From Past to Future Virtual Reality’s Introduction Application and Challenges
Abstract & Details
Research Area
Computer Enginnering
Keywords
Evolution of VR
Sensorama
HMD
CAVE
Immersive Virtual Reality
Levels of immersion
Telepresence
Cyberspace
Virtual reality
Scientific Visualization
Virtual reality device
Abstract
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. It is the key to experiencing, feeling and touching the past, present and the future. It is the medium of creating our own world, our own customized reality. It could range from creating a video game to having a virtual stroll around the universe, from walking through our own dream house to experiencing a walk on an alien planet. With virtual reality, we can experience the most intimidating and grueling situations by playing safe and with a learning perspective.
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. An insightful study of typical VR systems is done and finds the challenges of Virtual Reality.
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.
License
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Author Information
| # | Name | Institute / Affiliation |
|---|---|---|
| 1 | Trivedi Nidhi shaileshbhai | Govt. Engineering College Gandhinagar, Gujarat |
How to Cite
Use the following formats to cite this article in your research.
APA Style
shaileshbhai, Trivedi Nidhi (2016). From Past to Future Virtual Reality’s Introduction Application and Challenges. International Journal of Advance Research and Innovative Ideas In Education, 2(5), 1459-1464.
MLA Style
shaileshbhai, Trivedi Nidhi. "From Past to Future Virtual Reality’s Introduction Application and Challenges." International Journal of Advance Research and Innovative Ideas In Education, vol. 2, no. 5, 2016, pp. 1459-1464.
IEEE Style
Trivedi Nidhi shaileshbhai, "From Past to Future Virtual Reality’s Introduction Application and Challenges," International Journal of Advance Research and Innovative Ideas In Education, vol. 2, no. 5, pp. 1459-1464, 2016.
Vancouver Style
shaileshbhai Trivedi Nidhi. From Past to Future Virtual Reality’s Introduction Application and Challenges. International Journal of Advance Research and Innovative Ideas In Education. 2016;2(5):1459-1464.
Harvard Style
shaileshbhai, Trivedi Nidhi (2016) 'From Past to Future Virtual Reality’s Introduction Application and Challenges', International Journal of Advance Research and Innovative Ideas In Education, 2(5), pp. 1459-1464.
Chicago Style
shaileshbhai, Trivedi Nidhi. "From Past to Future Virtual Reality’s Introduction Application and Challenges." International Journal of Advance Research and Innovative Ideas In Education 2, no. 5 (2016): 1459-1464.
Turabian Style
shaileshbhai, Trivedi Nidhi. "From Past to Future Virtual Reality’s Introduction Application and Challenges." International Journal of Advance Research and Innovative Ideas In Education 2, no. 5 (2016): 1459-1464.
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