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 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. 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. 1 . Introduction 1.1. History Nowadays computer graphics is used in many domains of our life. At the end of the 20th century it is difficult to imagine an architect, engineer, or interior designer working without a graphics workstation. In the last years the stormy development of microprocessor technology brings faster and faster computers to the market. These machines are equipped with better and faster graphics boards and their prices fall down rapidly. It becomes possible even for an average user, to move into the world of computer graphics. This fascination with a new (ir)reality often starts with computer games and lasts forever. It allows to see the surrounding world in other dimension and to experience things that are not accessible in real life or even not yet created. Moreover, the world of three-dimensional graphics has neither borders nor constraints and can be created and manipulated by ourselves as we wish – we can enhance it by a fourth dimension: the dimension of our imagination... VIRTUAL REALITY HISTORY, APPLICATIONS, TECHNOLOGY AND FUTURE 2 But not enough: people always want more. They want to step into this world and interact with it – instead of just watching a picture on the monitor. This technology which becomes overwhelmingly popular and fashionable in current decade is called Virtual Reality (VR). The very first idea of it was presented by Ivan Sutherland in 1965: “make that (virtual) world in the window look real, sound real, feel real, and respond realistically to the viewer’s actions” [Suth65]. It has been a long time since then, a lot of research has been done and status quo: “the Sutherland’s challenge of the Promised Land has not been reached yet but we are at least in sight of it” [Broo95]. Let us have a short glimpse at the last three decades of research in virtual reality and its highlights [Bala93a, Cruz93a, Giga93a, Holl95]: • Sensorama – in years 1960-1962 Morton Heilig created a multi-sensory simulator. A prerecorded film in color and stereo, was augmented by binaural sound, scent, wind and vibration experiences. This was the first approach to create a virtual reality system and it had all the features of such an environment, but it was not interactive. • The Ultimate Display – in 1965 Ivan Sutherland proposed the ultimate solution of virtual reality: an artificial world construction concept that included interactive graphics, force-feedback, sound, smell and taste. • “The Sword of Damocles” – the first virtual reality system realized in hardware, not in concept. Ivan Sutherland constructs a device considered as the first Head Mounted Display (HMD), with appropriate head tracking. It supported a stereo view that was updated correctly according to the user’s head position and orientation. • GROPE – the first prototype of a force-feedback system realized at the University of North Carolina (UNC) in 1971. • VIDEOPLACE – Artificial Reality created in 1975 by Myron Krueger – “a conceptual environment, with no existence”. In this system the silhouettes of the users grabbed by the cameras were projected on a large screen. The participants were able to interact one with the other thanks to the image processing techniques that determined their positions in 2D screen’s space. • VCASS – Thomas Furness at the US Air Force’s Armstrong Medical Research Laboratories developed in 1982 the Visually Coupled Airborne Systems Simulator – an advanced flight simulator. The fighter pilot wore a HMD that augmented the out-thewindow view by the graphics describing targeting or optimal flight path information. • VIVED – VIrtual Visual Environment Display – constructed at the NASA Ames in 1984 with off-the-shelf technology a stereoscopic monochrome HMD. • VPL – the VPL company manufactures the popular DataGlove (1985) and the Eyephone HMD (1988) – the first commercially available VR devices. VIRTUAL REALITY HISTORY, APPLICATIONS, TECHNOLOGY AND FUTURE 3 • BOOM – commercialized in 1989 by the Fake Space Labs. BOOM is a small box containing two CRT monitors that can be viewed through the eye holes. The user can grab the box, keep it by the eyes and move through the virtual world, as the mechanical arm measures the position and orientation of the box. • UNC Walkthrough project – in the second half of 1980s at the University of North Carolina an architectural walkthrough application was developed. Several VR devices were constructed to improve the quality of this system like: HMDs, optical trackers and the Pixel-Plane graphics engine. • Virtual Wind Tunnel – developed in early 1990s at the NASA Ames application that allowed the observation and investigation of flow-fields with the help of BOOM and DataGlove (see also section 1.3.2). • CAVE – presented in 1992 CAVE (CAVE Automatic Virtual Environment) is a virtual reality and scientific visualization system. Instead of using a HMD it projects stereoscopic images on the walls of room (user must wear LCD shutter glasses). This approach assures superior quality and resolution of viewed images, and wider field of view in comparison to HMD based systems (see also section 2.5.1). • Augmented Reality (AR) – a technology that “presents a virtual world that enriches, rather than replaces the real world” [Brys92c]. This is achieved by means of see-through HMD that superimposes virtual three-dimensional objects on real ones. This technology was previously used to enrich fighter pilot’s view with additional flight information (VCASS). Thanks to its great potential – the enhancement of human vision – augmented reality became a focus of many research projects in early 1990s (see also section 1.3.2). 1.2. What is VR? What is VR not? At the beginning of 1990s the development in the field of virtual reality became much more stormy and the term Virtual Reality itself became extremely popular. We can hear about Virtual Reality nearly in all sort of media, people use this term very often and they misuse it in many cases too. The reason is that this new, promising and fascinating technology captures greater interest of people than e.g., computer graphics. The consequence of this state is that nowadays the border between 3D computer graphics and Virtual Reality becomes fuzzy. Therefore in the following sections some definitions of Virtual Reality and its basic principles are presented. 1.2 .1 . Some basic definitions and terminology Virtual Reality (VR) and Virtual Environments (VE) are used in computer community interchangeably. These terms are the most popular and most often used, but there are many other. Just to mention a few most important ones: Synthetic Experience, Virtual Worlds, Artificial Worlds or Artificial Reality. All these names mean the same: VIRTUAL REALITY HISTORY, APPLICATIONS, TECHNOLOGY AND FUTURE 4 • “Real-time interactive graphics with three-dimensional models, combined with a display technology that gives the user the immersion in the model world and direct manipulation.” [Fuch92] • “The illusion of participation in a synthetic environment rather than external observation of such an environment. VR relies on a three-dimensional, stereoscopic head-tracker displays, hand/body tracking and binaural sound. VR is an immersive, multi-sensory experience.” [Giga93a] • “Computer simulations that use 3D graphics and devices such as the DataGlove to allow the user to interact with the simulation.” [Jarg95] • “Virtual reality refers to immersive, interactive, multi-sensory, viewer-centered, threedimensional computer generated environments and the combination of technologies required to build these environments.” [Cruz93a] • “Virtual reality lets you navigate and view a world of three dimensions in real time, with six degrees of freedom. (...) In essence, virtual reality is clone of physical reality.” [Schw95] Although there are some differences between these definitions, they are essentially equivalent. They all mean that VR is an interactive and immersive (with the feeling of presence) experience in a simulated (autonomous) world [Zelt92] (see fig. 1.2.1.1) – and this measure we will use to determine the level of advance of VR systems.

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