HOT POST

6/recent/ticker-posts

VIRTUAL REALITY

VIRTUAL REALITY

Virtual reality (VR), the use of computer modeling and simulation that enables a person to interact with an artificial three-dimensional (3-D) visual or other sensory environment. VR applications immerse the user in a computer-generated environment that simulates reality through the use of interactive devices, which send and receive information and are worn as goggles, headsets, gloves, or body suits. 

In a typical VR format, a user wearing a helmet with a stereoscopic screen views animated images of a simulated environment. The illusion of “being there” (telepresence) is effected by motion sensors that pick up the user’s movements and adjust the view on the screen accordingly, usually in real time (the instant the user’s movement takes place). 

Thus, a user can tour a simulated suite of rooms, experiencing changing viewpoints and perspectives that are convincingly related to his own head turnings and steps. Wearing data gloves equipped with force-feedback devices that provide the sensation of touch, the user can even pick up and manipulate objects that he sees in the virtual environment.

The term virtual reality was coined in 1987 by Jaron Lanier, whose research and engineering contributed a number of products to the nascent VR industry. A common thread linking early VR research and technology development in the United States was the role of the federal government, particularly the Department of Defense, the National Science Foundation, and the National Aeronautics and Space Administration (NASA). 

Projects funded by these agencies and pursued at university-based research laboratories yielded an extensive pool of talented personnel in fields such as computer graphics, simulation, and networked environments and established links between academic, military, and commercial work. The history of this technological development, and the social context in which it took place, is the subject of this article.

VIRTUAL REALITY

The functioning of VR technology

The basis of VR technology is an end-to-end mechanism that replaces the natural environment with a deceptively real-looking simulation.

This simulation is strongly oriented to the real world. In order to adapt the digital world to the real world as best as possible, modern AI algorithms are usually used. These have the task of projecting new and familiar elements onto a mathematically defined surface. The result is a virtual world that looks deceptively real to users.

The hardware typically includes a headset or display, motion controllers, and sensors that track the user’s movements and gestures in real-time. The software involves creating a digital environment using computer-generated graphics, audio, and other sensory inputs to simulate a fully immersive experience.

Components of virtual reality

The components of virtual reality include the display or headset, which is responsible for presenting the virtual environment to the user, and the input devices, such as motion controllers, that allow the user to interact with the digital environment. 

Other important components include the tracking system, which detects the user’s movements and adjusts the virtual environment accordingly, and the computer system that runs the software and processes the sensory inputs.
  • Headset - The VR headset is one of the most important wearables for users who want to immerse themselves in digital worlds. It replaces the natural field of view with a computer-generated field of view. To make that happen, the wearable integrates infrared LEDs, motion sensors, cameras and screens. They all enable the VR headset to gather relevant information and provide it for the human eye
  • Screens and lenses - Both screens and lenses ensure that the VR experience is as real as possible. The basis for this is the distortion and overlapping of two nearly identical images. A minimal offset creates the desired spatial effect
  • Latency - The field of view and latency provide important information in the real world. Both affect the perception of distance and spatial depth, both in the real and virtual environments. In general, humans can perceive an angle of 200 to 220 degrees. This visible range is in turn subdivided into the monocular and the binocular visual field. Generating these areas accordingly is a central task for modern VR headsets
  • Frame rate - The human eye captures around 1,000 images per second. However, the interpretation rate of the information recorded by the optic nerve is significantly lower. Since central content can be lost if the frame rate is too fast, it is necessary to hit the so-called sweet spot. In VR, this is usually 90 FPS. This means the transmission is decidedly higher than a cinema film, but at the same time slower than everyday life in a big city
  • Position tracking - As before, the transmitted images and sounds are among the most important elements of a successful VR experience. On the other hand, only position tracking in space is even more crucial. Particularly popular here are the so-called 6 degrees of freedom or 6DoF. With such position tracking, end users can move freely in space. In addition, common gestures such as nodding, up and down, forward and backward, but also movement in circular paths are possible. In contrast, the 3DoF only allows moving the head to the right, left, up and down.
VIRTUAL REALITY

Main types of virtual reality

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.

1. 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.

2. 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.

3. 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.

4. Collaborative VR

This is sometimes cited as a type of virtual reality. In this model, people from different locations come together in a virtual environment to interact with one another, with each person represented by a projected 3D character. Users typically communicate through microphones and headsets.

5. Augmented reality

AR is also sometimes referred to as a type of virtual reality, although many would argue that it's a separate but related field. With augmented reality, virtual simulations are overlaid with real-world environments to enhance or augment those environments. For example, a furniture retailer might provide an app that lets users point their phones at a room and visualize what a new chair or table might look like in that setting.

6. Mixed reality

This category blends the physical and virtual worlds into a single space. Like augmented reality, however, it's more often considered a separate but related field. In fact, there's been a growing consensus to group virtual reality, augmented reality and mixed reality under the umbrella term extended reality, which provides a handy way to reference all three, while still distinguishing among them.

Today's VR technologies and applications have inspired multiple companies and experts to advocate for advanced uses of the metaverse, which encompasses diverse digital realities, platforms and experiences, forming an interconnected network of virtual realms.

VIRTUAL REALITY

Features of virtual reality

Virtual reality has several essential features that make it an immersive and interactive medium. Unlike traditional interfaces, VR positions the user inside the virtual environment, delivering a truly immersive experience.

The primary characteristics and features of virtual reality include the following:

1. Immersion

By immersing users in a computer-generated world that seems and feels genuine, VR seeks to evoke a feeling of immersion. The level of immersion can vary depending on the type of VR system and the quality of the content.

By donning and using wearable technology interactive gear -- such as data gloves, motion controllers, game consoles and head-mounted displays, like Meta Quest 2 -- viewers can fully immerse themselves in the virtual world.

2. Interaction

Virtual reality is a highly interactive experience where people can interact with various elements realistically. The elements of interaction depend on range, speed and mapping, letting users manipulate and control objects, navigate through virtual space and engage in activities within the virtual world.

3. Realistic visuals

High-resolution monitors and sophisticated graphics rendering techniques are used in VR to produce vivid, lifelike images. This includes realistic lighting and textures, realistic 3D visuals and stereoscopic imaging for depth perception.

4. Spatial audio

Spatial audio technology offers realistic sound effects positioned physically within the virtual environment. By producing an audio experience that corresponds with the user's visual environment, VR increases the user's sensation of presence and immersion.

5. Multi-sensory haptic feedback

Advanced virtual reality systems can also include haptic feedback, which gives tactile sensations to the users. This can involve force feedback, vibrations, or even full-body haptic suits that let users experience real-world bodily sensations in a virtual setting.

6. Spatial collaboration

The capacity for individuals or groups to work together and communicate in a common virtual environment through the use of virtual reality technology is known as spatial collaboration. Regardless of where they're physically located, it lets users collaborate virtually on projects, exchange ideas and interact as if they were in the same space. 

For example, Vision Pro, which is Apple's first spatial computer, combines mixed reality and VR to create an immersive experience without completely obstructing the outside world.

7. Complete 360-degree views

With a full 360-degree spherical field of view that most VR systems offer, users can look in any direction and explore the virtual space from different perspectives, just as they would in the real world.
Adaptive environments

When generative AI is integrated with VR settings, the result is a responsive and personalized experience that can change dynamically in response to human inputs. AI-driven systems, for instance, can evaluate user behavior in real time, enabling virtual environments to adjust and react to the user's activities to create a genuinely personalized and engaging experience.

Post a Comment

0 Comments