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How Virtual Reality Works

Monday, January 4, 2016 / No Comments
webstealer virtual reality images

What do you think of when you hear the words virtual reality(VR)? Do you imagine someone wearing a clunky helmet attached to a computer with a thick cable? Do visions of crudely rendered pterodactyls haunt you? Do you think of Neo and Morpheus traipsing about the Matrix? Or do you wince at the term, wishing it would just go away?

Virtual Reality Interactivity

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Virtual Reality Interactivity
Disney Quest’s Cyber Space
Mountain Capsule
Immersion within a virtual environment is one thing, but for a user to feel truly involved there must also be an element of interaction. Early applications using the technology common in VE systems today allowed the user to have a relatively passive experience. Users could watch a pre-recorded film while wearing a head-mounted display(HMD). They would sit in a motion chair and watch the film as the system subjected them to various stimuli, such as blowing air on them to simulate wind. While users felt a sense of immersion, interactivity was limited to shifting their point of view by looking around. Their path was pre-determined and unalterable.
Today, you can find virtual roller coasters that use the same sort of technology. Disney Quest in Orlando, Florida features Cyber Space Mountain, where patrons can design their own roller coaster, then enter a simulator to ride their virtual creation. The system is very immersive, but apart from the initial design phase there isn't any interaction, so it's not an example of a true virtual environment.
Interactivity depends on many factors. Steuer suggests that three of these factors are speed, range and mapping. Steuer defines speed as the rate that a user's actions are incorporated into the computer model and reflected in a way the user can perceive. Range refers to how many possible outcomes could result from any particular user action. Mapping is the system's ability to produce natural results in response to a user's actions.
Navigation within a virtual environment is one kind of interactivity. If a user can direct his own movement within the environment, it can be called an interactive experience. Most virtual environments include other forms of interaction, since users can easily become bored after just a few minutes of exploration. Computer Scientist Mary Whitton points out that poorly designed interaction can drastically reduce the sense of immersion, while finding ways to engage users can increase it. When a virtual environment is interesting and engaging, users are more willing to suspend disbelief and become immersed.
True interactivity also includes being able to modify the environment. A good virtual environment will respond to the user's actions in a way that makes sense, even if it only makes sense within the realm of the virtual environment. If a virtual environment changes in outlandish and unpredictable ways, it risks disrupting the user's sense of telepresence.
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Virtual Reality Immersion

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Virtual Reality Immersion
A virtual reality unit that allows the
user
 to move freely in any direction
In a virtual reality environment, a user experiences immersion, or the feeling of being inside and a part of that world. He is also able to interact with his environment in meaningful ways. The combination of a sense of immersion and interactivity is called telepresence. Computer scientist Jonathan Steuer defined it as “the extent to which one feels present in the mediated environment, rather than in the immediate physical environment.” In other words, an effective VR experience causes you to become unaware of your real surroundings and focus on your existence inside the virtual environment.
Jonathan Steuer proposed two main components of immersion: depth of information and breadth of information. Depth of information refers to the amount and quality of data in the signals a user receives when interacting in a virtual environment. For the user, this could refer to a display’s resolution, the complexity of the environment’s graphics, the sophistication of the system’s audio output, etc. Steuer defines breadth of information as the “number of sensory dimensions simultaneously presented.” A virtual environment experience has a wide breadth of information if it stimulates all your senses. Most virtual environment experiences prioritize visual and audio components over other sensory-stimulating factors, but a growing number of scientists and engineers are looking into ways to incorporate a users’ sense of touch. Systems that give a user force feedback and touch interaction are called haptic systems.
For immersion to be effective, a user must be able to explore what appears to be a life-sized virtual environment and be able to change perspectives seamlessly. If the virtual environment consists of a single pedestal in the middle of a room, a user should be able to view the pedestal from any angle and the point of view should shift according to where the user is looking. Dr. Frederick Brooks, a pioneer in VR technology and theory, says that displays must project a frame rate of at least 20 - 30 frames per second in order to create a convincing user experience.
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Virtual Reality Environment

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Other sensory output from the VE system should adjust in real time as a user explores the environment. If the environment incorporates 3-D sound, the user must be convinced that the sound’s orientation shifts in a natural way as he maneuvers through the environment. Sensory stimulation must be consistent if a user is to feel immersed within a VE. If the VE shows a perfectly still scene, you wouldn’t expect to feel gale-force winds. Likewise, if the VE puts you in the middle of a hurricane, you wouldn’t expect to feel a gentle breeze or detect the scent of roses.
Lag time between when a user acts and when the virtual environment reflects that action is called latency. Latency usually refers to the delay between the time a user turns his head or moves his eyes and the change in the point of view, though the term can also be used for a lag in other sensory outputs. Studies with flight simulators show that humans can detect a latency of more than 50 milliseconds. When a user detects latency, it causes him to become aware of being in an artificial environment and destroys the sense of immersion.
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. In order to reach the goal of true immersion, developers have to come up with input methods that are more natural for users. As long as a user is aware of the interaction device, he is not truly immersed.
REAL VIRTUAL OBJECTS AND GOING FOR A SWIM : Passive haptics are one way VE developers have tried to enhance interactivity. Passive haptics are real objects in a physical space that are mapped to virtual objects in a virtual space. Users wear an HMD or similar portable display while in the physical space. When they look toward the physical object, they'll see the virtual representation of it in their display. When they approach the object and try to touch it, they encounter the real object in the physical space. Anything a user does with that object in real space appears as a reflected action upon the virtual object in virtual space.
Swimming in VR systems doesn’t refer to jumping into a pool -- it describes the effect of latency within a virtual environment. If you were to look around in a VE and notice that the change in point of view was not instantaneous, you would experience swimming. The effect is distracting and can even make you experience motion sickness, called sim sickness or cyber sickness in VR circles.
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Virtual Reality Headset

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Today, most VE systems are powered by normal personal computers. PCs are sophisticated enough to develop and run the software necessary to create virtual environments. Graphics are usually handled by powerful graphics cards originally designed with the video gaming community in mind. The same video card that lets you play World of Warcraft is probably powering the graphics for an advanced virtual environment.
webstealer virtual reality headset and suit devices
A data suit to provide user
input
VE systems need a way to display images to a user. Many systems use HMDs, which are headsets that contain two monitors, one for each eye. The images create a stereoscopic effect, giving the illusion of depth. Early HMDs used cathode ray tube (CRT) monitors, which were bulky but provided good resolution and quality, or liquid crystal display (LCD) monitors, which were much cheaper but were unable to compete with the quality of CRT displays. Today, LCD displays are much more advanced, with improved resolution and color saturation, and have become more common than CRT monitors.
Other VE systems project images on the walls, floor and ceiling of a room and are called Cave Automatic Virtual Environments (CAVE). The University of Illinois-Chicago designed the first CAVE display, using a rear projection technique to display images on the walls, floor and ceiling of a small room. Users can move around in a CAVE display, wearing special glasses to complete the illusion of moving through a virtual environment. CAVE displays give users a much wider field of view, which helps in immersion. They also allow a group of people to share the experience at the same time (though the display would track only one user’s point of view, meaning others in the room would be passive observers). CAVE displays are very expensive and require more space than other systems.
Closely related to display technology are tracking systems. Tracking systems analyze the orientation of a user’s point of view so that the computer system sends the right images to the visual display. Most systems require a user to be tethered with cables to a processing unit, limiting the range of motions available to him. Tracker technology developments tend to lag behind other VR technologies because the market for such technology is mainly VR-focused. Without the demands of other disciplines or applications, there isn’t as much interest in developing new ways to track user movements and point of view.
Input devices are also important in VR systems. Currently, input devices range from controllers with two or three buttons to electronic gloves and voice recognition software. There is no standard control system across the discipline. VR scientists and engineers are continuously exploring ways to make user input as natural as possible to increase the sense of telepresence. Some of the more common forms of input devices are:
  • Joysticks
  • Force balls/tracking balls
  • Controller wands
  • Datagloves
  • Voice recognition
  • Motion trackers/bodysuits
  • Treadmills

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Virtual Reality Games

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webstealer virtual reality games wii controller
The Wii controller in action
Scientists are also exploring the possibility of developing bio-sensors for VR use. A bio-sensor can detect and interpret nerve and muscle activity. With a properly calibrated bio-sensor, a computer can interpret how a user is moving in physical space and translate that into the corresponding motions in virtual space. Bio-sensors may be attached directly to the skin of a user, or may be incorporated into gloves or bodysuits. One limitation to bio-sensor suits is that they must be custom made for each user or the sensors will not line up properly on the user’s body.
Mary Whitton, of UNC-Chapel Hill, believes that the entertainment industry will drive the development of most VR technology going forward. The video game industry in particular has contributed advancements in graphics and sound capabilities that engineers can incorporate into virtual reality systems’ designs. One advance that Whitton finds particularly interesting is the Nintendo Wii’s wand controller. The controller is not only a commercially available device with some tracking capabilities; it’s also affordable and appeals to people who don’t normally play video games. Since tracking and input devices are two areas that traditionally have fallen behind other VR technologies, this controller could be the first of a new wave of technological advances useful to VR systems.
Some programmers envision the Internet developing into a three-dimensional virtual space, where you navigate through virtual landscapes to access information and entertainment. Web sites could take form as a three-dimensional location, allowing users to explore in a much more literal way than before. Programmers have developed several different computer languages and Web browsers to achieve this vision. Some of these include:
  • Virtual Reality Modeling Language (VRML)- the earliest three-dimensional modeling language for the Web.
  • 3DML - a three-dimensional modeling language where a user can visit a spot (or Web site) through most Internet browsers after installing a plug-in.
  • X3D - the language that replaced VRML as the standard for creating virtual environments in the Internet.
  • Collaborative Design Activity (COLLADA) - a format used to allow file interchanges within three-dimensional programs.
Of course, many VE experts would argue that without an HMD, Internet-based systems are not true virtual environments. They lack critical elements of immersion, particularly tracking and displaying images as life-sized.
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Virtual Reality Applications

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webstealer virtual reality applications
Using virtual therapy to treat a
patient’s fear of flying.
In the early 1990's, the public's exposure to virtual reality rarely went beyond a relatively primitive demonstration of a few blocky figures being chased around a chessboard by a crude pterodactyl. While the entertainment industry is still interested in virtual reality applications in games and theater experiences, the really interesting uses for VR systems are in other fields.
Some architects create virtual models of their building plans so that people can walk through the structure before the foundation is even laid. Clients can move around exteriors and interiors and ask questions, or even suggest alterations to the design. Virtual models can give you a much more accurate idea of how moving through a building will feel than a miniature model.
Car companies have used VR technology to build virtual prototypes of new vehicles, testing them thoroughly before producing a single physical part. Designers can make alterations without having to scrap the entire model, as they often would with physical ones. The development process becomes more efficient and less expensive as a result.
Virtual environments are used in training programs for the military, the space program and even medical students. The military have long been supporters of VR technology and development. Training programs can include everything from vehicle simulations to squad combat. On the whole, VR systems are much safer and, in the long run, less expensive than alternative training methods. Soldiers who have gone through extensive VR training have proven to be as effective as those who trained under traditional conditions.
In medicine, staff can use virtual environments to train in everything from surgical procedures to diagnosing a patient. Surgeons have used virtual reality technology to not only train and educate, but also to perform surgery remotely by using robotic devices. The first robotic surgery was performed in 1998 at a hospital in Paris. The biggest challenge in using VR technology to perform robotic surgery is latency, since any delay in such a delicate procedure can feel unnatural to the surgeon. Such systems also need to provide finely-tuned sensory feedback to the surgeon.
Another medical use of VR technology is psyc­hological therapy. Dr. Barbara Rothbaum of Emory University and Dr. Larry Hodges of the Georgia Institute of Technology pioneered the use of virtual environments in treating people with phobias and other psychological conditions. They use virtual environments as a form of exposure therapy, where a patient is exposed -- under controlled conditions -- to stimuli that cause him distress. The application has two big advantages over real exposure therapy: it is much more convenient and patients are more willing to try the therapy because they know it isn't the real world. Their research led to the founding of the company Virtually Better, which sells VR therapy systems to doctors in 14 countries.
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Look new trend in digital media

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Virtual Reality (VR) : In new year incinerate of virtual reality will be expanded. By the way, VR devices are still available, but it only support Google card board of mobile. So next year if you get to see as much sophisticated handsets of Oculus rift & Sony's PlayStation's VR, then there is no need to be surprised.

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Augmented Reality (AR) : This technique can also be seen in the new year. Google and Microsoft plans to launch it in the new year. The AR Magic Leap and Hololens name will be in the market and more or less it will make you feel same as realistic Live Translation App World.

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Streaming Services : Considering the popularity of streaming services the companies will offer some incredible changes in these services in new year.

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