Virtual reality
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This article is about the simulation technology. For the Alan Ayckbourn play, see Virtual Reality (play). For the gamebook series, see Virtual Reality (gamebooks).
U.S. Navy personnel using a VR parachute trainer
Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special or stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Users can interact with a virtual environment or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus boom arm, and omnidirectional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ significantly from reality, as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power, image resolution and communication bandwidth. However, those limitations are expected to eventually be overcome as processor, imaging and data communication technologies become more powerful and cost-effective over time.
Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the notion. In the book The Metaphysics of Virtual Reality, Michael Heim identifies seven different concepts of Virtual Reality: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. The definition still has a certain futuristic romanticism attached. People often identify VR with Head Mounted Displays and Data Suits
the future of virtual reality:
It is difficult to predict the future of virtual reality with confidence. In the short run, the graphics displayed in the HMD will soon reach a point of near realism. The audio capabilities will move into a new realm of three dimensional sound. This refers to the addition of sound channels both above and below the individual or a Holophony approach.
Within existing technological limits, sight and sound are the two senses which best lend themselves to high quality simulation. There are however attempts being currently made to simulate smell. The purpose of current research is linked to a project aimed at treating Post Traumatic Stress Disorder (PTSD) in veterans by exposing them to combat simulations, complete with smells. Although it is often seen in the context of entertainment by popular culture, this illustrates the point that the future of VR is very much tied into therapeutic, training, and engineering demands. Given that fact, a full sensory immersion beyond basic tactile feedback, sight, sound, and smell is unlikely to be a goal in the industry[citation needed]. It is worth mentioning that simulating smells, while it can be done very realistically, requires costly research and development to make each odor, and the machine itself is expensive and specialized, using capsules tailor made for it. Thus far basic, and very strong smells such as burning rubber, cordite, gasoline fumes, and so-forth have been made. Not content to serve only its customers' eyes and ears, Japan's NTT Communications, of Tokyo, has just finished testing an Internet-connected odor-delivery system to be used by retailers and restaurants to attract customers. But as new trials and applications are tried out and more data gathered, Hamada says he is sure the technology “will take communications to a new level in content richness, compared to today’s communications, which only offers images and sounds"]
In order to engage the other sense of taste, the brain must be manipulated directly. This would move virtual reality into the realm of simulated reality like the "head-plugs" used in The Matrix. Although no form of this has been seriously developed at this point, Sony has taken the first step. On April 7, 2005, Sony went public with the information that they had filed for and received a patent for the idea of the non-invasive beaming of different frequencies and patterns of ultrasonic waves directly into the brain to recreate all five senses.[6] There has been research to show that this is possible[citation needed]. Sony has not yet conducted any tests and says that it is still only an idea.
It has long been feared that Virtual Reality will be the last invention of humans, as once simulations become cheaper and more widespread, no one will ever want to leave their "perfect" fantasies. Satirists, however, have nodded towards humans' aversion to catheters and starvation
It is difficult to predict the future of virtual reality with confidence. In the short run, the graphics displayed in the HMD will soon reach a point of near realism. The audio capabilities will move into a new realm of three dimensional sound. This refers to the addition of sound channels both above and below the individual or a Holophony approach.
Within existing technological limits, sight and sound are the two senses which best lend themselves to high quality simulation. There are however attempts being currently made to simulate smell. The purpose of current research is linked to a project aimed at treating Post Traumatic Stress Disorder (PTSD) in veterans by exposing them to combat simulations, complete with smells. Although it is often seen in the context of entertainment by popular culture, this illustrates the point that the future of VR is very much tied into therapeutic, training, and engineering demands. Given that fact, a full sensory immersion beyond basic tactile feedback, sight, sound, and smell is unlikely to be a goal in the industry[citation needed]. It is worth mentioning that simulating smells, while it can be done very realistically, requires costly research and development to make each odor, and the machine itself is expensive and specialized, using capsules tailor made for it. Thus far basic, and very strong smells such as burning rubber, cordite, gasoline fumes, and so-forth have been made. Not content to serve only its customers' eyes and ears, Japan's NTT Communications, of Tokyo, has just finished testing an Internet-connected odor-delivery system to be used by retailers and restaurants to attract customers. But as new trials and applications are tried out and more data gathered, Hamada says he is sure the technology “will take communications to a new level in content richness, compared to today’s communications, which only offers images and sounds"]
In order to engage the other sense of taste, the brain must be manipulated directly. This would move virtual reality into the realm of simulated reality like the "head-plugs" used in The Matrix. Although no form of this has been seriously developed at this point, Sony has taken the first step. On April 7, 2005, Sony went public with the information that they had filed for and received a patent for the idea of the non-invasive beaming of different frequencies and patterns of ultrasonic waves directly into the brain to recreate all five senses.[6] There has been research to show that this is possible[citation needed]. Sony has not yet conducted any tests and says that it is still only an idea.
It has long been feared that Virtual Reality will be the last invention of humans, as once simulations become cheaper and more widespread, no one will ever want to leave their "perfect" fantasies. Satirists, however, have nodded towards humans' aversion to catheters and starvation
من : الزهراء خليل أبوبكر -----بالفرقة الثانية---- الدبلوم الخاص].
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