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computer science

Virtual reality

Virtual reality is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Virtual reality rather than just read about it. In short: Virtual reality (VR) is a simulated experience that employs 3D head-mounted displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety, or military training), research and business (such as virtual meetings).

Virtual reality — main illustration
Virtual reality — illustration

Key takeaways

  • Virtual reality belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Virtual reality to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Virtual reality from memory before moving on to harder problems.

Reference excerpt

Virtual reality (VR) is a simulated experience that employs 3D head-mounted displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety, or military training), research and business (such as virtual meetings). Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds, and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback but may also allow other types of sensory and force feedback through haptic technology. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

Etymology "Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s. The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959. In 1938, French avant-garde playwright 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, is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term English term "virtual reality" was used a 1982 novel by Damien Broderick, The Judas Mandala. Widespread adoption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research, and the 1992 film Lawnmower Man, which features use of virtual reality systems.

Forms and methods

One method of realizing virtual reality is through simulation-based virtual reality. For example, driving simulators give the driver the impression of actually driving a vehicle by predicting vehicular motion based on the driver's input and providing corresponding visual, motion, and audio cues. With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment in the form of either a conventional avatar or a real video. Users can select their own type of participation based on the system capability. In projector-based virtual reality, modeling of the real environment plays a vital role in various virtual reality applications, including robot navigation, construction modeling, and airplane simulation. Image-based virtual reality systems have been gaining popularity in computer graphics and computer vision communities. In generating realistic models, it is essential to accurately register acquired 3D data; usually, a camera is used for modeling small objects at a short distance. Desktop-based virtual reality involves displaying a 3D virtual world on a regular desktop display without use of any specialized VR positional tracking equipment. Many modern first-person video games can be used as an example, using various triggers, responsive characters, and other such interactive devices to make the user feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no sense of peripheral vision, limiting the user's ability to know what is happening around them.

A head-mounted display (HMD) more fully immerses the user in a virtual world. A virtual reality headset typically includes two small high resolution OLED or LCD monitors which provide separate images for each eye for stereoscopic graphics rendering a 3D virtual world, a binaural audio system, positional and rotational real-time head tracking for six degrees of movement. Options include motion controls with haptic feedback for physically interacting within the virtual world in an intuitive way with little to no abstraction and an omnidirectional treadmill for more freedom of physical movement allowing the user to perform locomotive motion in any direction. Augmented reality (AR) is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance how the real surroundings look in some way. AR systems layer virtual information over a camera live feed into a headset or smartglasses or through a mobile device giving the user the ability to view three-dimensional images. Mixed reality (MR) is the merging of the real world and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. A cyberspace is sometimes defined as a networked virtual reality. Simulated reality is a hypothetical virtual reality as truly immersive as the actual reality, enabling an advanced lifelike experience or even virtual eternity.

History

The development of perspective in Renaissance European art and the stereoscope invented by Sir Charles Wheatstone were both precursors to virtual reality. The first references to the more modern-day concept of virtual reality came from science fiction.

… excerpt ends here. Continue reading the full article.

Illustrations

Virtual reality: Researchers with the European Space Agency in Darmstadt, Germany, equipped with a VR headset and motion controllers, demonstrating how astronauts might use virtual reality in the future to train to extinguish a fire inside a lunar habitat
Researchers with the European Space Agency in Darmstadt, Germany, equipped with a VR headset and motion controllers, demonstrating how astronauts might use virtual reality in the future to train to extinguish a fire inside a lunar habitat
Virtual reality: An operator controlling The Virtual Interface Environment Workstation (VIEW)[9] at NASA Ames around 1990
An operator controlling The Virtual Interface Environment Workstation (VIEW)[9] at NASA Ames around 1990
Virtual reality: An Omni treadmill being used at a VR convention
An Omni treadmill being used at a VR convention
Virtual reality: A Missouri National Guardsman looks into a VR training head-mounted display at Fort Leonard Wood in 2015.
A Missouri National Guardsman looks into a VR training head-mounted display at Fort Leonard Wood in 2015.
Virtual reality: View-Master, a stereoscopic visual simulator, was introduced in 1939.
View-Master, a stereoscopic visual simulator, was introduced in 1939.

Worked examples

Example 1 — a first encounter with Virtual reality

Start with the simplest possible case. Write down what Virtual reality claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Virtual reality before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Virtual reality ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Virtual reality

In research
Virtual reality appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Virtual reality in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Virtual reality is common in secondary-school and first-year university syllabi. It links to neighbouring topics 3D GUIs, 3D human–computer interaction, Extended reality, so understanding it makes those chapters shorter.
In everyday life
Look for Virtual reality outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Virtual reality in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Virtual reality means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Virtual reality out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Virtual reality in simple terms?

Virtual reality (VR) is a simulated experience that employs 3D head-mounted displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety, or military training)…

Why does Virtual reality matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Virtual reality?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Virtual reality.

Tags

  • 3D GUIs
  • 3D human–computer interaction
  • Extended reality
  • Virtual reality

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