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Virtual Reality
ABSTRACT:

The term 'Virtual Reality' (VR) was initially coined by Jaron Lanier, founder of VPL Research (1989). Other related terms include 'Artificial Reality' (Myron Krueger, 1970s), 'Cyberspace' (William Gibson, 1984), and, more recently, 'Virtual Worlds' and 'Virtual Environments' (1990s).
The relationship between our actions and their perceivable results is ruled by what we call the laws of nature. It is general understanding that our actions act upon real objects, which react according to the laws of nature, what then can be perceived. Virtual Reality Facilities (VRFs) simulate the action perception relationship in a physically correct manner but without involving real objects or real events. Just the same do mathematical models of nature (physical theories). So it stands to reason that VRFs can be considered as analog models of nature.
If a physical theory is false its predictions cannot be verified. If a VRF were false we would have strange and unusual perceptions as if different laws of nature would be valid. It is suggesting to say that we would fail to survive in nature when using a false mathematical as well as a false analog model. So, an analog model of nature can be useful even if it is not 'true'.
Virtual Reality is an enabling technology that has wide applications in training, product design, etc. Virtual reality (VR) technology is being used to resolve problems in real-world situations. The National Aeronautics and Space Administration (NASA) is using VR to train astronauts to repair the Hubble Space Telescope.
In this talk, we present a brief introduction into Virtual Reality as a human centered interface technology.
CONTENTS:

1. Introduction
2. VR lab
3. Input devices
4. Applications
5. Future
6. Impact
7. Conclusion
8.


Virtual Reality (VR) is defined in Encyclopedia Britannica as the use of computer modeling and simulation to enable a person to interact with an artificial three-dimensional visual or other sensory environment. VR applications immerse the user in a computer-generated environment that simulates reality through the use of interactive devices, which send and receive information. VR is also known as "artificial reality," "virtual world," virtual space and cyberspace.

It can also be defined as An artificial reality that projects the user into a 3D space generated by the computer. A virtual reality system uses stereoscopic goggles that provide the 3D imaginary and some sort of tracking device, which may be the goggles themselves for tracking head and body movement.

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.

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.
TERMINOLOGY:
The term artificial reality, coined by Myron Krueger, has been in use since the 1970s but the origin of the term virtual reality can be traced back to the French playwright, poet, actor and director Antonin Artaud . The earliest use cited by the Oxford English Dictionary is in a 1987 article entitled "Virtual reality", but the article is not about VR technology.. The concept of virtual reality was popularized in mass media by movies such as Brainstorm and The Lawnmower Man.
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.

read more http://en.wikipediawiki/Virtual_reality
http://images.googleimages?client=opera&rls=en&q=VIRTUAL+REALITY&sourceid=opera&oe=utf-8&um=1&ie=UTF-8&ei=Hne1SrvkC47a6gP1tdTxCQ&sa=X&oi=image_result_group&ct=title&resnum=4
http://miralab.unige.ch/repository/papers/98.pdf
Virtual Reality is a computer-based technology which incorporates specialized input and output devices to allow the user to interact with and experience an artificial environment as if it were the real world. A VR system permits the user to explore a three-dimensional virtual - or artificial - environment and to interact with lifelike and/or fantasy elements created by the designer. In the virtual world, the user can do things as routine as throwing a ball or as fantastic as flying through space. And these things can be made to occur by something as simple as a hand gesture or a nod or (one day) a sound.
Virtual Reality (VR),
system that enables one or more users to move and react in a computer-simulated environment. Various types of devices allow users to sense and manipulate virtual objects much as they would real objects.

This natural style of interaction gives participants the feeling of being immersed in the simulated world.

Virtual worlds are created by mathematical models and computer programs.
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Abstract on virtual reality
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