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Evolution of Virtual Reality ABSTRACT This report gives a brief description about virtual reality and how it has evolved over the years. Virtual reality started out as a work of science fiction before the 1950’s but at present, it finds wide applications in retail, military, education, gaming and various other sectors. The future of VR is very promising and there is scope for continuous improvement and development WHAT IS VIRTUAL REALITY?1 Virtual Reality ( VR ) can be referred to as computer simulated real life. Virtual reality can recreate sensory experiences, which include virtual taste, sight , smell, sound, and touch. Most up to date virtual reality environments are displayed either on a computer screen or with special stereoscopic displays . There are few simulations which includes additional sensory information and focus on real sound through speakers. Some of the advanced VR systems also incorporate “ force feedback ” to enhance the lifelike experience of the VR user. HISTORY OF EVOLUTION OF VIRTUAL REALITY 2 1. BEFORE THE 1950’s The first traces of virtual reality came from the work of science fiction. Stanley G. Weinbaum’s book titled "Pygmalion's Spectacles" describes a goggle-based virtual reality system with holographic recording of fictional experiences including smell and touch. 2. 1950-1970

Evolution of virtual reality

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Evolution of Virtual Reality

ABSTRACTThis report gives a brief description about virtual reality and how it has evolved over the years. Virtual reality started out as a work of science fiction before the 1950’s but at present, it finds wide applications in retail, military, education, gaming and various other sectors. The future of VR is very promising and there is scope for continuous improvement and development

WHAT IS VIRTUAL REALITY?1Virtual Reality (VR) can be referred to as computer simulated real life. Virtual reality can recreate sensory experiences, which include virtual taste, sight, smell, sound, and touch. Most up to date virtual reality environments are displayed either on a computer screen or with special stereoscopic displays. There are few simulations which includes additional sensory information and focus on real sound through speakers. Some of the advanced VR systems also incorporate “force feedback” to enhance the lifelike experience of the VR user.

HISTORY OF EVOLUTION OF VIRTUAL REALITY2

1. BEFORE THE 1950’sThe first traces of virtual reality came from the work of science fiction. Stanley G. Weinbaum’s book titled "Pygmalion's Spectacles" describes a goggle-based virtual reality system with holographic recording of fictional experiences including smell and touch.

2. 1950-1970Morton Heilig wrote in the 1950’s about an “Experience Theatre” in which the viewer is drawn to the onscreen activity by effectively encompassing all his senses.  In 1966, Thomas A. Furness III introduces virtual reality technology to the Air Force in the form of a visual flight simulator.

3. 1970-1990Among the notable virtual reality systems was the Aspen Movie Map developed by MIT in 1977. This provided a basic 3-D model of the city of Aspen, Colorado. Jaron Lanier founded a company named VPL Research in 1985. VPL Research has developed several VR devices like the Data Glove, the Eye Phone, and the Audio Sphere. New York video game company Mattel made an accessory known as the Power Glove.  The price for this accessory was $75. It might be the first affordable VR device. However, most ideas about VR stayed as theories due to the limit of computing power of computers. The extremely expensive price made it impossible for most consumers to adopt this technology.

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4. 1990-2000In 1991 Sega announces the Sega VR headset for arcade games and the Mega Drive console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head.3

In the same year Virtuality launches costing up to $73000 featuring headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences.4

5. 2000-Present dayBy 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 2010.5 On March 25, 2014, Facebook purchased a company that makes virtual reality headsets, Oculus VR, for $2 billion.6 Sony announces Project Morpheus, a virtual reality headset for the PS4.7

PRESENT USES OF VIRTUAL REALITY Retail8: Giving customers a virtual tour through an e-commerce store. In a virtual

store customers can examine the products from all angles and get a real hands-on feel of the offerings.

Heritage and archaeology9: This technology can be used to develop virtual replicas of caves, natural environment, old towns, monuments, sculptures and archaeological elements.

Education: The possibilities of VR and education are endless and bring many advantages to pupils of all ages.

Fiction: Virtual reality is a popular theme among many sci-fi movies and books. Military: VR plays an important role in combat training for the military. Video games: The use of graphics, sound and input technology in video games can be

incorporated into VR. Music: Immersive virtual musical instruments build on the trend in electronic musical

instruments to develop new ways to control sound and perform music. Therapy: VR technology can be made use of in phobia treatments

FUTURE OF VIRTUAL REALITYEven though virtual reality has a promising future, there are some concerns and challenges which this technology faces. There are problems related to motion sickness and technical matters. VR audio developer Varun Nair points out that from a design perspective, sound for VR is still very much an open book. Many of the game audio design principles, crumble in virtual reality. Computer latency might affect the simulation, providing a less-than-satisfactory end-user experience. The complicated nature of head-mounted displays and input systems such as specialized gloves and boots may require specialized training to operate, and navigating the non-virtual environment. 

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Visual Commerce or Virtual Reality in Ecommerce is one step ahead in the field of VR. This gives an opportunity to offline retailers to take their stores, as it is, to consumers across the globe.  For a consumer, it is now easier to shop from virtual 360 shopping, from their trusted retail outlet without having to get off that comfortable couch. Just consider the Indian diaspora spread across the globe. Wouldn't they love to reach out to their favorite virtual shop retailer from the area that they grew up in and have products delivered to where they stay? Preksh Innovations Pvt. Ltd. has pioneered the Visual Commerce Engine, BTourz, to jump-start the next generation of retailing. This concept is already gaining a lot of traction with the introduction of Preksh.com- The World's First Visual Commerce Marketplace.

REFERENCES1. https://en.wikipedia.org/wiki/Virtual_reality2. https://en.wikipedia.org/wiki/Virtual_reality3. Horowitz, Ken (December 28, 2004). "Sega VR: Great Idea or Wishful Thinking?".

Sega-16. Archived from the original on 2010-01-14. Retrieved 21 August 2010.4. "Virtuality". YouTube. Retrieved 21 September 2014.5. "Google Street View in 3D: More Than Just an April Fool's Joke"6. "Facebook to buy Oculus virtual reality firm for $2B". The Associated Press. March

25, 2014. Retrieved March 27, 20147. "Sony Announces 'Project Morpheus:' Virtual Reality Headset For PS4"8. http://dynamicweb.com/company/blog/give-your-e-commerce-customers-virtual-

reality9. "Architecture's Virtual Shake-Up" Tayfun King, Click, BBC World News (2005-10-

28)