Virtual+Reality

toc Virtual reality is a computer simulated environment that is either real or imaginary that allows the user to perform operations and shows effect in real time. (Wikipedia) Most VR environments are usually displayed on a computer screen or through special 3 dimensional displays coupled with virtual sound. Users interact with the environment through devices such as a keyboard and mouse, body suit or wired gloves.

The advantages of VR are many if any. The technology can be used to simulate real world training environments for pilots, assist doctors performing in surgery, //virtual genetics (influencing of human behavior and cognition)// and of course a huge venue in the video game industry. In the future this technology will be most successful where its use can match those of already existing business needs. For example, taking the design of a particular product and being able to virtually design it before the final prototype. Although, there are some who have challenged VR technology with that of ubiquitous computing which attempts to bring the computer into the user’s world, rather than force the user to go inside the computer. (VR Media Lab) The ending resolution may actually involve applications from both interfaces yielding an even greater integrated experience.

=Virtual Reality Examples=

Flight simulation was an early adoption of virtual reality technology. Pilots can train in a synthetic environment that behaves as if there were actually flying. Early simulators used mechanical linkages to provide control and feedback. Although flight simulators predated the modern digital computer, today they use highly sophisticated computers, simulation programs, tracking and display technology.

=**Augmented reality**=

(**AR**) is a field of [|computer] research which deals with the combination of real world and computer generated data. At present, most AR research is concerned with the use of live video imagery which is digitally processed and "augmented" by the addition of computer generated graphics. (Wikipedia). In AR, the use of special display technology allows a user to perceive the real world with an overlay of additional information. (Webster, 1989). AR can be considered a type of virtual realty. Rather than experiencing physical reality, one is placed in another reality that includes physical along with the virtual.

Some examples include, when a physician is able to view a 3D representation of ultrasound data of a baby as though it were in the correct position in its mother //(Figure 1).// Another example is when a jet maintenance engineer is shown which parts need to be investigated and can refer to the documentation without moving away from the work.

//Figure 1: Ultrasound data of baby// //http://artis.imag.fr/Members/Raphael.Grasset/RECHERCHE/MARE/// =**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.

Despite enormous potential practical application, VR, in its current state, has drawbacks. It is still extremely expensive, the graphics are still cartoonish, and there is still a slight, but perceptible time lag between the user's body movements and their translation in Cyberspace. The equipment the user must wear, such as head gear, gloves, and other devices, needs refinement. At this early stage in the development of VR, no one knows what the long-term effect of using head-mounted displays might be on human eyes or what the possible psychological effect might be from spending too much time in Cyberspace. People using VR head gear sometimes complain about chronic fatigue, a lack of initiative, drowsiness, irritability, or nausea after interacting with a virtual environment for a long time. We do not know how much each of these symptoms depends on the characteristics of the VR systems themselves, or on the characteristics of the individuals using the systems.

=See Also=


 * Augmented Reality
 * Key Elements of Virtual Reality

=**Future**=

Ten years ago VR was a science-fiction fantasy. Today it is a developing technology seen primarily in research labs, theme parks, and trade shows. Tomorrow it may be as common as television. Lanier (1989) likes to say that "VR is a medium whose only limiting factor is the imagination of the user."
 * Develop a comprehensive national information system to provide coverage of research activities and results on virtual environments in a user-friendly way.
 * Establish a few national research and development teams, each focusing on a specific application. The teams could be made up of members from government, industry, and academia, and funding could be provided jointly by both the federal government and the private sector.
 * Federal agencies and offices could consider experimenting with VR technology in their own workplace.
 * The federal government could also explore the opportunities for early development of standards to promote compatibility of hardware, software, and networking technology.

Source: http://www.ericdigests.org/1996-2/virtual.html