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a computer stimulated environment, whether that environment is a simulation of the real world or an imaginary world The user has impression of presence in that world and can navigate through it and manipulate objects in the world Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special or Stereoscopic displays.
A virtual reality CAVE display projecting images onto the floor, walls
decades, even though the public really only became aware of it in the early 1990s In the mid 1950s, a cinematographer named Morton Heilig envisioned a theatre experience that would stimulate all his audiences senses, drawing them in to the stories more effectively. He built a single user console in 1956 called the Sensorama that included a stereoscopic display, fans, odor emitters, stereo speakers and a moving chair.
Important Terminologies
Stereoscopic displays
Haptic devices
3-dimensional (3D) interactive vector graphics, designed particularly for the VRML allows Web developers to create threedimensional (3-D) space and 3-D objects in full color with special texture, animation, and lighting effects.. The latest version of VRML is 2.0
Flight Simulators
A cockpit with standard controls in synch with the virtual screen to display the virtual view and give trainee pilots chance to handle the real life situations in the virtual world.
This simulator helps teach soldiers how to drive the armored vehicle.
VR Parachute Trainer
The US Navy uses an i-glassses
HMD in their VR Parachute Trainer at the Naval Air Base in Pensacola. Used to train pilots, copilots and navigators, the simulator allows them to hang from a harness just a few inches from the ground while experiencing the feel of a 4,000-foot jump
VR Parachute Trainer
VR Military Training
Conferencing Application
Telepresence
Being there without being there
Application in Entertainment
Architectural design
Future Scope
Virtual Reality poses a great future scenario in terms of
training Techniques will be developed to influence human behavior, interpersonal communication, and cognition. Entertainment scope is only to extend to 3-D, 4-D, 5-D and so on, every time adding a new perspective to virtual reality and making it more engrossing for the users. Virtual reality will be integrated into daily life and activity, and will be used in various human ways. Slowly it is becoming and acting as substitute for the real world in almost every field.