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Introduction:
Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment, be it a real or imagined one. These environments are displayed either on a computer screen or through special or stereoscopic displays. Users can interact with a virtual environment either through the use of standard input devices
Terminology:
The term artificial reality is coined by Myron Krueger. Origin of the term virtual reality can be traced back to the French playwright, poet, actor and director Antonin Artaud Popularized in mass media by movies such as Brainstorm and The Lawnmower Man.
Input devices:
Data gloves offer a simple means of gesturing commands to the computer . data glove has a web of fiber optic cables along its back . Animating cartoons. Wands: Wands, the simplest of the interface devices, come in all shapes and variations Most operate with six degrees of freedom
Applications:
Surgical assistant for simulation of paranasal surgery This virtual reality program has applications in the area of architecture and light engineering. visualization system for weather forecasting called "TriVis This is useful in fields such as drug design.
Future:
Within existing technological limits, sight and sound are the two senses which best lend themselves to high quality simulation. Attempts being currently made to simulate smell Internet-connected odor-delivery system to be used by retailers and restaurants to attract customers Technology will take communications to a new level in content richness, compared to todays communications, which only offers images and sounds.- Hamada
Impact:
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. Important changes in economics, worldview, and culture.
Conclusion:
Virtual reality has been heavily criticized for being an inefficient method for navigating non-geographical information. The major obstacle is the headaches due to eye strain, caused by VR headsets.
VR's appeal has largely been due to its marketing. VR now has a solid infrastructure of developers, and a receptive public.