Beruflich Dokumente
Kultur Dokumente
Contents
Etymology
Forms and methods
History
20th century
1970–1990
1990–2000
21st century
2010–present
Future forecast
Technology
Software
Hardware
Applications
Concerns and challenges
Health and safety
Children in virtual reality
Privacy
Conceptual and philosophical concerns
Virtual reality in fiction
See also
References
Further reading
External links
Etymology
"Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since
the mid-1400s.[3] The term "virtual" has been used in the computer sense of "not physically existing but made
to appear by software" since 1959.[3]
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects
in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation
of this book, published in 1958 as The Theater and its Double,[4] is the earliest published use of the term
"virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The
term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by
Damien Broderick.
With avatar image-based virtual reality, people can join the virtual environment in the form of real video as
well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional
avatar or a real video. Users can select their own type of participation based on the system capability.
In projector-based virtual reality, modeling of the real environment plays a vital role in various virtual reality
applications, such as robot navigation, construction modeling, and airplane simulation. Image-based virtual
reality systems have been gaining popularity in computer graphics and computer vision communities. In
generating realistic models, it is essential to accurately register acquired 3D data; usually, a camera is used for
modeling small objects at a short distance.
Desktop-based virtual reality involves displaying a 3D virtual world on a regular desktop display without use
of any specialized VR positional tracking equipment. Many modern first-person video games can be used as
an example, using various triggers, responsive characters, and other such interactive devices to make the user
feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no
sense of peripheral vision, limiting the user's ability to know what is happening around them.
A head-mounted display (HMD) more fully immerses the user in a virtual world. A virtual reality headset
typically includes two small high resolution OLED or LCD monitors which provide separate images for each
eye for stereoscopic graphics rendering a 3D virtual world, a binaural audio system, positional and rotational
real-time head tracking for six degrees of movement. Options include motion controls with haptic feedback for
physically interacting within the virtual world in an intuitive way with little to no abstraction and an
omnidirectional treadmill for more freedom of physical movement
allowing the user to perform locomotive motion in any direction.
In 1968, Ivan Sutherland, with the help of his students including Bob Sproull, created what was widely
considered to be the first head-mounted display system for use in immersive simulation applications. It was
primitive both in terms of user interface and visual realism, and the HMD to be worn by the user was so heavy
that it had to be suspended from the ceiling. The graphics comprising the virtual environment were simple
wire-frame model rooms. The formidable appearance of the device inspired its name, The Sword of Damocles.
1970–1990
The virtual reality industry mainly provided VR devices for medical, flight simulation, automobile industry
design, and military training purposes from 1970 to 1990.[9]
David Em became the first artist to produce navigable virtual worlds at NASA's Jet Propulsion Laboratory
(JPL) from 1977 to 1984.[10] 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.
Atari, Inc. founded a research lab for virtual reality in 1982, but the lab was
closed after two years due to the Atari Shock (video game crash of 1983).
However, its hired employees, such as Tom Zimmerman, Scott Fisher, Jaron
Lanier, Michael Naimark, and Brenda Laurel, kept their research and
development on VR-related technologies.
Nintendo's Virtual Boy console was released in 1995.[28] A group in Seattle created public demonstrations of
a "CAVE-like" 270 degree immersive projection room called the Virtual Environment Theater, produced by
entrepreneurs Chet Dagit and Bob Jacobson.[29] Forte released the VFX1, a PC-powered virtual reality
headset that same year.
In 1999, entrepreneur Philip Rosedale formed Linden Lab with an initial focus on the development of VR
hardware. In its earliest form, the company struggled to produce a commercial version of "The Rig", which
was realized in prototype form as a clunky steel contraption with several computer monitors that users could
wear on their shoulders. The concept was later adapted into the personal computer-based, 3D virtual world
program Second Life.[30]
21st century
The 2000s were a period of relative public and investment indifference to commercially available VR
technologies.
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.[31]
2010–present
In 2013, Valve discovered and freely shared the breakthrough of low-persistence displays which make lag-free
and smear-free display of VR content possible.[38] This was adopted by Oculus and was used in all their
future headsets. In early 2014, Valve showed off their SteamSight prototype, the precursor to both consumer
headsets released in 2016. It shared major features with the consumer headsets including separate 1K displays
per eye, low persistence, positional tracking over a large area, and fresnel lenses.[39][40] HTC and Valve
announced the virtual reality headset HTC Vive and controllers in 2015. The set included tracking technology
called Lighthouse, which utilized wall-mounted "base stations" for positional tracking using infrared
light.[41][42][43]
In 2014, Sony announced Project Morpheus (its code name for the
PlayStation VR), a virtual reality headset for the PlayStation 4 video game
console.[44] In 2015, Google announced Cardboard, a do-it-yourself
stereoscopic viewer: the user places their smartphone in the cardboard holder,
which they wear on their head. Michael Naimark was appointed Google's
first-ever 'resident artist' in their new VR division. The Kickstarter campaign
for Gloveone, a pair of gloves providing motion tracking and haptic feedback,
was successfully funded, with over $150,000 in contributions.[45] Also in
2015, Razer unveiled its open source project OSVR.
Future forecast
With the COVID-19 restrictions in 2020, VR is experiencing an enormous rise. According to the Grand View
Research, the global VR market will grow to 62.1 billion dollars in 2027. Between 2020 and 2027, market
researchers expect an annual growth rate of over 20%.[51]
Technology
Software
The Virtual Reality Modelling Language (VRML), first introduced in 1994, was intended for the development
of "virtual worlds" without dependency on headsets.[52] The Web3D consortium was subsequently founded in
1997 for the development of industry standards for web-based 3D graphics. The consortium subsequently
developed X3D from the VRML framework as an archival, open-source standard for web-based distribution
of VR content.[53] WebVR is an experimental JavaScript application programming interface (API) that
provides support for various virtual reality devices, such as the HTC Vive, Oculus Rift, Google Cardboard or
OSVR, in a web browser.[54]
Hardware
Special input devices are required for interaction with the virtual world. These include the 3D mouse, the
wired glove, motion controllers, and optical tracking sensors. Controllers typically use optical tracking systems
(primarily infrared cameras) for location and navigation, so that the user can move freely without wiring. Some
input devices provide the user with force feedback to the hands or other parts of the body, so that the human
being can orientate himself in the three-dimensional world through haptics and sensor technology as a further
sensory sensation and carry out realistic simulations. This allows for the viewer to have a sense of direction in
the artificial landscape. Additional haptic feedback can be obtained from omnidirectional treadmills (with
which walking in virtual space is controlled by real walking movements) and vibration gloves and suits.
Virtual reality cameras can be used to create VR photography using 360-degree panorama videos. 360-degree
camera shots can be mixed with virtual elements to merge reality and fiction through special effects. VR
cameras are available in various formats, with varying numbers of lenses installed in the camera.[58]
Applications
Virtual reality is most commonly used in entertainment applications
such as video games and 3D cinema. Consumer virtual reality
headsets were first released by video game companies in the early-mid
1990s. Beginning in the 2010s, next-generation commercial tethered
headsets were released by Oculus (Rift), HTC (Vive) and Sony
(PlayStation VR), setting off a new wave of application
development.[59] 3D cinema has been used for sporting events,
pornography, fine art, music videos and short films. Since 2015, roller
coasters and theme parks have incorporated virtual reality to match Apollo 11 astronaut Buzz Aldrin
visual effects with haptic feedback.[46] previewing the Destination: Mars VR
experience at the Kennedy Space
In social sciences and psychology, virtual reality offers a cost-effective Center Visitor Complex in 2016
tool to study and replicate interactions in a controlled environment.[60]
It can be used as a form of therapeutic intervention. For instance, there
is the case of the virtual reality exposure therapy (VRET), a form of exposure therapy for treating anxiety
disorders such as post traumatic stress disorder (PTSD) and phobias.[61][62][63]
Virtual reality programs are being used in the rehabilitation processes with elderly individuals that have been
diagnosed with Alzheimer's disease. This gives these elderly patients the opportunity to simulate real
experiences that they would not otherwise be able to experience due to their current state. 17 recent studies
with randomized controlled trials have shown that virtual reality applications are effective in treating cognitive
deficits with neurological diagnoses.[64] Loss of mobility in elderly patients can lead to a sense of loneliness
and depression. Virtual reality is able to assist in making aging in place a lifeline to an outside world that they
cannot easily navigate. Virtual reality allows exposure therapy to take place in a safe environment.[65]
In medicine, simulated VR surgical environments were first developed in the 1990s.[66][67][68] 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.[69] 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.[70] A 2018 review on the effectiveness of mirror therapy by virtual reality and robotics for
any type of pathology concluded in a similar way.[71] 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.[72][73]
Immersive virtual reality technology with myoelectric and motion tracking control may represent a possible
therapy option for treatment-resistant phantom limb pain. Pain scale measurements were taken into account
and an interactive 3-D kitchen environment was developed bases on the principles of mirror therapy to allow
for control of virtual hands while wearing a motion-tracked VR headset.[74] A systematic search in Pubmed
and Embase was performed to determine results that were pooled in two meta-analysis. Meta-analysis showed
a significant result in favor of VRT for balance.[75]
In the engineering field, VR has proved very useful for both engineering educators and the students. A
previously expensive cost in the educational department now being much more accessible due to lowered
overall costs, has proven to be a very useful tool in educating future engineers. The most significant element
lies in the ability for the students to be able to interact with 3-D models that accurately respond based on real
world possibilities. This added tool of education provides many the immersion needed to grasp complex topics
and be able to apply them.[92] As noted, the future architects and engineers benefit greatly by being able to
form understandings between spatial relationships and providing solutions based on real-world future
applications.[93]
The first fine art virtual world was created in the 1970s.[94] As the technology developed, more artistic
programs were produced throughout the 1990s, including feature films. When commercially available
technology became more widespread, VR festivals began to emerge in the mid-2010s. The first uses of VR in
museum settings began in the 1990s, seeing a significant increase in the mid-2010s. Additionally, museums
have begun making some of their content virtual reality accessible.[95][96]
Virtual reality's growing market presents an opportunity and an alternative channel for digital marketing.[97] It
is also seen as a new platform for e-commerce, particularly in the bid to challenge traditional "brick and
mortar" retailers. However, a 2018 study revealed that the majority of goods are still purchased in physical
stores.[98]
In the case of education, the uses of virtual reality have demonstrated being capable of promoting higher order
thinking, promoting the interest and commitment of students, the acquisition of knowledge, promoting mental
habits and understanding that are generally useful within an academic context.[99]
A case has also been made for including virtual reality technology in the context of public libraries. This
would give library users access to cutting edge technology and unique educational experiences.[100] This
could include giving users access to virtual, interactive copies of rare texts and artifacts and to tours of famous
landmarks and archeological digs (as in the case with the Virtual Ganjali Khan Project).[101]
There are many health and safety considerations of virtual reality. A number of unwanted symptoms have been
caused by prolonged use of virtual reality,[102] and these may have slowed proliferation of the technology.
Most virtual reality systems come with consumer warnings, including: seizures; developmental issues in
children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical
devices.[103] Some users may experience twitches, seizures or blackouts while using VR headsets, even if they
do not have a history of epilepsy and have never had blackouts or seizures before. One in 4,000 people, or
.025%, may experience these symptoms. Since these symptoms are more common among people under the
age of 20, children are advised against using VR headsets. Other problems may occur in physical interactions
with one's environment. While wearing VR headsets, people quickly lose awareness of their real-world
surroundings and may injure themselves by tripping over, or colliding with real-world objects.[104]
VR headsets may regularly cause eye fatigue, as does all screened technology, because people tend to blink
less when watching screens, causing their eyes to become more dried out.[105] There have been some
concerns about VR headsets contributing to myopia, but although VR headsets sit close to the eyes, they may
not necessarily contribute to nearsightedness if the focal length of the image being displayed is sufficiently far
away.[106]
Virtual reality sickness (also known as cybersickness) occurs when a person's exposure to a virtual
environment causes symptoms that are similar to motion sickness symptoms.[107] Women are significantly
more affected than men by headset-induced symptoms, at rates of around 77% and 33% respectively.[108][109]
The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor,
sweating, fatigue, drowsiness, disorientation, and apathy.[110] For example, Nintendo's Virtual Boy received
much criticism for its negative physical effects, including "dizziness, nausea, and headaches".[111] These
motion sickness symptoms are caused by a disconnect between what is being seen and what the rest of the
body perceives. When the vestibular system, the body's internal balancing system, does not experience the
motion that it expects from visual input through the eyes, the user may experience VR sickness. This can also
happen if the VR system does not have a high enough frame rate, or if there is a lag between the body's
movement and the onscreen visual reaction to it.[112] Because approximately 25–40% of people experience
some kind of VR sickness when using VR machines, companies are actively looking for ways to reduce VR
sickness.[113]
The relationship between virtual reality and its underage users is controversial and unexplored. In the
meantime, children are becoming increasingly aware of VR, with the number in the USA having never heard
of it dropping by half from Autumn 2016 (40%) to Spring 2017 (19%).[114]
Valeriy Kondruk, CEO of VR travel platform Ascape, says the app downloads in March 2020 increased by
60% compared to December 2019 and doubled in comparison with January 2020. According to Kondruk,
normally, the busiest month for VR companies is December, which is associated with winter holidays and
people spending more time at home.[115]
In early 2016, virtual reality headsets became commercially available with offers from, for example, Facebook
(Oculus), HTC and Valve (Vive) Microsoft (HoloLens), and Sony (Morpheus). At the time and to this day,
these brands have different age instructions for users, e.g. 12+ or 14+, this indicates a completely self-
regulatory policy.[116]
Studies show that young children, compared to adults, may respond cognitively and behaviorally to immersive
VR in ways that differ from adults. VR places users directly into the media content, potentially making the
experience very vivid and real for children. For example, children of 6–18 years of age reported higher levels
of presence and "realness" of a virtual environment compared with adults 19–65 years of age.[117]
Studies on VR consumer behavior or its effect on children and a code of ethical conduct involving underage
users are especially needed, given the availability of VR porn and violent content. Related research on
violence in video games suggests that exposure to media violence may affect attitudes, behavior, and even self-
concept. Self-concept is a key indicator of core attitudes and coping abilities, particularly in adolescents.[118]
Early studies conducted on observing versus participating in violent VR games suggest that physiological
arousal and aggressive thoughts, but not hostile feelings, are higher for participants than for observers of the
virtual reality game.[119]
Experiencing VR by children may further involve simultaneously holding the idea of the virtual world in mind
while experiencing the physical world. Excessive usage of immersive technology that has very salient sensory
features may compromise children's ability to maintain the rules of the physical world, particularly when
wearing a VR headset that blocks out the location of objects in the physical world. Immersive VR can provide
users with multisensory experiences that replicate reality or create scenarios that are impossible or dangerous in
the physical world. Observations of 10 children experiencing VR for the first time suggested that 8-12-years-
old kids were more confident to explore VR content when it was in a familiar situation, e.g. the children
enjoyed playing in the kitchen context of 'Job simulator', and enjoyed breaking rules by engaging in activities
they are not allowed to do in reality, such as setting things on fire.[120]
Privacy
The persistent tracking required by all VR systems makes the technology particularly useful for, and
vulnerable to, mass surveillance. The expansion of VR will increase the potential and reduce the costs for
information gathering of personal actions, movements and responses.[46]
In addition, there are conceptual and philosophical considerations and implications associated with the use of
virtual reality. What the phrase "virtual reality" means or refers to can be ambiguous. Mychilo S. Cline argued
in 2005 that through virtual reality, techniques will be developed to influence human behavior, interpersonal
communication, and cognition.[121][122][123]
See also
16K resolution
AlloSphere
Computer-mediated reality
Diorama
Extended reality
Haptic suit
Holographic universe
Hyperreality
Virtual body
Virtual globe
Virtual machining
Virtual taste
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(http://virtualreality.universityvillagepress.com/index.php?itemid=25&catid=4).
Virtualreality.universityvillagepress.com. Retrieved 2009-10-28.
23. "Power, Madness and Immortality" (http://www.kurzweilai.net/power-madness-and-immortality).
KurzweilAI. Retrieved 28 March 2017.
Further reading
Choi, SangSu, Kiwook Jung, and Sang Do Noh (2015). "Virtual reality applications in
manufacturing industries: Past research, present findings, and future directions" (https://www.re
searchgate.net/publication/273514630). Concurrent Engineering. 1063293X14568814.
External links
Isaac, Joseph (2016). "Step into a new world – Virtual External video
Reality (VR)" (https://www.completegate.com/201607015 Virtual Reality (https://archive.or
4/blog/virtual-reality-explained). Retrieved 2 July 2016.
g/details/virtualreali), Computer
Basic Concepts of Virtual Reality along with Research
Challenges explained in simple words. Chronicles (1992)
Mixed Reality Scale – Milgram and Kishino's (1994)
Virtuality Continuum paraphrase with examples.
Drummond, Katie (2014). "The Rise and Fall and Rise of Virtual Reality" (https://www.theverge.
com/a/virtual-reality/). The Verge. Retrieved 15 November 2014. Interviews on the history and
future of virtual reality by leaders in the field.
"Virtual reality in human-system interaction" (http://www.dguv.de/ifa/fachinfos/virtuelle-realitaet/i
ndex-2.jsp).
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