Tuesday, November 9, 2010

You`re in the enemy territory, holding your sniper rifle, scanning the horizon for hostile activity. From
the darkness, a new shadow emerges, stealthily moving towards your position. You raise the rifle, aim
for the intruder and squeeze the trigger. The recoil of the gun, the crack of the shot and the sudden
plummet of the shadow tells you that you have found your mark.

You`ve entered the main living room. You go through the arched mezzanine and peek into the master
bedroom. But something`s not right. The door frame ought to be at least half a foot higher. You make a
mental note to talk to your architect and proceed to walk through the rest of the house.

Fairly straightforward scenarios, both of these. In one, you`re a vigilant soldier on patrol duty. In the
other, you`re inspecting your new house. The strange thing in both these scenarios is that neither one
actually exists. There is no gun, nor is there a house. You are just seeing thinking there is, when in fact,
the whole scenario is just made up on demand. This, in a nutshell, is the world of virtual reality.

Virtual Reality, or VR, as it is commonly known, is the one of the most modern advancements in the
world of computer simulations and environments. It is basically defined as a computer generated
realistic creation of a world which exists only in imagination. A person experiencing this world is able to
sense, feel and interact with this imaginary world as if he were traversing a real environment. The overall
experience the user gains is the ability to navigate through, and perform functions with this artificial
scenario with the luxury of not needing to have the real environment. In this article, we take a look at
the development and practical uses of visual reality technology.

In the early 1960s, the US Air Force was looking for ways of training pilots in the art of flying while trying
to negate the risk of training accidents or mishaps. They hit upon a way to accomplish this end. Mockups
of cockpits were constructed with computer screens and speakers inside to provide realistic flying
situations for the trainee pilots to handle. Later in the 1970s, the Massachusetts Institute of Technology
(MIT) created a computer program which could simulate an entire city, including realistic effects such
as street traffic and birds flying overhead. This was the time when the term Virtual Reality came into
prominence.

A virtual reality system works primarily on the concept of user immersion and interaction. Immersion
is the feeling of being an actual part of a world. When the user negotiates and takes meaningful actions
in this world, it is referred to as interaction. The sense of both immersion and interaction is known as
telepresence. For this purpose, the user usually has various devices such as a headset or a wired glove
for input purposes. Head-mounted displays are common in these scenarios as they can easily construct a
fully 3D environment. An immersive experience suffers if a user becomes aware of the real world around
him. Truly immersive experiences make the user forget his real surroundings, effectively causing the
computer to become a non entity. These limitations are fast becoming no more as graphical software
and better data processing hardware gets developed at a rapid pace. The critical part about VR is that
the user should be able to affect the virtual environment, thereby modifying the program, as he sees
fit. Only then does a truly interactive experience occur. This is done by sensors directly linked to the
user`s senses, which in turn detects changes done to the program in the virtual world, and consequently,

generates an appropriate response to that action, in effect, changing the graphics or dimensions of that
environment. Early VR systems relied mainly on the basic senses of hearing and seeing to reproduce
an element of authenticity in the artificially created world. But as technology gets more advanced,
researchers and scientists have included the sense of touch as an input method. Systems that give a user
force feedback and touch interaction are called haptic systems. This technology has enormous obvious
advantages insofar as the user can now truly interact with the program, paving the way for development
of numerous practical applications.

Virtual Reality is now a popular tool among the world`s military training facilities, its reasons being
pretty clear. Trainers and trainees are now able to design experience real-time tactical and strategic
maneuvers and hone critical field skills without the risk of being in a real hostile environment.
Architectural engineers have used VR to simulate building specifications and practicability. The video
gaming community has been using this technology to a large extent in improving gaming experiences by
providing more realistic 3D effects. The medical arena has profited immensely from VR technology, using
it to simulate training sessions for surgeries and other medical procedures.

Virtual Reality systems have not become an everyday application today, but considering the immense
potential of this growing technology and the expansion of electronic networking of the world today, the
day may not be far off where a large part of our industries may be using it to a very large extent.

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