Virtual Reality

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 17

Curso Profissional de Técnico de Design de

Comunicação Gráfica

English

Virtual Reality

Beatriz Almeida

Lisbon

MMXIX

6
7
Curso Profissional de Técnico de Design de
Comunicação Gráfica

English

Module 3 – The Technological World

Virtual Reality:
A whole new world

Teacher: Patrícia Bate

Beatriz Coutinho de Almeida

Class 175 Nº221410

Lisbon

MMXIX

8
Summary

Introduction ……………………………………………………………... 11
What is it? ……………………………………………………………... 12
Types of VR ……………………………………………………………... 13
VR vs AR ……………………………………………………………... 13
History ……………………………………………………………... 14
Applications ……………………………………………………………... 17
VR Accessories ……………………………………………………………... 19
Conclusion ……………………………………………………………... 20
Webgraphy ……………………………………………………………... 21

9
Resume

This document is a work put together for the English subject and has “Virtual
Reality” as the theme.

10
Introduction

Technology is a wide term that refers to how society uses and learns to use
tools and crafts, as well as how that usage and knowledge influence that
species' capacity to manage and adapt to its environment. There have been
several technical advancements, that are the result of science and engineering
in human civilization. Technology can also mean concepts like systems,
organizational methods, and procedures, or it may also refer to tangible items
that are useful to humans, such as machinery, hardware, or utensils. While the
development of economies and the emergence of a leisure class have been
facilitated by technical advancements, many technological processes also result
in the degradation of the environment and the exhaustion of natural resources.

The Industrial Revolution, which began in the 18th century in the United
Kingdom, was the first enormous scientific advancement, driven by the
discovery of steam power and the widespread use of the factory system. The
harnessing of electricity happened in the second industrial revolution.
Skyscrapers and large metropolitan areas with people who depend on motors
for transportation of both themselves and their food supply are the results of the
advancement of technology. The development of the telegraph, telephone,
radio and television increased communication. With the development of the
airplane and the vehicle, the late 1900s and early 2000s saw a revolution in
transportation. Nuclear weapons and nuclear power have both been produced
as a result of the discovery of nuclear fission in physics. Transistors and
integrated circuits were used to create the first computers. The Internet was
created as a result of information technology, primarily optical fiber, and optical
amplifiers, ushering in the Information Age. With the use of satellites and
crewed flights that went as far as the moon, humans began to explore space.

Since then, technology has developed to an extraordinary level and continues


to grow. In this research, I intend to learn more about one of the biggest
technological developments that is virtual reality.

11
Virtual Reality

What is it?

Virtual reality is the creation of simulated environments using computer


technology. The definition of virtual reality comes naturally from the definitions
of both "virtual" and "reality." The definition of "virtual" is something that is
created by computer technology and appears to exist but does not exist in the
physical world, and reality is what we experience as humans. The term "virtual
reality" essentially means "close to reality." Of course, this can mean anything,
but it usually refers to a particular type of real-life emulation. This technology
includes not only visual effects but also sound effects, allowing a total
immersion into the virtual world.

VR systems use computer vision and advanced graphics to reconstruct the


scale and distance between 2D images, generating 3D images and video by
adding depth. The user will see a life-size image and the perception that they
have is that they are part of that simulation in 360 degrees. Virtual reality seeks
to regenerate computer images and videos to create a real-world visual
experience that goes beyond what is possible with a regular computer monitor
or phone.

Users are able to explore and control these 3D environments using VR headset
lenses and controllers since the images are sent to these sensors that allow
them to experience VR content. The headset is strapped to the user's head
above the eyes, allowing them to visually immerse themselves in the content
they are viewing. The viewer can use the line of sight or the gesture to select
and scroll the 3D content or use hand controls such as gloves. Controllers and
gaze controls help track user body movements and properly position simulated
images and videos on the display, resulting in perceptual changes. The headset
has a head movement or tracking sensor that tracks either the eyes or the
head, so you can move your head to look left, right, up, and down to reproduce
these movements in VR. You can also use the controller's sensors to collect
stimulus-response information from your body and send it back to the VR
system to enhance your immersive feeling. It also includes optional devices
12
such as audio headphones, cameras, and sensors for tracking user movements
and relaying them to computers and phones, as well as wired or wireless
connections. These are used to improve the user experience. By wearing a data
glove with a tactile force feedback device, users can even pick up and
manipulate objects they see in a virtual environment.

Types of virtual reality

There are three types of virtual reality experiences that provide different levels
of simulations. They are:

 Non-Immersive Virtual Reality: due to its popularity, this category is


sometimes ignored as VR. Non-immersive VR technology uses a
computer-generated virtual world in which the user is aware of and
controlled by their physical surroundings at the same time. Non-
immersive VR is exemplified by video games.
 Semi-Immersive Virtual Reality: provides users with a partially virtual
environment, giving them the perception of being in a different reality, but
also allowing them to remain connected to their physical surroundings.
This category of VR is used for educational or training purposes and
relies on high-resolution displays, powerful computers, projectors, or
hard simulators that partially replicate the design and functionality of
functional real-world mechanisms.
 Fully Immersive Virtual Reality: is the most realistic simulation
experience, complete with sight and sound. For this experience, the user
needs to wear VR glasses or a head mount display because they provide
high-resolution content with a wide field of view. This type of VR has
been commonly adapted for gaming and other entertainment purposes,
but usage in other sectors.

The difference between Virtual Reality and Augmented Reality:

13
To entirely replace the actual environment with the virtual one, in virtual reality,
the user nearly always dons an eye-covering headgear and headphones. VR
seeks to isolate users from the outside world as much as possible. The VR
environment can be programmed to supply almost anything once you're inside.
The majority of VR uses today are centered around entertainment, particularly
gaming, even if VR has some corporate applications in product design,
teaching, architecture, and retail.

On the other side, augmented reality combines the virtual world with the
physical one. For the majority of apps, the user views the scene on a
smartphone or tablet screen by pointing the camera of the device at a location
of interest and creating a live-streaming video of that scene. Then, beneficial
information is overlayed on the screen, such as implementations like repair
manuals, directions, or diagnostic data. A notable example is the mobile game
Pokemon Go, in which players move around the actual world while attempting
to collect

Picture 2: Virtual Reality Picture 1: Augmented Reality


imaginary Pokémon.

History:

14
The first attempts at virtual reality, if we stick to the meaning that VR means
creating an illusion, came from panoramic paintings. The 360 murals from the
nineteenth century intended to fill the entire field of vision of the viewer, making
them feel like they’re in the painting.

Picture 3: Battle of Borodino


Charles
Wheatstone's study in 1838 proved that the brain combines the two-
dimensional pictures from each eye into a single three-dimensional entity. Using
a stereoscope to see two side-by-side stereoscopic images or photos provided
the viewer with a sensation of depth and immersion. The View-Master
stereoscope was later used for "virtual tourism." The Stereoscope's design
concepts are now utilized in the popular Google Cardboard and low-cost VR

Picture 5: Stereoscope Picture 4: Stereoscopic photos

helmet-mounted displays for mobile phones.


The first commercially available electromechanical flight simulator, the "Link
trainer", was invented by Edward Link. To change the pitch and roll, motors
connected to the rudder and steering column were used. Turbulence and
disturbances were simulated using a tiny motor-driven device. The US military
purchased six of these gadgets for $3500 because they were in desperate need
of safer ways to train pilots. In 2015, this was barely under $50,000.

15
The Sensorama, an arcade-style theater cabinet that would stimulate all the
senses was created by cinematographer Morton Heilig in the middle of the
1950s. It had vibrating chairs, stereo speakers, a stereo 3D display, fans, and
fragrance generators. The goal of the Sensorama was to completely envelop
the viewer in the movie. Additionally, he produced, directed, and edited all six of
the short films he made for his idea. Motorcycle, Belly Dancer, Dune Buggy,
Helicopter, A Date with Sabina, and I'm a Coca-Cola Bottle were the names of
the Sensorama movies.

Picture 7: The Sensorama Picture 8: Morton Heilig


The Sword of
Damocles was created in 1968 by Ivan Sutherland and his student Bob Sproull.
It was the first VR head-mounted display that was connected to a computer and
not a camera. It was suspended from the ceiling due to its heaviness, it would
be uncomfortable for anyone to wear it. The computer-generated graphics were
very primitive wireframe rooms and objects.

16
The name “Virtual Reality” came from Jaron Lanier, in 1987. He was the
founder of the programing lab VPL and through his company were developed Vr
gadgets like Datagloves and the EyePhone head-mounted display. The
company made $9400 with EyePhone, $49,000 with EyePhone HRX, and
$9000 with the gloves.

Picture 10: EyePhone and Datagloves

Project VIEW was


created by NASA, with the help of Crystal River Engineering. This project
consisted of a Vr simulator used to train astronauts. It used gloves for
simulation with touch interaction which lead to the creation of the Nintendo
Power Glove.

17
Project VIEW

Applications:

 Healthcare: VR can improve the medical training and preparation of


professionals. They can practice on virtual bodies without being in the
middle of an emergency, aiding in improving implantability and familiarity
with new gadgets. Virtual reality can also be used in cognitive behavior
therapy where patients with PTSD, anxiety, and phobias can work
through their issues in a safe environment.
 Entertainment: this industry is one of the main ones in terms of VR use
and was also the first one to integrate it. 360 films, videogames, virtual
art galleries, and virtual concerts are some examples of where virtual
reality can be applied in this industry.
 Automotive: before ordering pricey prototypes, VR enables engineers
and designers to quickly experiment with the design and construction of
a vehicle. For years, businesses like BMW and Jaguar Land Rover have
used virtual reality to undertake the early design and engineering
assessments to evaluate the vehicle's visual appearance and object
obscuration. By lowering the number of prototypes produced for each
vehicle line, VR is saving the automobile industry millions of dollars. VR
aids automakers in their analysis of traffic situations and vehicle
behavior. The creation of smart automobiles that will dominate the
market in the future makes extensive use of virtual reality. Artificial
intelligence and virtual reality are used to teach cars how to drive, turn,
and stop.
 Retail: with "the metaverse," our online shopping habits are about to
undergo a significant transformation. We will be able to try on clothing
virtually and see how it might look on us, thanks to body-scanning
technologies and virtual reality retail experiences. Customers will know
before they purchase whether the item matches their form and size,

18
which lowers the environmental cost of manufacturing and shipping fast
fashion, making this not only a time-effective experience for customers
but also more sustainable.
 Tourism: with VR you can take a guided virtual tour of any hotels,
attractions, restaurants, or other places you might like to visit on your
next holiday. This way when you do go, you'll be confident you won't be
let down.
 Real estate: Real estate firms are paving the way for individuals to look
at homes online and get a sense of the area before making a decision,
saving time. In doing so, you can spend your time n seeing only the
houses in person that you're most likely to like.
 Art and Design: You can be within the life-size art you make using
virtual reality. You can enter your image and emerge from it. It's
remarkable what some individuals have managed to paint with Tiltbrush,
the most well-known VR art creation tool. With Masterpiece Studio, you
can also build and animate virtual 3D models and sculptures.

Picture 11: VR in Picture 12: VR in Art Picture 13: VR in healthcare


Automotive

19
VR Accessories:

Hardware items that support VR technology are known as VR accessories. To


enhance the immersive experience, new gadgets are always being developed.

 3D Mouse: is a device used to point and control movement in virtual 3D


spaces. It offers several ways to control movements such as
accelerometers, multi-axis sensors, IR sensors, and lights.
 Wired Gloves: also known as cyber gloves or data gloves. It captures
physical movement data due to a motion tracker attached to the glove
that captures its rotation and global position data.
 Motion Controllers: allow users to interact with digital objects because
they have a precise position in space.
 Smelling Devices: holds several different smells that can change
intensity based on the screen action.

Picture 14: Wired Gloves Picture 15: 3D Mouse

20
Conclusion

After doing this assignment, I’ve learned that virtual reality is creating
simulated environments through computer technology. It seeks to produce
visual experiences using computer videos and images in real-life size that
results in a 360 degrees simulation.
Headsets and controllers enable the user to control the virtual environment.
Both line of sight and gesture can be used to select in the VR world and to scroll
it can be used data gloves. The headset has a head movement or tracking
sensor that tracks either the eyes or the head, so you can move your head and
it reproduces those movements. The use of data gloves allows the user to pick
up and manipulate objects in the virtual environment.
There are three types of virtual reality experiences that provide different levels
of simulations, non-immersive VR, semi-immersive VR, and fully immersive VR.
The main difference between virtual reality and augmented reality is that VR
seeks to isolate the users from the outside world as much as possible and
immerse them into the virtual one, in AR combines both worlds and the user
views it through a screen, like a mobile phone, pointing the camera at a location
of interest and creating a live-streaming video of that scene.
VR has an impact in many fields such as healthcare, entertainment, automotive,
retail, tourism, real estate, and art and design.

21
Webgraphy

https://canaltech.com.br/rv-ra/o-que-e-realidade-virtual-conheca-esta-
tecnologia-que-pode-mudar-o-mundo-154999/
https://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html
https://www.britannica.com/technology/virtual-reality
https://guides.library.utoronto.ca/c.php?g=607624&p=4938314
https://www.marxentlabs.com/what-is-virtual-reality/
https://www.vrs.org.uk/virtual-reality/history.html
https://www.splunk.com/en_us/data-insider/what-are-augmented-reality-and-
virtual-reality.html
https://heizenrader.com/the-3-types-of-virtual-reality/

22

You might also like