- Key People:
- Fred Brooks
virtual reality
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What is virtual reality?
Virtual reality (VR) utilizes computer modeling and simulation to allow a person to interact within an artificial, three-dimensional sensory environment. VR immerses users in computer-generated environments that simulate reality through interactive devices like goggles, headsets, gloves, or body suits that send and receive information.
VR applications create the illusion of "being there" (telepresence) using motion sensors that track user movements and adjust the view on a screen accordingly, usually in real time. Users can explore simulated environments, manipulate virtual objects using data gloves with force-feedback, and experience changing viewpoints convincingly related to their actions. VR has important applications in training for real-life activities, education, surgery, and more. Jaron Lanier coined the term virtual reality in 1987.
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How does virtual reality work?
Virtual reality (VR) utilizes computer modeling and simulation to allow a user to interact within an artificial, three-dimensional sensory environment. Through interactive devices like goggles, headsets, gloves, or body suits, VR applications immerse users in computer-generated environments that simulate reality. Motion sensors track the user's movements, instantly adjusting the view on a screen to create the illusion of "being there". Users can explore simulated rooms and even manipulate virtual objects using data gloves with force-feedback, which gives the sensation of touch.
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What equipment do people use to experience virtual reality?
Virtual reality (VR) immerses users in computer-generated environments using interactive devices like goggles, headsets, gloves, or body suits. A typical setup involves a helmet with a stereoscopic screen displaying animated images of a simulated environment. Motion sensors track the user's movements, adjusting the screen view in real time to create the illusion of "being there".
Data gloves with force-feedback provide the sensation of touch, allowing users to manipulate virtual objects. Haptic technology simulates touch through vibration, motion, or other forces, enhancing user interaction with virtual objects. Haptic devices include graspable devices like joysticks, touchable devices like smartphones, and wearable devices like VR gloves.
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How is virtual reality used in computer science?
Virtual Reality (VR) utilizes computer modeling and simulation to allow people to interact within an artificial, three-dimensional sensory environment. VR applications immerse users in computer-generated environments through interactive devices like goggles, headsets, gloves, or body suits that send and receive information.
In computer science, VR integrates computer graphics, simulation, and networked environments. VR technology creates virtual spaces for social interaction, creative work, gaming, training, and research. Computer science applies VR to project images in physical spaces, such as the Cave Automatic Virtual Environment (CAVE), a VR theater where users interact with 3D virtual objects.
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What is the difference between virtual reality and augmented reality?
Virtual reality (VR) creates an artificial, sensory-rich environment where users interact through devices like headsets and gloves, offering an immersive, computer-generated experience. Actions within the VR setting influence the environment in real-time, creating a sense of "being there".
Augmented reality (AR) enhances real-world perception by overlaying computer-generated data onto images viewed through devices like smartphones. AR combines real and virtual spaces, enabling interaction with both simultaneously, such as displaying information on building addresses or adding virtual elements to games.
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What are some challenges in making virtual reality more realistic?
Virtual reality (VR) strives to create an immersive experience using computer modeling and simulation, but faces challenges in simulating reality. Achieving convincing realism requires overcoming obstacles such as creating a strong sense of telepresence, or the illusion of "being there," through motion sensors that reflect a user's movements in real time.
Haptic technology, which provides tactile feedback through devices like gloves and suits, is essential for interacting with virtual objects. The healthcare and gaming industries rely on haptic technology to create immersive experiences. Responsive environments also play a role by using sensory tech and computer equipment to foster collaboration between objects and human movements, with applications ranging from simple adjustments like room temperature to complex robotic movements.
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News •
virtual reality (VR), the use of computer modeling and simulation that enables a person to interact with an artificial three-dimensional (3-D) 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 and are worn as goggles, headsets, gloves, or body suits. In a typical VR format, a user wearing a helmet with a stereoscopic screen views animated images of a simulated environment. The illusion of âbeing thereâ (telepresence) is effected by motion sensors that pick up the userâs movements and adjust the view on the screen accordingly, usually in real time (the instant the userâs movement takes place). Thus, a user can tour a simulated suite of rooms, experiencing changing viewpoints and perspectives that are convincingly related to his own head turnings and steps. Wearing data gloves equipped with force-feedback devices that provide the sensation of touch, the user can even pick up and manipulate objects that he sees in the virtual environment.
The term virtual reality was coined in 1987 by Jaron Lanier, whose research and engineering contributed a number of products to the nascent VR industry. A common thread linking early VR research and technology development in the United States was the role of the federal government, particularly the Department of Defense, the National Science Foundation, and the National Aeronautics and Space Administration (NASA). Projects funded by these agencies and pursued at university-based research laboratories yielded an extensive pool of talented personnel in fields such as computer graphics, simulation, and networked environments and established links between academic, military, and commercial work. The history of this technological development, and the social context in which it took place, is the subject of this article.
Early work
Artists, performers, and entertainers have always been interested in techniques for creating imaginative worlds, setting narratives in fictional spaces, and deceiving the senses. Numerous precedents for the suspension of disbelief in an artificial world in artistic and entertainment media preceded virtual reality. Illusionary spaces created by paintings or views have been constructed for residences and public spaces since antiquity, culminating in the monumental panoramas of the 18th and 19th centuries. Panoramas blurred the visual boundaries between the two-dimensional images displaying the main scenes and the three-dimensional spaces from which these were viewed, creating an illusion of immersion in the events depicted. This image tradition stimulated the creation of a series of mediaâfrom futuristic theatre designs, stereopticons, and 3-D movies to IMAX movie theatresâover the course of the 20th century to achieve similar effects. For example, the Cinerama widescreen film format, originally called Vitarama when invented for the 1939 New York Worldâs Fair by Fred Waller and Ralph Walker, originated in Wallerâs studies of vision and depth perception. Wallerâs work led him to focus on the importance of peripheral vision for immersion in an artificial environment, and his goal was to devise a projection technology that could duplicate the entire human field of vision. The Vitarama process used multiple cameras and projectors and an arc-shaped screen to create the illusion of immersion in the space perceived by a viewer. Though Vitarama was not a commercial hit until the mid-1950s (as Cinerama), the Army Air Corps successfully used the system during World War II for anti-aircraft training under the name Waller Flexible Gunnery Trainerâan example of the link between entertainment technology and military simulation that would later advance the development of virtual reality.
Sensory stimulation was a promising method for creating virtual environments before the use of computers. After the release of a promotional film called This Is Cinerama (1952), the cinematographer Morton Heilig became fascinated with Cinerama and 3-D movies. Like Waller, he studied human sensory signals and illusions, hoping to realize a âcinema of the future.â By late 1960, Heilig had built an individual console with a variety of inputsâstereoscopic images, motion chair, audio, temperature changes, odours, and blown airâthat he patented in 1962 as the Sensorama Simulator, designed to âstimulate the senses of an individual to simulate an actual experience realistically.â During the work on Sensorama, he also designed the Telesphere Mask, a head-mounted âstereoscopic 3-D TV displayâ that he patented in 1960. Although Heilig was unsuccessful in his efforts to market Sensorama, in the mid-1960s he extended the idea to a multiviewer theatre concept patented as the Experience Theater and a similar system called Thrillerama for the Walt Disney Company.
The seeds for virtual reality were planted in several computing fields during the 1950s and â60s, especially in 3-D interactive computer graphics and vehicle/flight simulation. Beginning in the late 1940s, Project Whirlwind, funded by the U.S. Navy, and its successor project, the SAGE (Semi-Automated Ground Environment) early-warning radar system, funded by the U.S. Air Force, first utilized cathode-ray tube (CRT) displays and input devices such as light pens (originally called âlight gunsâ). By the time the SAGE system became operational in 1957, air force operators were routinely using these devices to display aircraft positions and manipulate related data.
During the 1950s, the popular cultural image of the computer was that of a calculating machine, an automated electronic brain capable of manipulating data at previously unimaginable speeds. The advent of more affordable second-generation (transistor) and third-generation (integrated circuit) computers emancipated the machines from this narrow view, and in doing so it shifted attention to ways in which computing could augment human potential rather than simply substituting for it in specialized domains conducive to number crunching. In 1960 Joseph Licklider, a professor at the Massachusetts Institute of Technology (MIT) specializing in psychoacoustics, posited a âman-computer symbiosisâ and applied psychological principles to human-computer interactions and interfaces. He argued that a partnership between computers and the human brain would surpass the capabilities of either alone. As founding director of the new Information Processing Techniques Office (IPTO) of the Defense Advanced Research Projects Agency (DARPA), Licklider was able to fund and encourage projects that aligned with his vision of human-computer interaction while also serving priorities for military systems, such as data visualization and command-and-control systems.
Another pioneer was electrical engineer and computer scientist Ivan Sutherland, who began his work in computer graphics at MITâs Lincoln Laboratory (where Whirlwind and SAGE had been developed). In 1963 Sutherland completed Sketchpad, a system for drawing interactively on a CRT display with a light pen and control board. Sutherland paid careful attention to the structure of data representation, which made his system useful for the interactive manipulation of images. In 1964 he was put in charge of IPTO, and from 1968 to 1976 he led the computer graphics program at the University of Utah, one of DARPAâs premier research centres. In 1965 Sutherland outlined the characteristics of what he called the âultimate displayâ and speculated on how computer imagery could construct plausible and richly articulated virtual worlds. His notion of such a world began with visual representation and sensory input, but it did not end there; he also called for multiple modes of sensory input. DARPA sponsored work during the 1960s on output and input devices aligned with this vision, such as the Sketchpad III system by Timothy Johnson, which presented 3-D views of objects; Larry Robertsâs Lincoln Wand, a system for drawing in three dimensions; and Douglas Engelbartâs invention of a new input device, the computer mouse.
Within a few years, Sutherland contributed the technological artifact most often identified with virtual reality, the head-mounted 3-D computer display. In 1967 Bell Helicopter (now part of Textron Inc.) carried out tests in which a helicopter pilot wore a head-mounted display (HMD) that showed video from a servo-controlled infrared camera mounted beneath the helicopter. The camera moved with the pilotâs head, both augmenting his night vision and providing a level of immersion sufficient for the pilot to equate his field of vision with the images from the camera. This kind of system would later be called âaugmented realityâ because it enhanced a human capacity (vision) in the real world. When Sutherland left DARPA for Harvard University in 1966, he began work on a tethered display for computer images (see ). This was an apparatus shaped to fit over the head, with goggles that displayed computer-generated graphical output. Because the display was too heavy to be borne comfortably, it was held in place by a suspension system. Two small CRT displays were mounted in the device, near the wearerâs ears, and mirrors reflected the images to his eyes, creating a stereo 3-D visual environment that could be viewed comfortably at a short distance. The HMD also tracked where the wearer was looking so that correct images would be generated for his field of vision. The viewerâs immersion in the displayed virtual space was intensified by the visual isolation of the HMD, yet other senses were not isolated to the same degree and the wearer could continue to walk around.

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