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virtual reality


n. (Abbr. VR)

A computer simulation of a real or imaginary system that enables a user to perform operations on the simulated system and shows the effects in real time.


 
 
Sci-Tech Encyclopedia: Virtual reality

A form of human-computer interaction in which a real or imaginary environment is simulated and users interact with and manipulate that world. Users travel within the simulated world by moving toward where they want to be, and interact with things in that world by grasping and manipulating simulated objects. In the most successful virtual environments, users feel that they are truly present in the simulated world and that their experience in the virtual world matches what they would experience in the environment being simulated. This sensation is referred to as engagement, immersion, or presence, and it is this quality that distinguishes virtual reality from other forms of human-computer interaction. See also Human-computer interaction.

When a user interacts with a virtual environment, the computer-generated graphics display must be updated with each turn of the head or movement of the hand. The virtual environment must be able to generate and display realistic-looking views of the simulated world quickly enough that the interaction feels responsive and natural. See also Computer graphics.

Hardware

Virtual reality relies on a variety of specialized input and output devices to achieve this sense of natural interaction.

The most important of the input devices used in a virtual environment, a tracker is capable of reporting its location in space and its orientation. Tracking devices can be optical, magnetic, or acoustic. A tracker is sometimes combined with a traditional computer input device, such as a mouse or a joystick. See also Computer peripheral devices.

An attempt to provide a truly natural input device, the data glove is outfitted with sensors that can read the angle of each of the finger joints in the hand. Wearing such a glove, users can interact with the virtual world through hand gestures, such as pointing or making a fist. See also Fiber-optic sensor; Strain gage.

The real-world visual experience is approximated in virtual environments by using stereoscopic displays. Two views of the simulated world are generated, one for each eye, and a stereoscopic display device is used to show the correct view to each eye.

Applications

Virtual reality can be applied in a variety of ways. In scientific and engineering research, virtual environments are used to visually explore whatever physical world phenomenon is under study. Training personnel for work in dangerous environments or with expensive equipment is best done through simulation. Airplane pilots, for example, train in flight simulators. Virtual reality can enable medical personnel to practice new surgical procedures on simulated individuals. As a form of entertainment, virtual reality is a highly engaging way to experience imaginary worlds and to play games. Virtual reality also provides a way to experiment with prototype designs for new products. See also Aircraft design; Computer-aided design and manufacturing.


 
Modern Science: virtual reality
virtual reality

The creation of images and tactile sensations by means of a computer, producing the illusion of reality. Images are often projected onto special goggles to strengthen the illusion. (See cyberspace.)

 
Marketing Dictionary: virtual reality

A seemingly realistic three-dimensional environment created totally with computer hardware and software. Virtual reality had its beginnings in computer games where participants would wear special helmets and gloves and stand on special platforms that simulate the sights, sounds, and movements of characters in a real environment. In marketing, virtual reality allows marketers to create presentations that penetrate consumer perceptual filters in a way not possible with any other form of media. For example, consumers can tour resort areas in a virtual reality setting before they book an actual trip to the resort, or prospective computer buyers can walk through the inside of a computer they are considering for purchase. See also virtual mall; virtual storefront.

 
World of the Body: virtual reality

Virtual reality (VR) is a technology that allows people to enter and interact with three-dimensional computer graphics worlds. Another term for these worlds is virtual environments. When a person uses a virtual world the sensory information that is present in the real world is replaced by computer-generated information, which may be of sufficient fidelity to allow the person effectively to believe that they are in the virtual world.

VR is currently used in applications such as aircraft pilot training, medical rehabilitation, training for surgical procedures, engineering and scientific visualization, manufacturing design, the control of remote (tele-operated) vehicles, and computer games. Some of the worlds used for these applications are designed to be virtual equivalents of real-world (i.e. physical) environments. Other virtual worlds exist only in their virtual form and for these worlds the term virtual ‘reality’ is something of a misnomer.

A view inside a typical virtual building
A view inside a typical virtual building



The variety and fidelity of sensory information provided by VR applications varies widely and is typically limited by a trade-off between cost and benefit. A person's sense of presence is one nebulous, subjective measure of the degree to which they feel that they are actually inside a virtual world, and this quantity is influenced by factors that include the size of the visual field of view, the inclusion of auditory information, and the use of head-tracking, where the person's physical movements control their direction of view. Although an increase in presence does not necessarily produce a corresponding increase in the accuracy or speed with which tasks are performed, it does provide a general measure of the degree to which real-world sensory information is replaced by information contained in the virtual world.

Three-dimensional computer graphics allow the shape and form of objects to be perceived, and the use of photo-realistic textures for colour provides detailed visual information. The patterns contained in textures help to increase optic flow and this increases a person's perception of movement as they travel through a virtual world. Technical and cost limitations often restrict a person's field of view to an angle as small as 50 degrees (compared with the 200 degrees or more of normal vision). This effectively means that the person looks at the virtual world using blinkers. The lack of peripheral vision seems to inhibit people's ability to develop mental ‘models’ of the layout of virtual worlds and frequently causes people to miss events that occur just outside the field of view, but which they would detect in the real world.

Some virtual worlds provide auditory and haptic information. Simple sounds such as a ‘bump’ can be added to indicate that a person has collided with a ‘solid’ object. More realistic, spatial sounds can be provided using binaural, stereophonic technology. Force feedback is particularly useful in virtual worlds that are used for pharmaceutical drug research, where it may be used to simulate the powerful forces that are present between different atoms in molecules.

When a person initially navigates a virtual world they tend to become very disoriented but, if they are given sufficient time, they can develop knowledge of the virtual world's layout which is as accurate as the knowledge they develop of the real world environments in which they live and work. The amount of visual detail which is present in a virtual world has an effect on the rate at which a person learns spatial knowledge, because these details are frequently used as landmarks that aid the learning of routes. Other devices such as a compass or a map can also provide effective navigational aids.

In some virtual worlds no interaction is allowed apart from a person's movement (the world is visualized but little else). In more complex worlds each object can have its own behaviour. Thus, doors may be opened, a phone can be used to have a conversation with another person, or a virtual computer can be used to send real electronic mail. Virtual worlds that contain complex object behaviours are time-consuming to develop but are becoming more commonplace. Of course, there is nothing to stop a virtual world redefining the laws of physical reality so that objects can, for instance, ‘fall’ upwards when they are dropped!

Finally, a significant proportion of people who view virtual worlds using helmet-mounted displays (HMDs) suffer from the side-effects of VR sickness, common symptoms of which include eye-strain, nausea, and a loss of balance. VR sickness seems to be related to motion sickness and has many contributory causes. One is the vestibular conflicts which are caused by the (small) time delays that occur between a person's actual bodily movements and the HMD being updated to reflect those movements. Another is the optical quality of the displays themselves. The magnitude of the problems caused by VR sickness is likely to reduced gradually as improvements take place in display and sensor technology, and a better understanding is reached of the factors which contribute toward the sickness.

— Roy A. Ruddle, Robert J. Snowden

Bibliography

  • Rheingold, H. (1992). Virtual reality. Mandarin, London

See also illusions; motion sickness; vection.

 
Word Origin: virtual reality

Origin: 1989

In the late 1980s, inhabitants of cyberspace (see Cybernetics 1948) were virtually certain they were inventing a new reality. It would be far better than the reality sought by philosophers, poets, and scientists in earlier ages because virtual reality could be custom-made. Medieval philosophers had found reality sometimes in things, sometimes in ideas, sometimes in the mind of God. More recent thinkers had looked to nature, society, or the workings of the human mind. But in the late 1980s, computer geeks were busy constructing their own world of virtual reality, bounded only by the limitations of electronic inner space.

This virtual reality had its modest beginnings thirty years earlier in the invention of virtual memory (1959), a method of overcoming the physical limits of a computer by making it think it had more random-access memory (RAM) than it actually did. The computer would use space on a storage drive as if it were its own RAM. That led to the use of virtual for anything involving a computer that was other than it seemed. The proper software could give a computer virtual storage (1966) and other virtual hardware.

In the late 1980s, virtual was applied to users of computers too. A community of people who did not meet face to face but only by computer became known as a virtual community. To bring members of a virtual community literally in touch with one another was one of the purposes of virtual reality. It involved haptics, "the use of computer-actuated gloves or body wraps to stimulate the sense of touch." Virtual reality would even enable them to engage in virtual sex.

As the end of the century neared, virtual reality remained a programmer's dream, but it was coming closer and closer to reality. With continuing improvement in computer technology, it is virtually assured of success.



 
Hacker Slang: virtual reality

1. Computer simulations that use 3-D graphics and devices such as the Dataglove to allow the user to interact with the simulation. See cyberspace.

2. A form of network interaction incorporating aspects of role-playing games, interactive theater, improvisational comedy, and ‘true confessions’ magazines. In a virtual reality forum (such as Usenet's alt.callahans newsgroup or the MUD experiments on Internet), interaction between the participants is written like a shared novel complete with scenery, foreground characters that may be personae utterly unlike the people who write them, and common background characters manipulable by all parties. The one iron law is that you may not write irreversible changes to a character without the consent of the person who ‘owns’ it. Otherwise anything goes. See bamf, cyberspace, teledildonics.


 

Use of computer modeling and simulation to enable a person to interact with an artificial three-dimensional visual or other sensory environment. A computer-generated environment simulates reality by means of interactive devices that send and receive information and are worn as goggles, headsets, gloves, or body suits. The illusion of being in the created environment (telepresence) is accomplished by motion sensors that pick up the user's movements and adjust his or her view accordingly, usually in real time. The basis of the technology emerged in the 1960s in simulators that taught how to fly planes, drive tanks, shoot artillery, and generally perform in combat. It came of commercial age in the 1980s and is now used in games, exhibits, and aerospace simulators. It has potential for use in many fields, including entertainment, medicine and biotechnology, engineering, design, and marketing.

For more information on virtual reality, visit Britannica.com.

 
US History Encyclopedia: Virtual Reality

Virtual Reality refers to computer-generated, three-dimensional simulations that allow a participant to experience and interact with a setting or situation. In the most intense forms of virtual reality, a participant wears a headset that incorporates high-resolution video displays and audio speakers, immersing the participant in a computer-generated experience. The participant also wears a special glove or body suit studded with sensors that monitor all movement. Data from the participant's movements are then fed into a computer, which modifies the simulation accordingly. Virtual reality systems allow a participant to experience, navigate through, and manipulate a hypothetical area filled with imaginary structures and objects. This area is often referred to as "cyberspace," a term first used by author William Gibson in his 1984 novel, Neuromancer. By the end of the twentieth century, virtual reality not only encapsulated a specific technology, but also signaled a broader set of cultural questions about the place of technology in modern life.

The growth of the Internet, along with the advent of inexpensive and increasingly powerful computers and the development of sophisticated computer graphics techniques, has led to faster and more detailed virtual reality systems, adding to the realism of the experiences they deliver. The use of virtual reality technology in the entertainment industry holds the potential to provide consumers with a choice of exotic, surreal, or breathtaking experiences without any physical risk. Virtual reality has also been employed for more serious ends. Astronauts at the National Aeronautics and Space Administration used virtual reality devices as part of their training for the 1993 space shuttle flight, during which they repaired the Hubble Space Telescope. Department of Energy experts employ a virtual reality version of a nuclear weapon in a shipping container to train emergency workers to handle trucking accidents involving such devices. Another application of virtual reality technology is telepresence, or giving the participant a sensation of being in a distant location. Telepresence systems, for example, can allow a physician in a hospital to perform emergency surgery on a soldier by remote control while the soldier is still on the battlefield, rather than wait until the soldier is transported to the hospital. Telepresence also holds the potential to be used for operating robotic rovers on the moon or on Mars for scientific purposes, or for profit-generating entertainment ventures.

While virtual reality provides the possibility of creating new communities in cyberspace, critics of virtual reality—and of technology in general—warn that it might overwhelm and erode established networks of human existence. Some educators, for instance, debate the effectiveness of virtual reality to provide a "distance learning" experience that could substitute for the traditional, four-year undergraduate education. At the most extreme, however, criticism of technology has taken the form of terrorism, as in the case of the Unabomber, Theodore Kaczynski.

Bibliography

Heim, Michael. The Metaphysics of Virtual Reality. New York: Oxford University Press, 1993.

———. Virtual Realism. New York: Oxford University Press, 1998.

Rheingold, Howard. Virtual Reality. New York: Summit, 1991.

 
Columbia Encyclopedia: virtual reality
(VR) or virtual environment (VE), computer-generated environment with and within which people can interact. The advantage of VR is that it can immerse people in an environment that would normally be unavailable due to cost, safety, or perception restrictions. A successful VR environment offers users immersion, navigation, and manipulation. VR encompasses a range of interactive computer environments, from text-oriented on-line forums and multiplayer games to complex simulations that combine audio; video, animation, or three-dimensional graphics; and scent. Some of the more realistic effects are achieved using a helmetlike apparatus with tiny computer screens, one in front of each eye and each giving a slightly different view so as to mimic stereoscopic vision. Sensors attached to the participant (e.g., gloves, bodysuit, footwear) pass on his or her movements to the computer, which changes the graphics accordingly to give the participant the feeling of movement through the scene. Computer-generated physical feedback adds a “feel” to the visual illusion, and computer-controlled sounds and odors reinforce the virtual environment. Other VR systems, such as flight simulators, use larger displays and enclosed environments to create an illusion. Less-complicated systems for personal computers manipulate an image of three-dimensional space on a computer screen. In a virtual network many users can be immersed in the same simulation, each perceiving it from a personal point of view. VR is used in some electronic games, in amusement-park attractions, in military exercises, and to simulate construction designs. Experimental and envisioned uses include education, industrial design, surgical training, and art.

Bibliography

See H. Rheingold, Virtual Reality (1991); R. A. Earnshaw, Virtual Reality Systems (1993); L. C. Larijani, The Virtual Reality Primer (1994); J. Levy, Create Your Own Virtual Reality System (1995); D. N. Chorafas and H. Steinmann, Virtual Reality: Practical Applications in Business and Industry (1995).


 
Wikipedia: virtual reality

Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment, be it a real or imagined one. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. 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 wired glove, the Polhemus boom arm, and omnidirectional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ significantly from reality, as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power, image resolution and communication bandwidth. However, those limitations are expected to eventually be overcome as processor, imaging and data communication technologies become more powerful and cost-effective over time.

U.S. Navy personnel using a VR parachute trainer
Enlarge
U.S. Navy personnel using a VR parachute trainer

Background

Terminology

The term artificial reality, coined by Myron Krueger, has been in use since the 1970s but the origin of the term virtual reality is uncertain. It has been credited to The Judas Mandala, a 1982 science fiction novel by Damien Broderick, where the context of use is somewhat different from that defined above. The earliest use cited by the Oxford English Dictionary is in a 1987 article entitled "Virtual reality",[1] but the article is not about VR technology. The VR developer Jaron Lanier claims that he coined the term.[2] The concept of virtual reality was popularized in mass media by movies such as Brainstorm and The Lawnmower Man (and others mentioned below), and the VR research boom of the 1990s was motivated in part by the non-fiction book Virtual Reality by Howard Rheingold. The book served to demystify the subject, making it more accessible to less technical researchers and enthusiasts, with an impact similar to what his book The Virtual Community had on virtual community research lines closely related to VR. Multimedia: from Wagner to Virtual Reality, edited by Randall Packer and Ken Jordan and first published in 2001, explores the term and its history from an avant-garde perspective.

VR timeline

Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device, which reportedly still functions today. In 1968, Ivan Sutherland, with the help of his student Bob Sproull, created what is widely considered to be the first virtual reality and augmented reality (AR) head mounted display (HMD) system. It was primitive both in terms of user interface and realism, and the HMD to be worn by the user was so heavy it had to be suspended from the ceiling, and the graphics comprising the virtual environment were simple wireframe model rooms. The formidable appearance of the device inspired its name, The Sword of Damocles. Also notable among the earlier hypermedia and virtual reality systems was the Aspen Movie Map, which was created at MIT in 1977. The program was a crude virtual simulation of Aspen, Colorado in which users could wander the streets in one of three modes: summer, winter, and polygons. The first two were based on photographs — the researchers actually photographed every possible movement through the city's street grid in both seasons — and the third was a basic 3-D model of the city. In the late 1980s the term "virtual reality" was popularized by Jaron Lanier, one of the modern pioneers of the field. Lanier had founded the company VPL Research (from "Virtual Programming Languages") in 1985, which developed and built some of the seminal "goggles n' gloves" systems of that decade.

Future

It is unclear exactly where the future of virtual reality is heading. In the short run, the graphics displayed in the HMD will soon reach a point of near realism. The audio capabilities will move into a new realm of three dimensional sound. This refers to the addition of sound channels both above and below the individual. The virtual reality application of this future technology will most likely be in the form of over ear headphones.

Within existing technological limits, sight and sound are the two senses which best lend themselves to high quality simulation. There are however attempts being currently made to simulate smell. The purpose of current research is linked to a project aimed at treating Post Traumatic Stress Disorder (PTSD) in veterans by exposing them to combat simulations, complete with smells. Although it is often seen in the context of entertainment by popular culture, this illustrates the point that the future of VR is very much tied into therapeutic, training, and engineering demands. Given that fact, a full sensory immersion beyond basic tactile feedback, sight, sound, and smell is unlikely to be a goal in the industry. It is worth mentioning that simulating smells, while it can be done very realistically, requires costly research and development to make each odor, and the machine itself is expensive and specialized, using capsules tailor made for it. Thus far basic, and very strong smells such as burning rubber, cordite, gasoline fumes, and so-forth have been made. Something complex such as a food product or specific flower would be prohibitively expensive (see the perfume industry as an example).

In order to engage the other 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 form of this has been seriously developed at this point, Sony has taken the first step. On April 7, 2005, Sony went public with the information that they had filed for and 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.[3] There has been research to show that this is possible. Sony has not conducted any tests as of yet and says that it is still only an idea.

It has long been feared that Virtual Reality will be the last invention of man, as once simulations become cheaper and more widespread, no one will ever want to leave their "perfect" fantasies. Satirists, however, have nodded towards humans' aversion to catheters and starvation.

Impact

There has been increasing interest in the potential social impact of new technologies, such as virtual reality (as may be seen in utopian literature, within the social sciences, and in popular culture). Mychilo S. Cline, in his book, Power, Madness, and Immortality: The Future of Virtual Reality, argues that virtual reality will lead to a number of important changes in human life and activity. He argues that:

  • Virtual reality will be integrated into daily life and activity and will be used in various human ways.
  • Techniques will be developed to influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).[4]
  • As we spend more and more time in virtual space, there will be a gradual “migration to virtual space,” resulting in important changes in economics, worldview, and culture.
  • The design of virtual environments may be used to extend basic human rights into virtual space, to promote human freedom and well-being, and to promote social stability as we move from one stage in socio-political development to the next.

Heritage and Archaeology

The use of VR in Heritage and Archaeology has enormous potential in museum and visitor centre applications, but its use has been tempered by the difficulty in presenting a 'quick to learn' real time experience to numerous people any given time. Many historic reconstructions tend to be in a pre-rendered format to a shared video display, thus allowing more than one person to view a computer generated world, but limiting the interaction that full-scale VR can provide. The first use of a VR presentation in a Heritage application was in 1994 when a museum visitor interpretation provided an interactive 'walk-through' of a 3D reconstruction of Dudley Castle in England as it was in 1550. This comprised of a computer controlled laserdisc based system designed by British based engineer Colin Johnson. It is a little known fact that one of the first users of Virtual Reality was Her Majesty Queen Elizabeth II, when she officially opened the visitor center in June 1994. Details of the original project can be viewed here..Virtual Tours of Dudley Castle archive The system featured in a conference held by the British Museum in November 1994 and in the subsequent technical paper.. 'Imaging the Past' - Electronic Imaging and Computer Graphics in Museums and Archaeology - ISBN 0861591143.

Mass media

Mass media has been a great advocate and perhaps a great hindrance to its development over the years. During the research “boom” of the late 1980s into the 1990s the news media’s prognostication on the potential of VR — and potential overexposure in publishing the predictions of anyone who had one (whether or not that person had a true perspective on the technology and its limits) — built up the expectations of the technology so high as to be impossible to achieve under the technology then or any technology to date. Entertainment media reinforced these concepts with futuristic imagery many generations beyond contemporary capabilities.

Fiction books

Many science fiction books and movies have imagined characters being "trapped in virtual reality". One of the first modern works to use this idea was Daniel F. Galouye's novel Simulacron-3, which was made into a German teleplay titled Welt am Draht ("World on a Wire") in 1973 and into a movie titled The Thirteenth Floor in 1999. Other science fiction books have promoted the idea of virtual reality as a partial, but not total, substitution for the misery of reality (in the sense that a pauper in the real world can be a prince in VR), or have touted it as a method for creating breathtaking virtual worlds in which one may escape from Earth's now toxic atmosphere. They are not aware of this, because their minds exist within a shared, idealized virtual world known as Dream Earth, where they grow up, live, and die, never knowing the world they live in is but a dream. Stanislaw Lem wrote in early 1960 a short story "dziwne skrzynie profesora Corcorana" in which he presented a scientist, who devised a completely artificial virtual reality. Amongst the beings trapped inside his created virtual world, there is also a scientist, who also devised such machines creating another level of virtual world.

The Piers Anthony novel Killobyte follows the story of a paralysed cop trapped in a virtual reality game by a hacker, whom he must stop to save a fellow trapped player with diabetes slowly succumbing to insulin shock. This novel toys with the idea of both the potential positive therapeutic uses, such as allowing the paralysed to experience the illusion of movement while stimulating unused muscles, as well as virtual realities' dangers.

An early short science fiction story — "The Veldt" — about an all too real "virtual reality" was included in the 1951 book The Illustrated Man, by Ray Bradbury and may be the first fictional work to fully describe the concept.

The Otherland series of 4 novels by Tad Williams . Set in the 2070's, it shows a world where the Internet has become accessible via virtual reality and has become so popular and somewhat commonplace that, with the help of surgical implants, people can connect directly into this future VR environment. The series follows the tale of a group of people who, while investigating a mysterious illness attacking children while in VR, find themselves trapped in a virtual reality system of fantastic detail and sophistication unlike any the world has ever imagined.


Other popular fictional works that use the concept of virtual reality include William Gibson's Neuromancer which defined the concept of cyberspace, Neal Stephenson's Snow Crash, in which he made extensive reference to the term "avatar" to describe one's representation in a virtual world, and Rudy Rucker's The Hacker and the Ants, in which programmer Jerzy Rugby uses VR for robot design and testing.

Another use of VR is in the teenage book "The Reality Bug" by D.J MacHale, where the inhabitants of a territory become trapped in a Virtual world, which used to be perfect but is now filled with their worst nightmares.

Television

Perhaps the earliest example of virtual reality on television is a Doctor Who serial "The Deadly Assassin". This story, first broadcast in 1976, introduced a dream-like computer-generated reality known as the Matrix (no relation to the film — see below). The first major American television series to showcase virtual reality was Star Trek: The Next Generation. They featured the holodeck, a virtual reality facility on starships, that enabled its users to recreate and experience anything they wanted. One difference from current virtual reality technology, however, was that replicators, force fields, holograms, and transporters were used to actually recreate and place objects in the holodeck, rather than relying solely on the illusion of physical objects, as is done today.

In Japan and Hong Kong, the first anime series to use the idea of virtual reality was Video Warrior Laserion (1984).

An anime series known as Lain:Serial Experiments included a virtual reality world known as "The Wired" that eventually co-existed with the real world.

Channel 4's Gamesmaster (1992 – 1998) also used a VR headset in its "tips and cheats" segment.

BBC 2's Cyberzone (1993) was the first true "virtual reality" game show. It was presented by Craig Charles.

FOX's VR.5 (1995) starring Lori Singer and David McCallum, used what appeared to be mistakes in technology as part of the show's on-going mystery.

In 2002, Series 4 of hit New Zealand teen sci-fi TV Series, The Tribe featured the arrival of a new tribe to the city, The Technos. They tried to gain power by introducing Virtual Reality to the city. The tribes would battle each other in the Virtual World in a "game" designed by the leader of The Techno's, Ram. However, the effects of VR on the people turned nasty when they started to fight in the real world as well, after too much use made them unable to tell the difference between what was real and what was virtual.

In 2005, Brazilian's Globo TV features a show where VR helmets are used by the attending audience in a space simulation called Conquista de Titã, broadcasted for more than 20 million viewers weekly.

In the anime version of Yu-Gi-Oh!, one three-part episode sees the heroes entering a virtual world based on the game Duel Monsters, where the players must use their cards to work their way through a series of story-based challenges, including simulated monsters. Later, another anime-only arc forces the heroes to enter another virtual world, similar in concept but with a different set of rules. In both arcs, the bodies of the humans entering the virtual world are confined to special pods for the duration of their stay there.

The Popular .hack multimedia franchise is based on a virtual reality MMORPG ironically dubbed "The World"

The French animated series Code Lyoko is based around the virtual world of Lyoko and the Internet, the virtual world is accessed by large scanners which use an atomic process which breaks down the atoms of the person inside, digitalizes them and recreates an incarnation on Lyoko.

Motion pictures

Steven Lisberger's 1982 movie TRON was the first mainstream Hollywood picture to explore the idea. One year later, it would be more fully expanded in the Natalie Wood film Brainstorm. Probably the most famous film to popularize the subject was more recently done by the Wachowski brothers in 1999's The Matrix. The Matrix was significant in that it presented virtual reality and reality as often overlapping, and sometimes indistinguishable. Total Recall and David Cronenberg's film EXistenZ dealt with the danger of confusion between reality and virtual reality in computer games. Cyberspace became something that most movies completely misunderstood, as seen in The Lawnmower Man. Also, the British comedy Red Dwarf used in several episodes the idea that life (or at least the life seen on the show) is a virtual reality game. This idea was also used in Spy Kids 3-D: Game Over. Another movie that has a bizarre theme is Brainscan, where the point of the game is to be a virtual killer. A more artistic and philosophical perspective on the subject can be seen in Avalon. There is also a film from 1995 called "Virtuosity" with Denzel Washington and Russell Crowe that dealt with the creation of a serial killer, used to train law enforcement personnel, that escapes his virtual reality into the real world.

Music videos

The lengthy video for hard rock band Aerosmith's 1993 single "Amazing" depicted virtual reality, going so far as to show two young people participating in virtual reality simultaneously from their separate personal computers (while not knowing the other was also participating in it) in which the two engage in a steamy makeout session, sky-dive, and embark on a motorcycle journey together.

Games

In 1991, the company (originally W Industries, later renamed) Virtuality licenced the Amiga 3000 for use in their VR machines and released a VR gaming system called the 1000CS. This was a stand-up immersive HMD platform with a tracked 3D joystick. The system featured several VR games including Dactyl Nightmare (shoot-em-up), Legend Quest (adventure and fantasy), Hero (VR puzzle), Grid Busters (shoot-em-up). Virtual Reality I Glasses Personal Display System is a visor and headphones headset that is compatible with any video input including 3D broadcasting, and usable with most game systems (Nintendo, PlayStation, etc.). Virtual Reality World 3D Color Ninja game comes with headset visor and ankle and wrist straps that sense the player's punches and kicks. Virtual Reality Wireless TV Tennis Game comes with a toy tennis racket that senses the player's swing, while Wireless TV Virtual Reality Boxing includes boxing gloves that the player wears and jabs with. Nintendo's Virtual Boy was sold for only one year, 1995. Bob Ladrach brought Virtual Knight into the major theme park arcades in 1994. Aura Interactor Virtual Reality Game Wear is a chest and back harness through which the player can feel punches, explosions, kicks, uppercuts, slam-dunks, crashes, and bodyblows. It works with Sega Genesis and Super Nintendo.

In the Mage: The Ascension role-playing game, the mage tradition of the Virtual Adepts is presented as the real creators of VR. The Adepts' ultimate objective is to move into virtual reality, scrapping their physical bodies in favour of improved virtual ones. Also, the .hack series centers on a virtual reality video game. This shows the potentially dangerous side of virtual reality, demonstrating the adverse effects on human health and possible viruses, including a comatose state that some players assume. Metal Gear Solid bases heavily on VR usage, either as a part of the plot, or simply to guide the players through training sessions. In Kingdom Hearts II, the character Roxas lives in a virtual Twilight Town until he merges with Sora. In System Shock, the player has implants making him able to enter into a kind of cyberspace. Its sequel, System Shock 2 also features some minor levels of VR.

Due to the increasing popularity of massively multiplayer games and simulated reality fiction, some members of the MMOG community have jokingly compared real life to MMORPG mechanics. [1]

In 2006 a German company [2] released VR 3D Dragonflight.

Fine Art

David Em was the first fine artist to create navigable virtual worlds in the 1970s. His early work was done on mainframes at III, JPL and Cal Tech. Jeffrey Shaw explored the potential of VR in fine arts with early works like Legible City (1989), Virtual Museum (1991), Golden Calf(1994). Canadian artist Char Davies created immersive VR art pieces Osmose (1995) and Ephémère (1998). Maurice Benayoun's work introduced metaphorical, philosophical or political content, combining VR, network, generation and intelligent agents, in works like Is God Flat (1994), The Tunnel under the Atlantic (1995), World Skin (1997). Other pioneering artists working in VR have included Rita Addison, Rebecca Allen, Perry Hoberman, Jacki Morie, and Brenda Laurel.

Marketing

A side effect of the chic image that has been cultivated for virtual reality in the media is that advertising and merchandise have been associated with VR over the years to take advantage of the buzz. This is often seen in product tie-ins with cross-media properties, especially gaming licenses, with varying degrees of success. The NES Power Glove by Mattel from the 1980s was an early example as well as the U-Force and later, the Sega Activator. Marketing ties between VR and video games are not to be unexpected, given that much of the progress in 3D computer graphics and virtual environment development (traditional hallmarks of VR) has been driven by the gaming industry over the last decade. TV commercials featuring VR have also been made for other products, however, such as Nike's "Virtual Andre" in 1997, featuring a teenager playing tennis using a goggle and gloves system against a computer generated Andre Agassi.

Health care education

While its use is still not widespread, virtual reality is finding its way into the training of health care professionals. Use ranges from anatomy instruction (example) to surgery simulation (example). Annual conferences are held to examine the latest research in utilizing virtual reality in the medical fields.

Therapeutic uses

The primary use of VR in a therapeutic role is its application to various forms of exposure therapy, ranging from phobia treatments, to newer approaches to treating PTSD. A very basic VR simulation with simple sight and sound models has been shown to be invaluable in phobia treatment (notable examples would be various zoophobias, and acrophobia) as a step between basic exposure therapy such as the use of simulacra and true exposure. A much more recent application is being piloted by the U.S. Navy to use a much more complex simulation to immerse veterans (specifically of Iraq) suffering from PTSD in simulations of urban combat settings. While this sounds counterintuitive, talk therapy has limited benefits for people with PTSD, which is now thought by many to be a result of changes either to the limbic system in particular, or a systemic change in stress response. Much as in phobia treatment, exposure to the subject of the trauma or fear seems to lead to desensitization, and a significant reduction in symptoms. Some information on this can be found at this Businessweek article as well as this Office of Naval Research article.

Real estate

The real estate sector has used the term "virtual reality" for websites that offer panoramic images laced into a viewer such as QuickTime Player in which the viewer can rotate to see all 360 degrees of the image.

Challenges

Virtual reality has been heavily criticized for being an inefficient method for navigating non-geographical information. At present, the idea of ubiquitous computing is very popular in user interface design, and this may be seen as a reaction against VR and its problems. In reality, these two kinds of interfaces have totally different goals and are complementary. The goal of ubiquitous computing is to bring the computer into the user's world, rather than force the user to go inside the computer. The current trend in VR is actually to merge the two user interfaces to create a fully immersive and integrated experience. See simulated reality for a discussion of what might have to be considered if a flawless virtual reality technology was possible. Another obstacle is the headaches due to eye strain, caused by VR headsets. RSI can also result from repeated use of the handset gloves.

Pioneers and notables

See also

References and notes

  1. ^ Garb, Yaakov (Winter 1987). "Virtual reality". Whole Earth Review (57): 118ff. 
  2. ^ http://www.jaronlanier.com/general.html
  3. ^ Times Online
  4. ^ http://virtualreality.universityvillagepress.com/index.php?itemid=25&catid=4
  • Brooks Jr., F. P. (1999). "What's Real About Virtual Reality?", IEEE Computer Graphics And Applications, 19(6), 16
  • Burdea, G. and P. Coffet (2003). Virtual Reality Technology, Second Edition. Wiley-IEEE Press.
  • Kalawsky, R. S. (1993). The Science of Virtual Reality and Virtual Environments: A Technical, Scientific and Engineering Reference on Virtual Environments, Addison-Wesley, Wokingham, England ; Reading, Mass.
  • Kelly, K., A. Heilbrun and B. Stacks (1989). "Virtual Reality; an Interview with Jaron Lanier", Whole Earth Review, Fall 1989, no. 64, pp. 108(12)
  • Krueger, M. W. (1991). Artificial Reality II, Addison-Wesley, Reading, Massachusetts
  • Lanier, J., and F. Biocca (1992). "An Insider's View of the Future of Virtual Reality." Journal of Communication, 42(4), 150
  • Packer, Randall, and Ken Jordan (eds). 2002. Multimedia: From Wagner to Virtual Reality, Expanded Edition. W.W. Norton.
  • Packer, Randall, and Ken Jordan (eds). 2000. Virtual Art Museum - Multimedia: From Wagner to Virtual Reality
  • Rheingold, H. (1992). Virtual Reality, Simon & Schuster, New York, N.Y.
  • Robinett, W. (1994). "Interactivity and Individual Viewpoint in Shared Virtual Worlds: The Big Screen vs. Networked Personal Displays." Computer Graphics, 28(2), 127
  • Slater, M., Usoh, M.(1993). “The Influence of a Virtual Body on Presence in Immersive Virtual Environments” Virtual Reality International 93, Proceedings of the Third Annual Conference on Virtual Reality, London, April 1993, pages 34--42. Meckler, 1993
  • Stanney, K. M. ed. (2002). Handbook of Virtual Environments: Design, Implementation, and Applications. Lawrence Erlbaum Associates, Inc., Mahwah, New Jersey
  • Sutherland, I. E. (1965). "The Ultimate Display". Proceedings of IFIP 65, vol 2, pp. 506-508
  • Goslin, M, and Morie, J. F., (1996). "Virtopia" Emotional experiences in Virtual Environments", Leonardo, vol. 29, no. 2, pp. 95-100.
  • Robles-De-La-Torre G. The Importance of the Sense of Touch in Virtual and Real Environments. IEEE Multimedia 13(3), Special issue on Haptic User Interfaces for Multimedia Systems, pp. 24-30 (2006).
  • Hayward V, Astley OR, Cruz-Hernandez M, Grant D, Robles-De-La-Torre G. Haptic interfaces and devices. Sensor Review 24(1), pp. 16-29 (2004).
  • Monkman. G.J. ‑ An Electrorheological Tactile Display ‑ Presence (Journal of Teleoperators and Virtual Environments) ‑ Vol. 1, issue 2, pp. 219-228, MIT Press, July 1992.
  • Monkman. G.J. - 3D Tactile Image Display - Sensor Review - Vol 13, issue 2, pp. 27-31, MCB University Press, April 1993.
  • Klein. D, D. Rensink, H. Freimuth, G.J. Monkman, S. Egersdörfer, H. Böse, & M. Baumann - Modelling the Response of a Tactile Array using an Electrorheological Fluids - Journal of Physics D: Applied Physics, vol 37, no. 5, pp794-803, 2004
  • Klein. D, H. Freimuth, G.J. Monkman, S. Egersdörfer, A. Meier, H. Böse M. Baumann, H. Ermert & O.T. Bruhns - Electrorheological Tactile Elements. Mechatronics - Vol 15, No 7, pp883-897 - Pergamon, September 2005.

External links

Information and commentary

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