Name - Ashish ROLL - NO-0821102018 Class - Bca-V E Subject - Virtual Reality (VR)
Name - Ashish ROLL - NO-0821102018 Class - Bca-V E Subject - Virtual Reality (VR)
Name - Ashish ROLL - NO-0821102018 Class - Bca-V E Subject - Virtual Reality (VR)
ROLL.NO- 0821102018
CLASS – BCA-V E
SUBJECT – VIRTUAL
REALITY
(VR)
INTRODUCTION
Virtual Reality (VR) is a simulated experience that can be similar to or completely different
from the real world. Applications of virtual reality include entertainment (e.g. video games) and
education (e.g. medical or military training). Other distinct types of VR-style technology
include augmented reality and mixed reality, sometimes referred to as extended reality or XR
Currently standard virtual reality systems use either virtual reality headsets or multi-projected
environments to generate 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.
The effect is commonly created by VR headsets consisting of a head-mounted display with a
small screen in front of the eyes, but can also be created through specially designed rooms with
multiple large screens. Virtual reality typically incorporates auditory and video feedback, but
may also allow other types of sensory and force feedback through haptic technology.
History
The exact origins of virtual reality are disputed, partly because of how difficult it has been to
formulate a definition for the concept of an alternative existence. The development
of perspective in Renaissance Europe created convincing depictions of spaces that did not exist,
in what has been referred to as the "multiplying of artificial worlds". Other elements of virtual
reality appeared as early as the 1860s. Antonin Artaud took the view that illusion was not distinct
from reality, advocating that spectators at a play should suspend disbelief and regard the drama
on stage as reality. The first references to the more modern concept of virtual reality came
from science fiction.
20th century :-
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. Heilig also developed what he referred to
as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a
telescopic television apparatus for individual use...The spectator is given a complete sensation of
reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral
vision, binaural sound, scents and air breezes
1970–1990 :-
David Em became the first artist to produce navigable virtual worlds at NASA's Jet Propulsion
Laboratory (JPL) from 1977 to 1984. The Aspen Movie Map, a crude virtual tour in which users
could wander the streets of Aspen in one of the three modes (summer, winter, and polygons), was
created at MIT in 1978.
1990–2000 :-
In 1991, Sega announced the Sega VR headset for arcade games and the Mega Drive console. It
used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system
to track and react to the movements of the user's head. In the same year, Virtuality launched and
went on to become the first mass-produced, networked, multiplayer VR entertainment system
that was released in many countries, including a dedicated VR arcade at Embarcadero Center.
Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton
gloves that gave one of the first "immersive" VR experiences.
21st century :-
In 2001, SAS Cube (SAS3) became the first PC-based cubic room, developed by Z-A Production
(Maurice Benayoun, David Nahon), Barco, and Clarté. It was installed in Laval, France. The
SAS library gave birth to Virtools VRPack. In 2007, Google introduced Street View, a service
that shows panoramic views of an increasing number of worldwide positions such as roads,
indoor buildings and rural areas. It also features a stereoscopic 3D mode, introduced in 2010
2010–present :-
In 2010, Palmer Luckey designed the first prototype of the Oculus Rift. This prototype, built
on a shell of another virtual reality headset, was only capable of rotational tracking. However,
it boasted a 90-degree field of vision that was previously unseen in the consumer market at
the time. Distortion issues arising from the lens used to create the field of vision were
corrected for by software written by John Carmack for a version of Doom 3. This initial
design would later serve as a basis from which the later designs came
Modern virtual reality headset displays are based on technology developed for smartphones
including: gyroscopes and motion sensors for tracking head, body, and hand positions;
small HD screens for stereoscopic displays; and small, lightweight and fast computer processors.
These components led to relative affordability for independent VR developers, and lead to the
2012 Oculus Rift Kickstarter offering the first independently developed VR headset
Independent production of VR images and video has increased alongside the development of
affordable omnidirectional cameras, also known as 360-degree cameras or VR cameras, that
have the ability to record 360 interactive photography, although at relatively low resolutions or
in highly compressed formats for online streaming of 360 video. In contrast, photogrammetry is
increasingly used to combine several high-resolution photographs for the creation of detailed 3D
objects and environments in VR applications.
Applications
In medicine, simulated VR surgical environments were first developed in the 1990s. Under the supervision of
experts, VR can provide effective and repeatable training at a low cost, allowing trainees to recognize and
amend errors as they occur. Virtual reality has been used in physical rehabilitation since the 2000s. Despite
numerous studies conducted, good quality evidence of its efficacy compared to other rehabilitation methods
without sophisticated and expensive equipment is lacking for the treatment of Parkinson's disease. A 2018
review on the effectiveness of mirror therapy by virtual reality and robotics for any type of pathology
concluded in a similar way. Another study was conducted that showed the potential for VR to promote
mimicry and revealed the difference between neurotypical and autism spectrum disorder individuals in their
response to a two-dimensional avatar.
VR can simulate real workspaces for workplace occupational safety and health purposes, educational
purposes, and training purposes. It can be used to provide learners with a virtual environment where they can
develop their skills without the real-world consequences of failing. It has been used and studied in primary
education, anatomy teaching, military, astronaut training, flight simulators, miner
training, architectural design, driver training and bridge inspection. Immersive VR engineering systems
enable engineers to see virtual prototypes prior to the availability of any physical prototypes. Supplementing
training with virtual training environments has been claimed to offer avenues of realism in military and
healthcare training while minimizing cost. It also has been claimed to reduce military training costs by
minimizing the amounts of ammunition expended during training periods
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