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the report anly the impact of technology to people
Typology: Lab Reports
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Virtual reality has constantly pushed the boundaries of what we understand about the world. In this report, we will briefly include the major milestones that made this technology become which it is today. Virtual reality has come a long way in the last 50 years, but it’s still considered an emerging tech. In 1957 : Morton Heilig, a cinematographer, invented a theatre cabinet multimedia device called the Sensorama that offered viewers an interactive experience, enabled the user to watch television in 3 dimensional ways. The device stimulated the senses of users with a viewing screen for sight, fans for touch, special component for smells and audio speakers for sound. Figure 1 : Sensorama – theatre cabinet multimedia [CITATION Poe20 \l 1033 ] In 1961 : Comeau and Bryan, two Philco Corporation engineers, created the first head-mounted display (HMD) called the Headsight. The HMD had two video screens, one for eyes and another is a magnetic tracking device. In 1966 : Thomas Furness, a military engineer, developed the first flight simulator for the Air Force. This criteria bring a lot of interest in VR technology and the usage for training purposes. In 1978 : Developed by MIT, the Aspen Movie Map used photographs which was taken from a car in Aspen, Colorado to give viewers what they called a “Surrogate Travel” experience. The first travel experience came out. In 1987 : John Lanier, computer scientist, researcher, and Figure 2 : The first head-mounted display (HMD) [CITATION Poe20 \l 1033 ]
artist, coined the term ‘virtual reality’. He founded the Visual Programming Lab (VPL) and improved a range of VR gear, which included the Dataglove alongside Tom Zimmerman, and the EyePhone HMD – making VPL the first company to sell VR goggles. In 1991 : First commercial entertainment VR system "Virtuality" was released. The Virtuality Group released a series of games and machines bringing VR to the general public. Players would wear a pair of virtual reality goggles and play virtual games in real-time. Figure 3 : Virtual gaming experience first released[CITATION Poe20 \l 1033 ] In 2010 , Palmer Luckey designed the first prototype of the Oculus Rift. In 2016 , there were at least 230 companies developing VR-related products such as Amazon, Apple, Facebook, Google, Microsoft, Sony and Samsung etc. Virtual Reality is a fast-growing industry; it was estimated that over 200 million headsets will have been sold by end of 2020[ CITATION Gau20 \l 1033 ]
Half-different compared to fully-immersive, users enter into the environments without leaving their current position, they still experience and travel through the unreal environment interacting with virtual objects via haptic devices in a similar way as they interact with physical objects. [ CITATION TSY201 \l 1033 ] Figure 5 : Semi-immersive virtual reality [ CITATION TSY201 \l 1033 ] c. Non-immersive simulations: Provides users a computer-generated environment that they can experience thought it without a feeling of being immersed in the virtual world, users can keep control over physical surrounding while being aware of sounds, visuals, and haptics. Non-immersive virtual reality systems rely on a computer, display, and input devices like keyboards, mouse, and controllers. For intense, video game is considered as a non-immersive VR, imagine you are sitting play the video game, the system detects you motion, and translate it on the screen.[ CITATION TSY202 \l 1033 ] Figure 6 : Non-immersive virtual reality [ CITATION TSY202 \l 1033 ]
2. Window on world Virtual Real (WOW) A system uses conventional computer monitor to display a 3D virtual world without use of any specialized movement tracking environment or special hardware, this is also known as Desktop VR. Low cost, low performance and less Immersion. This particular Virtual Reality system is perfect for the field of medicine, the typical desktop monitor works better than a HMD, it helps visualize complex medical procedures such a surgeries or colonoscopies and also be used for the simulation of a number of training scenarios. Figure 7 : WOW virtual reality [ CITATION Lev20 \l 1033 ] 3. Telepresence: Tele means distant and present is the state of being present or here, so telepresence means an interaction reflected to some real World objects. Telepresence utilizes technology allows the users are able to interact and affect the remote environment by their actions. They are able to see and hear with the aid of remote sensing devices in a remote location from the first person point of view. The interactions can be recorded and be applied to the real world object later. This application has been extremely useful in operation industry.[ CITATION She \l 1033 ]
Figure 10 : Mixed Reality [ CITATION Kig20 \l 1033 ] e. Extended reality Extended reality is a technology which includes technologies such as virtual reality (VR), augmented reality (AR) and mixed reality (MR) to provide more information about our real live or about details surrounding the physical environment in order to enhance our sense so that we could have amazing artificial experience. Figure 11 : Extended reality [ CITATION Kig201 \l 1033 ]
1. Binocular Omni-Orientation Monitor (BOOM): BOOM is one of the oldest VR display, it consists of a 3-D display device suspended from a weighted boom that can move freely, with a head coupled stereoscopic display device attached on it. Screens and optical system are located in a box that attached to an arm. Although this technology is old, it is convenient to use, fast and accurate built-in tracking. Figure 12 : BOOM Virtual Reality [ CITATION Eze202 \l 1033 ] 5. Head Mounted Display(HMD): A Helmet or a Face mask or it can be considered as a “computer” which you wear on your head, providing the visual and auditory displays. Most HMD are designed head- mounted display to ensure that no matter in what direction you look, the monitor would stably stay in your head so that gives the users the deep real sense while experiencing time. [ CITATION Str20 \l 1033 ] HMD uses liquid crystal display (LCD) to display stereo images, some HMD may include built-in Head-tracker and Stereo headphones. There are several types of HMD such as PC, Light Mobile, Premium Mobile, Console etc. Figure 13 : HTC Vive Pro VR Headset [ CITATION Eze203 \l 1033 ]
1. Structure of a Virtual Reality A general VR system consists of 3 main components: hardware, the computer & software and users. When a user operates a virtual reality, they interact with the virtual environment generated by computer which is set up software already, the input devices are ready to simulate the action of the user and translate to data, contents by using languages of computer, algorithm, or head tracking, eyes tracking, motion tracking system, then the computer convert the human movement into perceiving digital content as real and display the contents to the environment through output devices. Finally, the user receives the contents by their senses keep reacting to the environment and then repeat the period again and again. Figure 15 : Basic structure of Virtual Reality [ CITATION Eze204 \l 1033 ] 7. Hardware devices a. Input Devices Input devices are used to immerse and determine the way a user communicates with the computer and interacts within a virtual environment to make it as nature as possible. Most commonly input devices used are: Magic wand, Prio VR, Stem, Razer Hydra, Leap Motion, Control VR, etc.
Figure 16 : Six common input devices [ CITATION Wha20 \l 1033 ] f. Output Devices Output devices are used to display and present the content of virtual reality, it stimulates the user’s senses and generate an immersive feeling by adding function include display, auditory, and haptic displays. However, its simulative human sense function has not been perfect, the input and output devices are still underdeveloped currently. There are common output devices such as: Headset, Sensing Gloves, 3D Audio, etc. Figure 17 : Output devices [ CITATION Eze205 \l 1033 ]
8. Software VR software has been developed from the beginning when the first VR was invented, it has an important role and could be considered as a soul of virtual reality technology, the software is responsible for the managing of I/O devices, analyzing incoming data and generating proper feedback. The possibility of VR software is unlimited and endless, up to present, a software has solved thousands of human tasks and problems. For instance, it can capture and output a wide array of precise data in real time based on research requirements, take advantage of 3D model workflows or modern applications such as 3DS Max, Maya, Revit, Sketchpad, Substance Painter, etc.[ CITATION Eze206 \l 1033 ] under the management of producers, or language programing in particular OpenGL, C++, Java3D, VRML, X3D, Vizard Virtual Reality, Virtual Reality Studio, Sense8, World Tool Kit, Multiverse, etc. Figure 19 :List of VR apps on Capterra.com [ CITATION Cap20 \l 1033 ]
The term “Virtual Reality'' or simply “VR “is known world-wide but most people do not know the usage of it, gaming is obviously a common usage which everyone already knows. However, there are a wide range of applications that VR can offer. Since there are too many applications of VR, the most important applications are listed below.
1. Virtual Reality in Education: Education has begun to “adopt” Virtual Reality for teaching and learning in specific situations. It helps the teacher and students to have a useful and fun time learning. a. Virtual Reality Astronomy With technology, students learning astronomy will have fun and useful lessons about how the universe works rather than having to read books and imagine on their own. They can view the solar system in first person like an astronaut and have physical interactions with planets within VR, they can move planets, observe how the solar system moves, track the movement of a comet and many more. h. Virtual reality with tech-savvy children There is no doubt that children nowadays are more engaged with lots of forms of technology that are used at home or schools. Therefore, they will have no problem or hesitation in learning using VR since it is more interesting and useful rather than using their imagination when learning subjects like Geography, Astronomy, etc. Figure 20 : Virtual Reality in Astronomy and tech-savvy children [ CITATION Vir20 \l 1033 ]
j. Virtual Reality in Phobia treatment Many people around the world have experienced some kind of phobia, meaning scared of something to the extreme such as spiders (Arachnophobia), small holes (Tripophobia) or even tight spaces (Claustrophobia). Virtual Reality can help patients overcome that fear gradually by simulating those horrifying events in a 3D environment. By doing this, the risk will be reduced such as being bitten by creatures. Figure 22 : Virtual Reality in Phobia treatment [ CITATION Vir201 \l 1033 ]
10. Virtual Reality in Military Military has also adopted VR to their training session (army, navy and air force). This is very important to train soldiers for battling on the battlefield and how to act in dangerous situations. Virtual Reality offers them many training without any injury or risks, they can learn to engage an enemy in various scenarios without any real-world risk, this is said to be safer and cost less than traditional training. Virtual reality training is done using head mounted displays (HMD) with an inbuilt tracking system and data gloves to enable interaction with the virtual simulation. a. Flight Simulation Flight simulations for Air Forces are the most recognizable, with this device pilots will have the opportunity to experience real situations, learn flying skills and how to communicate in dangerous situations. It will reduce the risk of failing mid-air, gas cost and others. Flight simulators have various types of software but their structure remains the same. They are built like the head of an air-jet which is mounted on a hydraulic lift or an electronic system. The system is able to rise, tilt, twist, copying the movement of an aircraft, that way the pilot will be able to get used to the movement faster. The Simulation will contain a screen which will simulate a virtual landscape similar to a real-life scenario, such as the battlefield, these images are exactly like how it looks from the window of an aircraft.
Figure 23 : Training in Flight Simulation [ CITATION Vir202 \l 1033 ] k. Combat Simulation With the Virtual Reality, it can provide a type of virtual environment which is used to train new recruits the skills and techniques necessary to function effectively on the battlefield. It is used by the Army, Navy and Air force and is proving to be an extremely useful addition to their training arsenal. This is done by putting the new recruits in a large room then the new recruits will wear a VR headset while still wearing their traditional combat uniform with trackers to add the weight and realistic elements. Their VR headset will track their head movement and the trackers on their suit will track their body movement, with this they will be able to act and move and coordinate just like in real life situations. The weapons they use are equal in sizes, weight just like in real life but it acts like a video game console, if they pull the trigger it will shoot in the simulation. This will perfect their teamwork, senses and reflex before going to the battlefield. Figure 24 :Training in Combat Simulation [ CITATION Vir202 \l 1033 ]