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Virtual Reality: History, Application and Future
International Journal for Research in Applied Science & Engineering Technology (IJRASET), 2022
Virtual Reality has become very popular in last few years. The interest in Virtual Reality is growing rapidly. Very few people know about the VR there various uses and its problems related to it. In this study of VR it includes history, types of VR, and applications in new technologies in science work and entertainment fields. Components of VR & issues related to VR are discussed. Positive and negative influence of virtual reality on life of average people. And lastly, the future of the Virtual Reality.
Virtual Reality History, Applications, Technology and Future
Virtual Reality (VR), sometimes called Virtual Environments (VE) has drawn much attention in the last few years. Extensive media coverage causes this interest to grow rapidly. Very few people, however, really know what VR is, what its basic principles and its open problems are. In this paper a historical overview of virtual reality is presented, basic terminology and classes of VR systems are listed, followed by applications of this technology in science, work, and entertainment areas. An insightful study of typical VR systems is done. All components of V R application and interrelations between them are thoroughly examined: input devices, output devices and software. Additionally human factors and their implication on the design issues of VE are discussed. Finally, the future of VR is considered in two aspects: technological and social. New research directions, technological frontiers and potential applications are pointed out. The possible positive and negative influence of VR on life of average people is speculated.
" An Overview of Virtual Reality "
In today's world we are surrounded by a wonderful array of technologies. We have assimilated many of these technologies into our everyday lives. Increasingly, these different technologies are becoming integrated to provide new capabilities and services. And most frequently a computer is the heart of this integration. This is the case with Virtual Reality-a so-called technology which actually is a very sophisticated integration of a number of technologies.Virtual Reality (VR), sometimes called Virtual Environments (VE) has drawn much attention in the last few years. Extensive media coverage causes this interest to grow rapidly. Very few people, however, really know what VR is, what its basic principles and its open problems are. In this paper aoverview of virtual reality is presented, basic terminology and classes of VR systems are listed, followed by applications of this technology in science, work, and entertainment areas. An insightful study of typical VR systems is done. All components of VR application and interrelations between them are thoroughly examined: input devices, output devices and software. Additionally human factors and their implication on the design issues of VE are discussed. Finally, the future of VR is considered in two aspects: technological and social.
The look at the various uses of VR
Open Computer Science
Virtual, augmented and mixed reality (VR, AR and MR) infiltrated not only gaming, industry, engineering, live events, entertainment, real estate, retail, military, etc., but as surveys indicate, also healthcare and education. In all these areas there is a lack of software development experts for VR, AR and MR to meet the needs of practice. Therefore, our intention at the Department of Computer Science, Faculty of Natural Sciences, Matej Bel University in Banská Bystrica, Slovakia, is to focus on the education and enlightenment of these areas. The aim of this article is to show the role of interactivity in different VR applications and its impact on users in three different areas: gaming, healthcare and education. In the case of one application of Arachnophobia, we also present the results of the research using a questionnaire.
Past, present and future of Virtual Reality: Analysis of its technological variables and definitions
Culture & History Digital Journal, 2020
Developments in Virtual Reality (VR) technology are currently arousing great scientific interest because in just a few years, VR has found its niche not only in the specialised public, but also in society in general and in different contexts, thanks to its many uses in different contexts and the decreasing price of VR viewing devices. To many, this technology may appear to be a novelty of the 21 st century, but its origins go back several decades. Taking into account these aspects, this article aims to analyse the past and present of VR from two perspectives: one fo-cused on its technological development and one on its conceptual evolution. This historical overview, in turn, will allow us to address the future applications of VR in different disciplines. The study provides the reader with an in-depth analysis of VR that will contribute to the understanding of this technology and its uses.
The purpose of this article is to introduce and rank information related to virtual reality as a new media phenomenon. In principle, in the Polish nomenclature, the term is so new that it is often confused, incomprehensible. This, in turn, translates into misunderstanding and the lack of the use of this communication channel. The article is a review of literature. In the first part concepts such as augmented reality, augmented virtuality, mixed reality, virtual reality, and immersion will be explained. A short historical outline of the virtual reality will also be shown. Then-in the next part of the article-the author compares this communication channel with well-known, such as the Internet, television, radio. Next the author will determine what are the fields of application of this communication channel and its condition.
Virtual Reality in Systematic Life
International Journal of Engineering & Technology
Past 20 years there has been a rapid growth in virtualization. With the help of Internet of Things [IOT] we can achieve so many things in Virtual Reality [VR]. IOT is the source of connecting devices together by using an address called as IP (Internet Protocol). This will help us operate devices remotely. To simply put VR is the future world. In this paper we would like to show some improvements that can be made to the present VR devices and how can it change the standards of living of people and helps us grow in all the possible ways.
Tendencias y características de la realidad virtual
2020
Virtual Reality has greatly evolved between 1940s and 1990s. Since then, it has been implemented in multiple research and knowledge areas, the most recognized being the entertainment industry. In order to establish the state of Virtual Reality and get an idea of its prospects, 537 scientific documents have been reviewed, applying search criteria, more specifically, Virtual Reality applied to education. A bibliometric analysis was realized based on summarizing each document, as well as its keywords and trends, then proceeding to categorize each one, according to the field of application. It was found that Virtual Reality is having relevance in medicine and training area, due to the ability to simulate difficult situations and above all, specific conditions raised by instructors. The future of Virtual Reality as a tool to train professionals in multiples areas is promising.
Virtual Reality: Issues and Challenges
Virtual Reality systems have drawn much attention by researchers and companies in the last few years. Virtual Reality is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds. Interactivity and its captivating power, contribute to the feeling of being the part of the action on the virtual safe environment, without any real danger. So, Virtual Reality has been a promising technology applicable in various domains of application such as training simulators, medical and health care, education, scientific visualization, and entertainment industry. Virtual reality can lead to state of the art technologies like Second Life, too. Like many advantageous technologies, beside opportunities of Virtual Reality and Second Life, inevitable challenges appear, too. This paper is a technical brief on Virtual Reality technology, issues and its challenges