Virtual reality

Virtual reality
“Virtuality” redirects here. For other uses, see Virtuality many of the mid eighties VR patents, and they developed
(disambiguation).
the first widely used HMD: EyePhone and Haptic Input
Not to be confused with Simulated reality.
DataGlove[4] The concept of virtual reality was popularized in mass media by movies such as Brainstorm and The
Lawnmower Man. The VR research boom of the 1990s
Virtual reality or virtual realities (VR), also known
book Virtual Realas immersive multimedia or computer-simulated re- was accompanied by the non-fiction
ity (1991) by Howard Rheingold.[5] The book served to
ality, is a computer technology that replicates an environment, real or imagined, and simulates a user’s phys- demystify the subject, making it more accessible to less
ical presence and environment to allow for user inter- technical researchers and enthusiasts.
action. Virtual realities artificially create sensory experience, which can include sight, touch, hearing, and
smell.[1]
2 History
Most up-to-date virtual realities are displayed either on a
computer monitor or with a virtual reality headset (also
called head-mounted display), and some simulations in- 2.1
clude additional sensory information and focus on real
sound through speakers or headphones targeted towards
VR users. Some advanced haptic systems now include
tactile information, generally known as force feedback
in medical, gaming and military applications. Furthermore, virtual reality covers remote communication environments which provide virtual presence of users with the
concepts of telepresence and telexistence 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 or omnidirectional treadmills. The immersive environment can be similar to the
real world in order to create a lifelike experience—for example, in simulations for pilot or combat training—or it
can differ significantly from reality, such as in VR games.
1
Before the 1950s
Concept origins
In 1938, Antonin Artaud described the illusory nature
of characters and objects in the theatre as “la réalité
virtuelle” in a collection of essays, Le Théâtre et son double. The English translation of this book, published in
1958 as The Theater and its Double,[2] is the earliest published use of the term “virtual reality”.
The Sensorama was released in the 1950s.
The term "artificial reality", coined by Myron Krueger,
has been in use since the 1970s. The term “Virtual Reality” was used in The Judas Mandala, a 1982 sciencefiction novel by Damien Broderick. The Oxford English
Dictionary cites a 1987 article titled "Virtual reality",[3]
but the article is not about VR technology. Virtual Reality in its modern usage was popularized by Jaron Lanier
through his company VPL Research. VPL Research held
The first traces of virtual reality came from the world of
science fiction. Stanley G. Weinbaum's 1935 short story
“Pygmalion’s Spectacles” [6] is recognized as one of the
first works of science fiction that explores virtual reality. It describes a goggle-based virtual reality system with
holographic recording of fictional experiences including
smell and touch.
1
2
2 HISTORY
View-Master, a stereoscopic visual simulator, was introduced in
1939.
2.2
1950–1970
Morton Heilig wrote in the 1950s of an “Experience Theatre” that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen
activity. He built a prototype of his vision dubbed the
Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound,
smell, and touch). Predating digital computing, the Sensorama was a mechanical device, which reportedly still
functions today. Around the same time, Douglas Engelbart used computer screens as both input and output devices.
In 1968, Ivan Sutherland, with the help of his student Bob
Sproull, created what is widely considered to be the first
virtual reality and augmented reality (AR) head-mounted
display (HMD) system. It was primitive both in terms of
user interface and realism, and the HMD to be worn by
the user was so heavy that it had to be suspended from the
ceiling. The graphics comprising the virtual environment
were simple wire-frame model rooms. The formidable
appearance of the device inspired its name, The Sword
of Damocles.
2.3
1970–1990
Battlezone, an arcade video game from 1980, used 3D vector
graphics to immerse the player in a VR world.(Atari).
but the lab was closed after two years due to Atari Shock
(North America video game crash of 1983). However, its
hired employees, such as Tom Zimmerman, Scott Fisher,
Jaron Lanier and Brenda Laurel, kept their research and
development on VR-related technologies.
By the 1980s the term “virtual reality” was popularized
by Jaron Lanier, one of the modern pioneers of the field.
Lanier had founded the company VPL Research in 1985.
VPL Research has developed several VR devices like the
Data Glove, the Eye Phone, and the Audio Sphere.VPL
Research authorized the warrant of the Data Glove to
New York video game company Mattel. Mattel used this
technology and made an accessory known as the Power
Glove. It was hard to use and not popular at all. However, the price for this accessory was $75. It might be the
earliest affordable VR device.
During this time, virtual reality was not well known,
though it did receive media coverage in the late 80s. Most
of its popularity came from marginal cultures, like cyberpunks, who viewed the technology as a potential means
for social change, and drug culture, who praised virtual
reality not only as a new art form, but as an entirely new
frontier.[7] Once the industry began to attract media coverage, people started realizing that potential. Some even
compared the innovations in virtual reality to the Wright
Brothers’ pioneering invention of the airplane.[8]
Also notable among the earlier hypermedia and virtual
reality systems was the Aspen Movie Map, which was
created at MIT in 1978. The program was a crude
virtual simulation of Aspen, Colorado in which users
could wander the streets in one of three modes: summer, winter, and polygons. The first two were based on
photographs—the researchers actually photographed every possible movement through the city’s street grid in
both seasons—and the third was a basic 3-D model of In 1990, Jonathan Waldern, a VR Ph.D, demonstrates
the city.
"Virtuality" at the Computer Graphics 90 exhibition
Atari founded a research lab for virtual reality in 1982, staged at London’s Alexandra Palace. This new system
2.5
2000–present
3
was an arcade machine that would use a virtual reality management.
headset to immerse players.
The Virtual Boy was created by Nintendo and was reCyberEdge and PCVR, VR industry focused magazines, leased in Japan on July 21, 1995 and in North America
started to publish in the early 90s. However, most ideas on August 15, 1995.[16]
about VR remained theoretical due to the limited comAlso in 1995, a group in Seattle created public demonputing power available at the time. The extremely high strations of a “CAVE-like” 270 degree immersive projeccost of the technology made it impossible for most contion room called the Virtual Environment Theater, prosumers to adopt. The public turned their focus to the duced by entrepreneurs Chet Dagit and Bob Jacobson.[17]
Internet after it came out. The VR industry went silent Then in 1996 the same system was shown in tradeshow
in the U.S. and only provided VR devices for medical, exhibits sponsored by Netscape Communications, and
flight simulation, automobile industry design, and mili- championed by Jim Barksdale, for the first time showing
tary training purposes.
VR connected to the Internet with World Wide Web content feeds embedded in VRML 3D virtual world models.
Forte released the VFX1, a PC-powered virtual reality
headset in 1995, which was supported by games includIn 1991, Sega announced the Sega VR headset for arcade ing Descent, Star Wars: Dark Forces, System Shock and
games and the Mega Drive console. It used LCD screens Quake.
in the visor, stereo headphones, and inertial sensors that In 1999, entrepreneur Philip Rosedale formed Linden
allowed the system to track and react to the movements Lab with an initial focus on the development of hardware
of the user’s head.[9]
that would enable computer users to be fully immersed
In the same year, Virtuality launched and went on to in a 360 degree virtual reality experience. In its earlibecome the first mass-produced, networked, multiplayer est form, the company struggled to produce a commerVR entertainment system. It was released in many coun- cial version of “The Rig,” which was realized in prototype
tries, including a dedicated VR arcade at Embarcadero form as a clunky steel contraption with several computer
[18]
Center in San Francisco. Costing up to $73,000 per monitors that users could wear on their shoulders. That
multi-pod Virtuality system, they featured headsets and vision soon morphed into the software-based, 3D virtual
exoskeleton gloves that gave one of the first “immersive” world Second Life.
2.4
1990–2000
VR experiences.[10]
Antonio Medina, a MIT graduate and NASA scientist,
designed a virtual reality system to “drive” Mars rovers
from Earth in apparent real time despite the substantial
delay of Mars-Earth-Mars signals. The system, termed
“Computer-Simulated Teleoperation” as published by
Rand, is an extension of virtual reality.[11]
In 1991, Carolina Cruz-Neira, Daniel J. Sandin and
Thomas A. DeFanti from the Electronic Visualization
Laboratory created the first cubic immersive room, replacing goggles by a multi-projected environment where
people can see their body and other people around.
In 1991, Computer Gaming World predicts “Affordable A 2013 developer version of Oculus Rift from Oculus VR, a company Facebook acquired in 2014 for $2 billion
VR by 1994”.[12]
By 1994, Sega released the Sega VR−1 motion simulator arcade attraction,[13][14] in SegaWorld amusement arcades. It was able to track head movement and featured 2.5 2000–present
3D polygon graphics in stereoscopic 3D, powered by the
Sega Model 1 arcade system board.[15]
In 2001, SAS3 or SAS Cube became the first PC based
Also in 1994 Apple released QuickTime VR. A widely cubic room, developed by Z-A Production (Maurice Beavailable product for interacting with VR models.
nayoun, David Nahon), Barco, Clarté, installed in Laval
A year later, the artist Maurice Benayoun created the France in April 2001. The SAS library gave birth to Virfirst VR artwork connecting in real time 2 continents: tools VRPack.
the “Tunnel under the Atlantic” between the Pompidou
Centre in Paris and the Museum of Contemporary Art in
Montreal. The installation included dynamic real time 3d
modeling, video chat, spatialized sound and AI content
By 2007, Google introduced Street View, a service
that shows panoramic views of an increasing number of
worldwide positions such as roads, indoor buildings and
rural areas. It also features a stereoscopic 3D mode, in-
4
3
USE
tual reality headset.
On March 25, 2014, Facebook purchased a company
that makes virtual reality headsets, Oculus VR, for $2
billion.[24] Sony announces Project Morpheus (its code
name for PlayStation VR), a virtual reality headset for the
PlayStation 4.[25] Google announces Cardboard, a do-ityourself stereoscopic viewer for smartphones.
Since 2013, there have been several virtual reality devices
that seek to enter the market to complement Oculus Rift
to enhance the game experience. One, Virtuix Omni, is
based on the ability to move in a three dimensional environment through an omnidirectional treadmill.
Another VR headset called the "HTC Vive" Developed in coproduction between HTC and Valve Corporation.
In 2015, the Kickstarter campaign for Gloveone, a pair
of gloves providing motion tracking and haptic feedback, was successfully funded, with over $150,000 in
contributions.[26]
In February–March 2015, HTC partnered with Valve
Corporation announced their virtual reality headset HTC
Vive and controllers, along with their tracking technology
called Lighthouse, which utilizes “base stations” mounted
to the wall above the user’s head in the corners of a
room for positional tracking of the Vive headset and its
motion controllers using infrared light.[27][28][29][30] The
company announced its plans to release the Vive to the
public in April 2016 on December 8 2015.[31][32] Units
began shipping on April 5 2016.[33]
The affordable and accessible Google Cardboard standard.
troduced in 2010.[19]
In July 2015, OnePlus became the first company to launch
a product using virtual reality.[34] They used VR as the
platform to launch their second flagship device the OnePlus 2, first viewable using an app on the Google Play
Store,[35] then on YouTube.[36] The launch was viewable
using OnePlus Cardboard, based on the Google’s own
Cardboard platform. The whole VR launch had a runtime of 33 minutes, and was viewable in all countries.
In 2010, Palmer Luckey, who later went on to found
Oculus VR, designed the first prototype of the Oculus
Rift. This prototype, built on a shell of another virtual reality headset, displayed only 2-D images and was
noticeably cumbersome to wear. However, it boasted
a 90-degree field of vision that was previously unseen
anywhere in the market at the time. This initial design
would later serve as a basis from which the later designs
came.[20]
Also in 2015, Jaunt, a startup company developing cameras and a cloud distribution platform, whose content will
be accessible using an app, reached $100 million in funding from such sources as Disney and Madison Square
Garden.[37]
In July 2013, Guild Software’s Vendetta Online was
widely reported as the first MMORPG to support the
Oculus Rift,[22][23] making it potentially the first persistent online world with native support for a consumer vir-
Few are creating content that may be used for educational
purposes, with most advances being made in the entertainment industry, yet research is being done on learning
in virtual reality as many believe its immersive qualities
On April 27 2016, Mojang announced that Minecraft is
now playable on the Gear VR.[38] Minecraft is still being developed for the Oculus Rift headset but a separate
version was released to the Oculus Store for use with the
In 2013, Nintendo filed a patent for the concept of using Gear VR. This version has everything that’s in the Pocket
VR technology to produce a more realistic 3D effect on Edition of Minecraft.
a 2D television. A camera on the TV tracks the viewer’s
location relative to the TV, and if the viewer moves, everything on the screen reorients itself appropriately. “For 3 Use
example, if you were looking at a forest, you could shift
your head to the right to discover someone standing be3.1 Education and training
hind a tree.”[21]
3.2
Video games
have the potential to enhance learning.
3.1.1
Training
U.S. Navy personnel using a VR parachute training simulator.
The usage of VR in a training perspective is to allow
professionals to conduct training in a virtual environment
where they can improve upon their skills without the consequence of failing the operation. Thomas A. Furness III
was one of the first to develop the use of VR for military training when, in 1982, he presented the Air Force
with his first working model of a virtual flight simulator
he called the Visually Coupled Airborne Systems Simulator (VCASS). By the time he started his work on VCASS,
aircraft were becoming increasingly complicated to handle and virtual reality provided a better solution to previous training methods. Furness attempted to incorporate
his knowledge of human visual and auditory processing
to create a virtual interface that was more intuitive to use.
The second phase of his project, which he called the “Super Cockpit,” was even more advanced, with high resolution graphics (for the time) and a responsive display.
Furness is often credited as a pioneer in virtual reality for
this research.[7]
5
reasons on using simulators over learning with a real aircraft are the reduction of transference time between land
training and real flight, the safety, economy and absence
of pollution.[40] By the same token, virtual driving simulations are used to train tank drivers on the basics before
allowing them to operate the real vehicle.[41] Finally, the
same goes for truck driving simulators, in which Belgian
firemen are for example trained to drive in a way that prevents as much damage as possible. As these drivers often
have less experience than other truck drivers, virtual reality training allows them to compensate this. In the near
future, similar projects are expected for all drivers of priority vehicles, including the police.[42]
Medical personnel are able to train through VR to
deal with a wider variety of injuries.[43] An experiment was performed by sixteen surgical residents where
eight of them went through laparoscopic cholecystectomy
through VR training. They then came out 29% faster
at gallbladder dissection than the controlled group.[44]
With the increased commercial availability of certified
training programs for basic skills training in VR environments, students have the ability to familiarize themselves with necessary skills in a corrective and repetitive
environment; VR is also proven to help students familiarize themselves with skills not specific to any particular
procedure.[45]
VR application was used to train road crossing skills
in children. It proved to be rather successful. However some students with autistic spectrum disorders after
such training might be unable to distinguish virtual from
real. As a result, they may attempt quite dangerous road
crossings.[46]
3.2 Video games
Human
Brain
Senses
Hardware
Peripheral hardware
60 Hz
Software
Integrated circuits
Kernel space
TFT-Display
Pixel response time = latency
User space
Latency?
1920×1080@60Hz ≙ 16,6ms / frame
Pixel response time: 4-20ms
Sample-and-Hold, problematic
Latency?
OUTPUT
VR plays an important role in combat training for the military. It allows the recruits to train under a controlled environment where they are to respond to different types
of combat situations. A fully immersive virtual reality
that uses head-mounted display (HMD), data suits, data
glove, and VR weapon are used to train for combat. This
setup allows the training’s reset time to be cut down, and
allows more repetition in a shorter amount of time. The
fully immersive training environment allows the soldiers
to train through a wide variety of terrains, situations and Paramount for the immersion into virtual reality are a high
frame rate (at least 95 fps), as well as a low latency. Furtherscenarios.[39]
95Hz
VR head-mounted display
1920×1080@95Hz ≙ 10,5ms / frame
Pixel persistence ≤ 3ms
CPUs, GPUs, etc.
1920×1080@60fps
60fps ≙ 16,6ms between 2 frames
1920×1080@95fps for VR
95fps ≙ 10,5ms between 2 frames
Grafic subsystem
DRM & KMS driver
Speaker/Headphone
3D Positional Audio, etc
Audio subsystem
Gamepad
ForceFeedback et al.
Actuators
Desktop computer
or
Mobile computer
or
Video game console
ALSA
OpenGL
user space
device drivers
Gesture recognition
Keyboard & Mouse
Speech recognition
evdev
Gamepad & Joystick
Accelerometers, Tilt-sensors, et al.
Input subsystem
own CPU + RTOS = latency
VR head-mounted display
Inertial measurement unit
INPUT
Microphone
VR is also used in flight simulation for the Air Force
where people are trained to be pilots. The simulator
would sit on top of a hydraulic lift system that reacts to
the user inputs and events. When the pilot steer the aircraft, the module would turn and tilt accordingly to provide haptic feedback. The flight simulator can range from
a fully enclosed module to a series of computer monitors
providing the pilot’s point of view. The most important
Linux kernel
Middleware
Game
more, a pixel persistence lower than 3 ms is required to not get
sick when moving the head around.
The use of graphics, sound and input technology in video
games can be incorporated into VR. Several Virtual Reality head mounted displays (HMD) were released for
gaming during the early-mid 1990s. These included the
Virtual Boy developed by Nintendo, the iGlasses developed by Virtual I-O, the Cybermaxx developed by Vic-
6
3
tormaxx and the VFX1 Headgear developed by Forte
Technologies. Other modern examples of narrow VR
for gaming include the Wii Remote, the Kinect, and the
PlayStation Move/PlayStation Eye, all of which track and
send motion input of the players to the game console
somewhat accurately.
Several companies are working on a new generation of
VR headsets: Oculus Rift is a head-mounted display for
gaming purposes developed by Oculus VR, an American
technology company that was acquired for US$2 billion
by Facebook in 2014. One of its rivals was named by
Sony as PlayStation VR (codenamed Morpheus), which
requires a PS4 instead of a PC to run. In 2015, Valve Corporation announced their partnership with HTC to make
a VR headset capable of tracking the exact position of its
user in a 4.5 by 4.5 meters area, the HTC Vive.[47] All
these virtual reality headsets are tethered headsets that
use special curved lenses to magnify and stretch a 5.7inch screen (in the case of Morpheus) across your field
of vision. There are many more gaming VR headsets in
development, each with its own special abilities. StarVR,
for instance, offers a 210° field of view, whereas FOVE
tracks the position of your eyes as an input method.[48]
3.3
Fine arts
David Em was the first fine artist to create navigable virtual worlds in the 1970s.[49] His early work was done on
mainframes at Information International, Inc., Jet Propulsion Laboratory, and California Institute of Technology.
Jeffrey Shaw explored the potential of VR in fine arts
with early works like Legible City (1989), Virtual Museum (1991), and Golden Calf (1994). Canadian artist
Char Davies created immersive VR art pieces Osmose
(1995) and Ephémère (1998). Maurice Benayoun's work
introduced metaphorical, philosophical or political content, combining VR, network, generation and intelligent
agents, in works like Is God Flat? (1994), “Is the Devil
Curved?" (1995), The Tunnel under the Atlantic (1995),
and World Skin, a Photo Safari in the Land of War (1997).
Other pioneering artists working in VR have include Luc
Courchesne, Rnmnmita Addison, Knowbotic Research,
Rebecca Allen, Perry Hoberman, Jacki Morie, Margaret
Dolinsky and Brenda Laurel. All mentioned artists are
documented in the Database of Virtual Art.[50]
3.4
Heritage and archaeology
The first use of a VR presentation in a heritage application was in 1994, when a museum visitor interpretation
provided an interactive “walk-through” of a 3D reconstruction of Dudley Castle in England as it was in 1550.
This consisted of a computer controlled laserdisc-based
system designed by British-based engineer Colin Johnson. The system was featured in a conference held by
the British Museum in November 1994, and in the subse-
USE
quent technical paper, Imaging the Past – Electronic Imaging and Computer Graphics in Museums and Archaeology.[51]
Virtual reality enables heritage sites to be recreated extremely accurately, so that the recreations can be published in various media.[52] The original sites are often
inaccessible to the public or, due to the poor state of their
preservation, hard to picture.[53] This technology can be
used to develop virtual replicas of caves, natural environment, old towns, monuments, sculptures and archaeological elements.[54]
3.5 Architectural design
One of the first recorded uses of virtual reality in architecture was in the late 80s when the University of North
Carolina modeled its Sitterman Hall, home of its computer science department, in a virtual environment.[8]
Several companies, including IrisVR and Floored, Inc.,
provide software or services that allow architectural design firms and various clients in the real estate industry to
tour virtual models of proposed building designs. IrisVR
currently provides software that allows users to convert
design files created in CAD programs like SketchUp and
Revit into files viewable with an Oculus Rift, HTC Vive,
or a smartphone “in one click,” without the need for complex tiered workflows or knowledge of game engines such
as Unity3D.[55] Floored, meanwhile, manually constructs
and refines Rift-viewable 3D models in-house from either CAD files for un-built designs or physical scans of
already built, brick-and-mortar buildings, and provides
clients with access to its own viewing software, which can
be used with either an Oculus Rift or a standard 2D web
browser, afterward.[56]
VR software products like these can provide a number of
benefits to architects and their clients. During the design
process, architects themselves can use VR in order to actually experience the designs they are working on before
they are built. In particular, seeing a design in VR can
help impress upon the architect a correct sense of scale
and proportion.[57] Having an interactive VR model on
hand also eliminates the need to waste time and resources
constructing physical miniatures in order to demonstrate
or examine a design concept to clients or the public. Later
on, after a building is constructed, developers and owners can create a VR model of a space that allows potential
buyers or tenants to tour a space in VR, even if real-life
circumstances make a physical tour unfeasible. For instance, if the owner of an apartment building in Manhattan has a VR model of a space while the building is under
construction, they can begin showing and renting the units
before they are even ready to be occupied. Furthermore,
this sort of showing can be conducted over any distance,
as long as the potential customer has access to a VR setup
(or, even, with the help of Google Cardboard or a similar
phone-based VR headset, nothing but an ordinary smart-
3.8
Theme parks
7
phone.)
3.6
Urban design
In 2010, 3D virtual reality was beginning to be used
for urban regeneration and planning and transport
projects.[58]
In 2007 development began on a virtual reality software
which took design coordinate geometry used by land surveyors and civil engineers and incorporated precision spatial information created automatically by the lines and
curves typically shown on subdivision plats and land surveying plans. These precise spatial areas cross referenced
color and texture to an item list. The item list contained
a set of controls for 3D rendering such as water reflective
surface or building height. The land surface in software to
create a contour map uses a digital terrain model (DTM).
By 2010, prototype software was developed for the core
technology to automate the process leading from design
to virtualization. The first beta users in 2011 were able to
press a single function and automatically drape the design
or survey data over the digital terrain to create data structures that are passed into a video gaming engine to create
a virtual interactive world showing massing of buildings
in relation to man made improvements.
A Coved Streetscape with homes using architectural shaping and
blending in Viera Florida
3.8 Theme parks
Since 2015, virtual reality has been installed onto a number of roller coasters, including Galactica at Alton Towers, The New Revolution at Six Flags Magic Mountain
and Alpenexpress at Europapark, amongst others.
3.9 Concerts
In Oslo Spektrum on May the 3rd 2016, Norwegian band
a-ha cleared away their normal stage-production to give
room for a very different concert performance in collaboration with Void, a Norwegian computational design studio working in the intersection between design,
architecture, art and technology. The collaboration resulted in a unique one-of-a-kind concert with advanced
scenography using 360 virtual reality technology.
The concept involved several movement sensors that reacted to the bands movements, voices and instruments.
3D cameras, 20000 lines of codes, 1000 square meters of projection film and massive projectors was set up
into a visual show that made the Oslo Spektrum arena in
A Coved land development plan using 4th generation design and Oslo, Norway into a light installation and visual experiprincipals of Prefurbia
ence that unfolded live for the audience instead of a pre
programmed sequence. The stereoscopic VR-experience
It was the first application where virtual reality was made was made available for Android users directly through a
effortless for Urban Planning principals using technol- YouTube app and also made available for iPhone users
ogy. The software was improved to implement massing and other platforms.[59][60][61]
or 3D models from other free or commercially sold software to create more realistic virtual reality with very little
time and effort (see the below image). The software is 3.10 Retail
marketed as LandMentor and is the first precision design
technology to make Urban Planning widely available with Lowe’s, IKEA, and Wayfair have developed systems that
a short learning curve.
allow these company’s products to be seen in virtual reality, to give consumers a better idea of how the product
will fit into their home, or to allow the consumer to get a
3.7 Therapy
better look at the product from home.[62]
Main article: Virtual reality therapy
3.11 Film
The primary use of VR in a therapeutic role is its application to various forms of exposure therapy, including Many companies, including GoPro, Nokia, Samsung, and
phobia treatments.
Nikon, develop omnidirectional cameras, also known as
8
4
IN FICTION
Tichy I”,[70] dealt with a scientist who created a number
of computer-simulated people living in a virtual world.
Lem further explored the implications of what he termed
“phantomatics” in his nonfictional 1964 treatise Summa
Technologiae. The Piers Anthony novel Killobyte follows
the story of a paralyzed cop trapped in a virtual reality
Production companies, such as Fox Searchlight Pictures game by a hacker, whom he must stop to save a fellow
and Skybound, utilize VR cameras to produce films trapped player slowly succumbing to insulin shock.
that are interactive in VR. Fox Searchlight, Oculus and A number of other popular fictional works use the conSamsung Gear VR collaborated on a project titled “Wild cept of virtual reality. These include William Gibson's
– The Experience”, starring Reese Witherspoon. The VR 1984 Neuromancer, which defined the concept of cyfilm was presented at the Consumer Electronics Show as berspace, and his 1994 Virtual Light, where a presenwell as the Sundance Film Festival in January 2015.[64]
tation viewable in VR-like goggles was the MacGuffin.
On December 8, 2015, the production company Other examples are Neal Stephenson's Snow Crash, in
Skybound announced their VR thriller titled, “Gone”. In which he made extensive reference to the term avatar to
collaboration with the VR production company WEVR, describe one’s representation in a virtual world, and Rudy
and Samsung Gear VR, the 360 degree video series was Rucker's The Hacker and the Ants, in which programmer
Jerzy Rugby uses VR for robot design and testing. The
released on January 20, 2016.[65][66]
Otherland series of 4 novels by Tad Williams, published
from 1996 to 2001 and set in the 2070s, shows a world
where the Internet has become accessible via virtual re3.12 Media
ality.
360 degree cameras or VR cameras that have the ability to record in all directions.[63] These cameras are used
to create images and videos that can be viewed in VR.
[See VR Photography] Films produced for VR permit the
audience to view the entire environment in every scene,
creating an interactive viewing experience.
Companies such as Paramount Pictures, and Disney have The Doctor Who serial "The Deadly Assassin", first
applied VR into marketing campaigns creating interactive broadcast in 1976, introduced a dream-like computergenerated reality, known as the Matrix. British BBC2
forms of media.
sci-fi series Red Dwarf featured a virtual reality game tiIn October 2014 Paramount Pictures, in collaboration
tled “Better Than Life”, in which the main characters had
with the media production company Framestore, created
spent many years connected. Saban's syndicated supera VR experience utilizing the Oculus DK2. The expehero television series VR Troopers also made use of the
rience was dubbed a “time sensitive adventure in space”
concept.
that took place in a portion of the Endurance space ship
from the film “Interstellar.” The experience was available The holodeck featured in Star Trek: The Next Generation is one of the best known examples of virtual reality
to the public at limited AMC theater locations.[67] [68]
in popular culture, including the ability for users to inIn May 2016, Disney released a VR experience titled Disteractively modify scenarios in real time with a natural
ney Movies VR on Valve Corporation’s Steam software,
language interface. The depiction differs from others in
free for download. The experience allows users to interthe use of a physical room rather than a neural interface
act with the characters and worlds from the Disney, Maror headset.
vel, and Lucasfilm universes. [69]
The popular .hack multimedia franchise is based on a virtual reality MMORPG dubbed "The World". The French
animated series Code Lyoko is based on the virtual world
4 In fiction
of Lyoko and the Internet.
In 2009, British digital radio station BBC Radio 7 broadMany science fiction books and films have imagined char- cast Planet B, a science-fiction drama set in a virtual
acters being “trapped in virtual reality”.
world. Planet B was the largest ever commission for an
A comprehensive and specific fictional model for virtual original drama programme.[71]
reality was published in 1935 in the short story “Pyg- The 2012 series Sword Art Online involves the concept of
malion’s Spectacles”[6] by Stanley G. Weinbaum. A more a virtual reality MMORPG of the same name, with the
modern work to use this idea was Daniel F. Galouye's possibility of dying in real life when a player dies in the
novel Simulacron-3, which was made into a German tele- game. Also, in its 2014 sequel, Sword Art Online II, the
play titled Welt am Draht (“World on a Wire”) in 1973. idea of bringing a virtual character into the real world via
Other science fiction books have promoted the idea of vir- mobile cameras is posed; this concept is used to allow a
tual reality as a partial, but not total, substitution for the bedridden individual to attend public school for the first
misery of reality, or have touted it as a method for creat- time.
ing virtual worlds in which one may escape from Earth.
Featured in 2012, Accel World expands the concept of
Stanisław Lem's 1961 story “I (Profesor Corcoran)", virtual reality using the game Brain Burst, a game which
translated in English as “Further Reminiscences of Ijon
9
allows players to gain and receive points to keep accelerating; accelerating is when an individual’s brain perceives
the images around them 1000 times faster, heightening
their sense of awareness.
4.1
Motion pictures
to train real-world police officer, but manages to escape into the real world.
• The 1999 film The Thirteenth Floor is an adaptation
of Daniel F. Galouye’s novel Simulacron-3, and tells
about two virtual reality simulations, one in another.
• In 1999, The Matrix and later sequels explored the
possibility that our world is actually a vast virtual
reality (or more precisely, simulated reality) created
by artificially intelligent machines.
• eXistenZ (1999), by David Cronenberg, in which
level switches occur so seamlessly and numerously
that at the end of the movie it is difficult to tell
whether the main characters are back in “reality”.
• In the film Avatar, the humans are hooked up to experience what their avatars perform remotely.
• Surrogates (2009) is based on a brain–computer interface that allows people to control realistic humanoid robots, giving them full sensory feedback.
World Skin (1997), Maurice Benayoun's virtual reality interactive installation
5 Concerns and challenges
• Rainer Werner Fassbinder’s 1973 film Welt
am Draht, based on Daniel F. Galouye’s novel
Simulacron-3, shows a virtual reality simulation
inside a virtual reality simulation
There are certain health and safety considerations of
virtual reality. For example, a number of unwanted
symptoms have been caused by prolonged use of virtual
reality,[72] and these may have slowed proliferation of the
• In 1983, the Natalie Wood / Christopher Walken technology. Most virtual reality systems come with confilm Brainstorm revolved around the production, sumer warnings.
use, and misuse of a VR device.
In addition, there are social, conceptual, and philosophical considerations with virtual reality. What the phrase
• Total Recall, directed by Paul Verhoeven and based
“virtual reality” means or refers to, is not always unamon the Philip K. Dick story “We Can Remember It
biguous. In the book The Metaphysics of Virtual Reality
for You Wholesale”
by Michael R. Heim, seven different concepts of virtual
• A VR-like system, used to record and play back reality are identified: simulation, interaction, artificiality,
dreams, figures centrally in Wim Wenders' 1991 immersion, telepresence, full-body immersion, and network communication.
film Until the End of the World.
There has been an increase in interest in the potential so• The 1992 film The Lawnmower Man tells the tale
cial impact of new technologies, such as virtual reality.
of a research scientist who uses a VR system to
In the book Infinite Reality: Avatars, Eternal Life, New
jumpstart the mental and physical development of
Worlds, and the Dawn of the Virtual Revolution, Blashis mentally handicapped gardener.
covich and Bailenson review the literature on the psychol• The 1993 film Arcade is centered around a new vir- ogy and sociology behind life in virtual reality.
tual reality game (from which the film gets its name) In addition, Mychilo S. Cline, in his book Power, Madthat actively traps those who play it inside its world. ness, and Immortality: The Future of Virtual Reality, argues that virtual reality will lead to a number of important
changes in human life and activity.[73] He argues that virtual reality will be integrated into daily life and activity,
and will be used in various human ways. Another such
speculation has been written up on how to reach ultimate
happiness via virtual reality.[74] He also argues that tech• The 1995 film Virtuosity has Russell Crowe as a vir- niques will be developed to influence human behavior,
tual reality serial killer name SID 6.7 (Sadistic, In- interpersonal communication, and cognition.[75] As we
telligent and Dangerous) who is used in a simulation spend more and more time in virtual space, there would
• The 1995 film Johnny Mnemonic has the main character Johnny (played by Keanu Reeves) use virtual
reality goggles and brain–computer interfaces to access the Internet and extract encrypted information
in his own brain.
10
be a gradual “migration to virtual space”, resulting in important changes in economics, worldview, and culture.[76]
Philosophical implications of the concept of VR are discussed in books including Philip Zhai's Get Real: A Philosophical Adventure in Virtual Reality (1998) and Digital
Sensations: Space, Identity and Embodiment in Virtual Reality (1999), written by Ken Hillis.
Virtual reality technology faces a number of challenges,
most of which involve motion sickness and technical matters. Users might become disoriented in a purely virtual environment, causing balance issues; computer latency might affect the simulation, providing a less-thansatisfactory end-user experience; the complicated nature
of head-mounted displays and input systems such as specialized gloves and boots may require specialized training
to operate, and navigating the non-virtual environment (if
the user is not confined to a limited area) might prove dangerous without external sensory information.
In January 2014, Michael Abrash gave a talk on VR at
Steam Dev Days.[77] He listed all the requirements necessary to establish presence and concluded that a great
VR system will be available in 2015 or soon after. While
the visual aspect of VR is close to being solved, he stated
that there are other areas of VR that need solutions, such
as 3D audio, haptics, body tracking, and input. However,
3D audio effects exist in games and simulate the headrelated transfer function of the listener (especially using
headphones). Examples include Environmental Audio
Extensions (EAX), DirectSound and OpenAL.
VR audio developer Varun Nair points out that from a design perspective, sound for VR is still very much an open
book. Many of the game audio design principles, especially those related to FPS games, crumble in virtual reality. He encourages more sound designers to get involved
in virtual reality audio to experiment and push VR audio
forward.[78]
7 COMMERCIAL INDUSTRIES
• Char Davies
• Tom DeFanti
• David Em
• Scott Fisher
• William Gibson
• Morton Heilig
• Eric Howlett
• Myron Krueger
• Knowbotic Research
• Jaron Lanier
• Brenda Laurel
• Palmer Luckey
• Michael Naimark
• Randy Pausch
• Mark Pesce
• Warren Robinett
• Philip Rosedale
• Louis Rosenberg[80][81][82]
• Dan Sandin
• Susumu Tachi
• Ivan Sutherland
7 Commercial industries
There have been rising concerns that with the advent of
virtual reality, some users may experience virtual reality The companies working in the virtual reality sector fall
broadly into three categories of involvement: hardware
addiction.[79]
(making headsets and input devices specific to VR), software (producing software for interfacing with the hardware or for delivering content to users) and content cre6 Pioneers and notables
ation (producing content, whether interactive or passive,
for consumption with VR hardware).
• Thomas A. Furness III
• Maurice Benayoun
HMD devices
• Mark Bolas
• Altergaze
• Fred Brooks
• Carl Zeiss (Carl Zeiss Cinemizer)
• Anshe Chung
• Durovis Dive
• Edmond Couchot
• Facebook (Oculus Rift)
• James H. Clark
• Gameface
• Doug Church
• Google (Google Cardboard)
11
• HTC (HTC Vive)
• Mixed reality
• Microsoft (Microsoft HoloLens)
• Ultrahaptics
• Razer (OSVR Hacker Dev Kit)
• VRVana
• Samsung (Samsung Gear VR)
Companies
• Sony Computer Entertainment (PS VR)
• Starbreeze Studios (StarVR)
• VRVana (Totem)
See Comparison of retail head-mounted displays
Input devices
• Google
• Facebook
• Apple
• HTC
• Valve
• Cyberith Virtualizer
• Samsung
• Intugine
• Microsoft
• Leap Motion
• Intel
• Nokia (Nokia OZO camera)
• Campustours
• Sixense
• Virtuix Omni
• ZSpace (company)
• VicoVR
Software
• VREAM
Content
Artists
• Rebecca Allen
• Maurice Benayoun
• Sheldon Brown
• Char Davies
• David Em
• Myron Krueger
• Jaron Lanier
• Clone Mediaworks
• Framestore
• iClone
• Innervision
• Moving Picture Company
• Brenda Laurel
• Michael Naimark
• Jeffrey Shaw
• Nicole Stenger
• Tamiko Thiel
• Reel FX
• xRes
Emerging technologies
8 See also
• AlloSphere
• 360 degree video
• Campustours
• Augmented reality
• Cave automatic virtual environment
• HoloLens
• Computer-mediated reality
• Intel RealSense
• Diorama
• Magic Leap
• Haptic technology
12
9 NOTES
• Head-mounted display
• Holographic universe
• Methods of virtual reality
• Reality–virtuality continuum
• Virtual body
• Virtual globe
• Virtual machining
• Virtual reality addiction
9
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10
10.1
References
General references
Inline citations
• Kulkarni, S.D.; Minor, M.A.; Deaver, M.W.;
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• Blascovich, J Bailenson, J. Infinite Reality: Avatars,
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• TechCast Article
Metaverse
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of Minnesota Press, Minneapolis, Minnesota.
• Kalawsky, R. S. (1993). The Science of Virtual Reality and Virtual Environments: A Technical, Scientific
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• Krueger, Myron (1991).
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• Monkman. G.J. - 3D Tactile Image Display – Sensor
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11
External links
• Isaac, Joseph (2016). “Step into a new world - Virtual Reality (VR)". Retrieved 2 July 2016. Basic Concepts of Virtual Reality along with Research
Challenges explained in simple words.
• Mixed Reality Scale – Milgram and Kishino’s
(1994) Virtuality Continuum paraphrase with examples.
• Drummond, Katie (2014). “The Rise and Fall and
Rise of Virtual Reality”. The Verge. Retrieved 15
November 2014. Interviews on the history and future of virtual reality by leaders in the field.
• “Virtual Reality- Oculus rift video example”.
16
12
12
12.1
TEXT AND IMAGE SOURCES, CONTRIBUTORS, AND LICENSES
Text and image sources, contributors, and licenses
Text
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Szopen, The Anome, Khendon, Roadrunner, Daniel C. Boyer, Edward, Patrick, Michael Hardy, Kku, Wwwwolf, Ixfd64, (, Paul A, Ahoerstemeier, Haakon, Ronz, Nanshu, Jebba, Александър, Camster342, Wikiborg, Ike9898, Choster, Dysprosia, Haukurth, Jakenelson,
Saltine, Robbot, Paranoid, AlainV, Fredrik, Nurg, Rfc1394, Kpflude, Fuelbottle, HaeB, Tea2min, Dave6, Wikilibrarian, Inter, Neuro, Everyking, BillyH, Mboverload, Just Another Dan, Mateuszica, Chowbok, Alexf, Antandrus, Beland, Karol Langner, MFNickster, Histrion,
Kadambarid, Esperant, Scottk, MichaelMcGuffin, CALR, DanielCD, Discospinster, Rich Farmbrough, Iainscott, Rspeer, Xezbeth, Martpol, Bender235, Ylee, CanisRufus, El C, Joanjoc~enwiki, PhilHibbs, Shanes, RoyBoy, Rimshot, Coolcaesar, Jpgordon, Devil Master,
Bobo192, Grue, LeonardoGregianin, Giraffedata, Pgptag, Rajah, Jean-no, Apostrophe, Solar, Runner1928, Sam Korn, Haham hanuka,
Storm Rider, Gary, V2Blast, Interiot, Arthena, Keenan Pepper, Ricky81682, JoaoRicardo, AzaToth, Yamla, DreamGuy, Radical Mallard,
Toytown Mafia, Amorymeltzer, Sciurinæ, Zxcvbnm, Talleyrand~enwiki, Kay Dekker, Greentryst, Marasmusine, Mel Etitis, ApLundell,
Grillo, MattGiuca, MONGO, Isnow, OCNative, Toussaint, Stefanomione, Allen3, Ashmoo, Magister Mathematicae, Sjakkalle, Rjwilmsi,
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12.2
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Louisralf123, Zamaster4536, NerudaPoet, FiendYT, Henrybaird1, Rubenv19, Ashokgadhveer, Psvrgamer, JumpiMaus, Oh Heachan,
Vr developer, Jimstanley13, VR progaming, Letscontribute4, Lhcarey, Halter15, Omnifarious.sirius, CDBeanss, Entranced98, ThatGerman, Emotionalllama, Minecraftpsyco, Hunta2097, Askmefirst, Hyrumdeltoro, Butanfire, Montyhugh, Ayush11kgp, Kcirtap3, Fmadd,
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