, broadly used immersive virtual environment. In the meantime, growing popularity of 3D entertainment using 3D glasses — and, increasingly, 3D smart television screens and projections that do not require glasses — may relegate immersive VR to permanent niche status. Currently, augmented reality applications (which superimpose information on the user's view of the real world rather than blocking out the real world) or mixed-reality scenarios (where HMDs and context-aware software are used in a hybrid augmented/virtual environment) are more popular technology approaches to the problem of marrying immersive VR to a consumer
The purpose of this paper is to explain how virtual reality is used in everyday life. It is used in many ways in today's society. Several people immediately think of video games or entertainment when they hear virtual reality. Virtual reality is not only used for entertainment purposes but it is also used for medical and educational purposes. It can help people overcome their fears, deal with and treat social anxiety, and it can also be a helpful teaching tool to connect students and teachers in long-distance learning.
role in the golden age of Florence with his profound implications of his works. More interestingly,
With the advances in technology and the growth in understanding of the human brain, it seems that what was once thought to be only possible in science fiction could soon become reality. In the future, virtual reality will become more immersive and trick all your senses into believing the experience is real. Signals can be transmitted directly to a person’s brain which would allow them to see, hear or fell sensory input. This can be achieved through Brain-computer interface. (Grabianowski, n.d.).
So what are other things VR is being used for today? Well according to the article titled “Beyond Gaming: 10 Other Fascinating Uses for Virtual-Reality Tech” By Knvul Sheikh ( a staff writer for livescience.com) there are a heedful of other things that are being done with VR. So let’s go over some of them. Well one of the things that Sheikh talks about is Space and how astronauts have been using VR. One of the things that they are doing is that they are using VR technology to control robots on Mars. They also added a Virtuix Omni treadmill to their VR setup and now researchers are able to simulate a walk on Mars to prepare astronauts for a potential human landing. (Sheikh,
Definition of virtual reality is "A technology that assures participants that he was actually in another place by replacing the main sensory input with data received by the computer" [6] [10]. One of the key elements of the virtual reality of cyberspace; it is a space fantasy or simulation environment. Which is always linked here is a virtual world and immersion virtual reality, perception is born into the world of alternatives such as ethereal or other point of view of our world
A major distinction of VR systems is the mode with which they interface to the user. We would describe some of the common modes used in VR systems.
Virtual Reality got famous from the gaming industry and from sci-fi movies. In science fiction films there were numerous scenes about person wearing goggles and then looking into a different world or a portal. Things which are presented in movies do fascinate the viewers and so the real Virtual Reality concept came to life. This thing was also seen from the gaming industry as one of the biggest Graphics Processing Chip Company NVidia built its first stereoscopic goggles called NVidia 3D vision. The sole purpose of those glasses was to wear them while playing a game and it will make you feel like you are the character and you are inside the game. Some of the games which made this technology popular are Battlefield, Batman, HAWX and
Virtual reality is a new exploration in science and technology using advanced and complex mechanics. Virtual reality allows for users to go far beyond simply looking at a computer screen. Instead, the user puts on a special suit or gloves equipped with fiber-optic sensors. These fiber-optic sensors are able to interpret body positions. The user also wears special goggles that have video screens and audio attachments. This equipment allows for the user's complete immersion into a 3-D, computer generated, model of reality (Carr 37). The use of a two-way data transfer is what enables this interaction with an alternate reality to occur. Fiber-optic and electronic cables are attached to the virtual reality equipment in order to record the user's movements (Newquist 93). These cables then send this information, called motion data, to workstations which modifies the graphics in the model. The new information is then sent back to the users headset, displaying a graphic and audio world that is time with his or her movements. It is because of this cabling process that the action/reaction information is continually updated (93).
Haptics is a recent enhancement to virtual environments allowing users to “touch” and feel the simulated objects with which they interact. Haptics is the science of touch. The word derives from the Greek haptikos meaning “being able to come into contact with”. The study of haptics emerged from advances in virtual reality. Virtual reality is a form of human-computer interaction (as opposed to keyboard, mouse and monitor) providing a virtual environment that one can explore through direct interaction with our senses. To be able to interact with an environment, there must be feedback. For example, the user should be able to touch a virtual object and feel a response from it. This type of feedback is called haptic feedback .In human-computer interaction; haptic feedback means both tactile and force feedback.
According to Oxford dictionaries, “Augmented Reality” is a technology that provides the user a computer produced image of the real world (“Augmented Reality”). A source states that augmented reality in programing language is the process of combining images and videos from the real world with computer generated data. The development of the new computers has made it possible to engage data with augmented reality. The practical uses of augmented reality started with military instruments such as real time video displays that were being used in airplanes and tanks to detect targets accurately. Augmented reality was also used in video games to increase the realism of the game. Thus, a lot of militaries have used that method to train their soldiers using augmented reality masks by adding equivalent real life time field and enemies (Hosch).
"What to Expect in the Future." What to Expect in the Future for Virtual Reality Games. N.p., n.d. Web. 02 Mar. 2014. .
There is no denying the fact that VR is the future. If you see industry trends, the rate at which VR is becoming mainstream is staggering as almost 75% of the biggest corporations are now investing in this technology. They see the potential and the interest the people have and are constantly working on improving the current virtual reality systems.