The Notion Of Virtual Reality, Its History, And Constraints
Virtual Reality is an imitated environment, created using software, which appear to be real to the user using devices such as HMDs, etc. The atmosphere thus created seems realistic so that life experience can be provided. The idea is to replace the reality with a virtual environment thus tricking our brain to believe in the new reality. For our brain to accept a near reality environment, few essential factors are vital for the innovation of an immersive or virtual reality. With time its applications are increasing and it is presently being utilized in a variety of areas like defense, cinemas, gaming, etc.
Introduction
The words ‘Virtual” and ‘Reality’ are oxymoron and thus are hard to define. But one can basically define it as ‘near-reality’ indicating to a specific form of reality emulation. Virtual fact (virtual reality) is frequently referred as environment which replicates existence in places of the worlds or our world imagined by us. Our experiences are created by software in a way that the consumer accepts it to be real and feels belief environment. Virtual reality is seasoned through two of the five senses, i. e. sight and noise, using a device. At present, such near realities are being visually experienced, either through a stereoscopic display used for three dimensional (3D) viewing or on a display screen. Even so some stimulation incorporates further sensory info, such as sound through speakers, headphones, earphones, etc. Enhanced modified systems include tactual systems exemplifying information that is tactile (incorporates sense of touch) which is also used in gaming applications, besides being utilized by military. Also, virtual space includes remotely transmitted environment which exhibits imitated or virtual (fake) presence of users using the concepts of Telepresence and Telexistence. The surrounding environment thus created seems realistic so that life like experience can be provided. For example, in virtual reality games, pilot training stimulations or entertainment, etc.
At present, it’s very incommodious to create a virtual space experience due to the technological limitations while processing power and transmitting bandwidth. Although with the advancements in the fields of technology, such limitations are bound to overcome as imaging, processor and communication technologies gain value and become effective overtime. Use of this technology in 3D, high equality displays, immersive environment is generally described by the concept of virtual space or near reality. The notion of virtual reality and its concept itself has been popularized following the development of Computer-aided design (CAD) software, and Cybergloves being one of the first virtual product available (datagloves).
Types of Near Reality (VR) include the following:
- Enhanced Reality
- Desktop VR
- Telepresence
- Immersive VR
- QTVR.
According to Michael R. Heim, there are seven different virtual reality ideas:
- Simulation
- Immersion
- Telepresence
- Interaction
- Artificiality
- Full-body immersion
- Network communication.
How virtual reality achieved?
Linux Kernal, the sensation of immersion into virtual reality though we discuss few ancient forms of VR, it’s executed through the means of computer technology. There are varieties of networks and systems that are utilized for this purpose, like HMDs, Omni-directional treadmills, and special gloves, etc. Used to trigger our senses together suitable to create the illusion of reality. It is a tough task as our senses and brain are evolved to furnish finely synchronized and arbitrate experience. If anything is little off, we can notify (immersiveness and realism). Such issues which divide convincing near reality experiences from unpleasant ones are partially technical and partially conceptual. Virtual reality technology requires considering our physiology. For example, a human visual field isn’t similar to a video frame. Humans have (more or less) 180 degrees of vision through we aren’t consciously aware of our peripherial vision at all times. Similarly, when our eyes and the vestibular system in our ear being in conflict can cause motion sickness which tends happens to some people on boat rides or when they read while in car. If implementing virtual reality administers to get the collaboration of hardware, software and sensory synchronicity equitable, it achieves something known as a sense of presence, wherein the virtual environment seems realistic to the subject.
History
Virtual reality has inceptions since before the time during which concept reignited and validated. Today, graphics in computer are being used in many fields. At the dawn of 21st century, it is difficult to think interior designers and architects without work stations for graphic work and related stuff. With the technological advancements in past years along with arrival of microprocessors, super computers took shape and were actually developed. Efficient graphic cards are attached to them and cost of such computers has declined significantly. Even as average user can afford this machine and become part of this technology. Such computers allow the users to experience another dimension i. e. the world of virtual reality along with the impossible. 3D graphics is used extensively and can work according to the user’s wishes. Also, it can be enhanced by using fourth dimension (4D) graphic technology. Nowadays, people want to live this near reality rather than watching it on display screen. This technology of Virtual Reality has been trending for past 13 years or so.
In mid 1990s, Morton H. Eilig made a single user console known as Sensorama which comprises few emitters, a stereoscopic monitor and a movable chair. It allowed users to experience movies in a 3D environment. But his ideas were never supported and didn’t got the financial support it needed. In 1961, Headsight, the first HMD was developed by Philco Corporation’s engineers. It consisted of a screen and a tracker. Similar sort of head mounted displays were used b pilots while flying the helicopter which proved to be of great help. Ivan Sutherland in 1965, a computer scientist, came up with the idea of “Ultimate Displays”. It allows a person to experience a different world altogether which appears to be realistic. A year later, a HMD was invented by Sutherland which could be connected of virtual reality in the 1970’s and 1980’s. For example, disclosure, Videodrome, etc.
Later in 1987, the term virtual reality was first used by Jaron Lanler, founder of the company VPL Research. His company was among the first ones to sell products related to this technology. At that time, vast research was also in progress. The Sun Microsystems later took the patent of this company in 1999. Mr. Lanier along with Mr. Zimmerman created wide range of products related to this field like cyber gloves, HMDs that relatively was at lower price. Zimmerman invented the first cyberglove. In the last two decades, the market was thriving with entertainment based gaming consoles. In the early 90’s a lot of games were developed with 3D effects. During mid 90’s, this industry suffered a huge downfall due to expensive products though the chips size was reduced but the cost was still high. As a result, very less could afford it then. Even the increased demand of these products didn’t bring the cost down. With time, this technology found its way in military practices, gaming world, theatres (3D movies), etc. Cave automatic virtual environment, virtual wind tunnels, Boom, VIVED, etc. systems and application were developed for various uses. Augmented Reality (AR) came up with advancement and passage of time. It doesn’t replace the real world instead it enhances the experience by superimposing some virtual 3D effects.
Virtual reality modeling language
Virtual Reality Markup Language or VRML is a standard programming language utilized to design 3D models, characters, illusions, etc. it uses text to fabricate 3D objects and via them virtual image is created. Initially, it was create to make virtual websites but it didn’t blend well with HTML, which was created by X3D. In 1994, VRML was initially employed by Berners-Lee during a web conference. After that it has been modified over time by engineers which resulted in the VRML1, silicon graphics’ file format. VRML only create the static web world leading to changes through which VRML2 was developed, also known as VRML97. VRML is a standard ISO programming language which uses WWW format. A VRML viewer is used for display. Many of the VRML97 concepts are imbedded in the 3D animation software.
Constraints of virtual reality
Virtual Reality has various purposes including enhancing quality of manufacturing along with improving productivity but besides being quite advantageous, it tends to have its own downside or drawbacks. A major constraints of Virtual Reality is that it restricts the maneuver, i. e. the motion, of the user as the user is tied down to input devices. Also, some of the devices don’t allow the users with weak eye sight to wear lenses of lenses thus restricting them from using some devices. Another constraint is that people aren’t aware of this technology let alone its uses. Another reason is that it being expensive so a very few are able to use this technology. A limitation being its low resolution content besides large file size. Also the addictive quality of this technology can’t be ignored.