While augmented reality enhances or modifies reality in some manner, virtual reality replaces the real world with a simulated one. Virtual reality environments are immersive and generated worlds which are so convincing that users are inclined to react the way they would in real life. In most cases, they use computer modeling and simulation to enable users to interact with an artificial three-dimensional (3D) environment. Tools used to create the artificial environment might include items such as: gloves, goggles, headsets or bodysuits. To make this happen, however, sensory input from the outside world must be blocked or masked. Often, the senses emphasized are visual and auditory. Virtual reality environments include not just immersion, but also interactivity, so the participant feels that they are a part of the action themselves. The synthesized world being experienced is not static, but actually responds to user inputs.
History and Early Developments
Historically, one might consider Morton Hellig’s Sensorama (U.S. patent #3.050.870), a machine invented in the last 1950’s and built and patented in the early 1960’s, to be an early example of virtual reality. It offered users an immersive, multi-sensory (also called multi-modal) experience for the user via a mechanical device which operated as a simulator which used a three dimensional picture via short films as well as olfaction (smell), stereo sound, seat vibration and vent blown air to create the illusion of being in another place.
Morton also developed an early telesphere mask which he patented in the late 1950’s (U.S. patent #2.955.156). It was a head mounted display that provided a three dimensional television with wide vision and stereo sound.
Others may see modern computers, sophisticated graphics processors, and related technology, as necessary for a true virtual reality experience since products such as Morton’s were limited to short films and the very limited experiences therein. Some view motion sensors which pick up a user’s movements and adjust the screen views and similar technology in real time to be a requisite part of a true virtual reality experience.
As Fredrick Brooks (1) sees it, there are four technologies that are crucial for virtual reality. From his special report What’s Real About Virtual Reality? he writes:
Four technologies are crucial for VR:4,5
the visual (and aural and haptic) displays that immerse the user in the virtual world and that block out contradictory sensory impressions from the real world;
the graphics rendering system that generates, at 20 to 30 frames per second, the ever-changing images;
the tracking system that continually reports the position and orientation of the user’s head and limbs; and
the database construction and maintenance system for building and maintaining detailed and realistic models of the virtual world.
Four auxiliary technologies are important, but not nearly so crucial:
synthesized sound, displayed to the ears, including directional sound and simulated sound fields;
display of synthesized forces and other haptic sensations to the kinesthetic senses;
devices, such as tracked gloves with pushbuttons, by which the user specifies interactions with virtual objects; and
interaction techniques that substitute for the real interactions possible with the physical world (1999).
Current Technology and Implementations
HTC Vive
With current technology we can have a computer-generated world that mimics reality in quite dynamic ways. Often when we speak of virtual reality currently we envision virtual reality headsets such as HTC Vive, released in 2016 and costing around $800 (not inclusive of the computer system to run it). Vive has a natural 110 degree field of view, a feeling of natural movement, and almost flawless visuals. Vive also has a forward-facing camera system which is intended to alert you of real obstacles surrounding you as you move around. Tech Radar describes how it works:
HTC Vive has two base stations, which sit on the wall attached to the included wall mounts or a high shelf and help map track your movements as you walk around in the 3D world. What the stations track are small divots on the top of the two controllers and on the headset itself. There are 72 of these dots speckling the controllers and helmet that help accurately track the Vive (Pino, 2016) (2). The base stations create a triangle to create a "play area" where you play a number of fun, challenging, and at times, exhausting games and experiences.
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Oculus Rift
The Oculus Rift started as a Kickstarter Project back in 2012. After the campaign success, rising over 2 million dollars, they were purchased by Facebook for 2 billion dollars. The headset uses an OLED display for each eye with the resolution of 1080 by 1200. The inside displays have a refresh rate of 90 Hz with low persistence. This implementation creates a blur-free experience for the user. The headset also features integrated headphones for 3D audio effects. The current price of the Oculus Rift is of about $599 (headset only).
The critical reception of the Oculus Rift system has has suffered in comparison with that of the HTC Vive system, which may be due to the fact that Oculus hand tracking technology wasn't available at the initial launch of the system. However, Oculus recently announced that their hand-tracking Touch system will finally ship on December 6, 2016.
Closing Thoughts
Discrepancies in the meaning of virtual reality exist just as they do for artificial intelligence. We debate about what senses need to be imitated and to what levels to qualify, for example. We also debate about the relationships and differences between physical and virtual-world personalities and embodiments. These two areas demonstrate that not all technologies are clear cut or agreed upon, although technological advancements they remain. It is not even agreed if some of these technologies should be perceived as a good thing or negative thing for societies, generally speaking. What we can say, however, is that they are playing an active role, for better or for worse.
References
(1) Brooks, F. (1999). What’s real about virtual reality? Special report. University of North Carolina at Chapel Hill. Retrieved June 7, 2016 from http://www.cs.unc.edu/~brooks/WhatsReal.pdf
Virtual Reality (VR)
Introduction
While augmented reality enhances or modifies reality in some manner, virtual reality replaces the real world with a simulated one. Virtual reality environments are immersive and generated worlds which are so convincing that users are inclined to react the way they would in real life. In most cases, they use computer modeling and simulation to enable users to interact with an artificial three-dimensional (3D) environment. Tools used to create the artificial environment might include items such as: gloves, goggles, headsets or bodysuits. To make this happen, however, sensory input from the outside world must be blocked or masked. Often, the senses emphasized are visual and auditory. Virtual reality environments include not just immersion, but also interactivity, so the participant feels that they are a part of the action themselves. The synthesized world being experienced is not static, but actually responds to user inputs.
History and Early Developments
Historically, one might consider Morton Hellig’s Sensorama (U.S. patent #3.050.870), a machine invented in the last 1950’s and built and patented in the early 1960’s, to be an early example of virtual reality. It offered users an immersive, multi-sensory (also called multi-modal) experience for the user via a mechanical device which operated as a simulator which used a three dimensional picture via short films as well as olfaction (smell), stereo sound, seat vibration and vent blown air to create the illusion of being in another place.
Morton Hellig’s Sensorama. U.S. Patent #3.050.870
[image taken from //https://en.wikipedia.org/wiki/Sensorama#/media/File:Sensorama_patent_fig5.png// and in the public domain]
Morton also developed an early telesphere mask which he patented in the late 1950’s (U.S. patent #2.955.156). It was a head mounted display that provided a three dimensional television with wide vision and stereo sound.
Others may see modern computers, sophisticated graphics processors, and related technology, as necessary for a true virtual reality experience since products such as Morton’s were limited to short films and the very limited experiences therein. Some view motion sensors which pick up a user’s movements and adjust the screen views and similar technology in real time to be a requisite part of a true virtual reality experience.
As Fredrick Brooks (1) sees it, there are four technologies that are crucial for virtual reality. From his special report What’s Real About Virtual Reality? he writes:
Four technologies are crucial for VR:4,5
Four auxiliary technologies are important, but not nearly so crucial:
Current Technology and Implementations
HTC Vive
With current technology we can have a computer-generated world that mimics reality in quite dynamic ways. Often when we speak of virtual reality currently we envision virtual reality headsets such as HTC Vive, released in 2016 and costing around $800 (not inclusive of the computer system to run it). Vive has a natural 110 degree field of view, a feeling of natural movement, and almost flawless visuals. Vive also has a forward-facing camera system which is intended to alert you of real obstacles surrounding you as you move around. Tech Radar describes how it works:
HTC Vive has two base stations, which sit on the wall attached to the included wall mounts or a high shelf and help map track your movements as you walk around in the 3D world. What the stations track are small divots on the top of the two controllers and on the headset itself. There are 72 of these dots speckling the controllers and helmet that help accurately track the Vive (Pino, 2016) (2). The base stations create a triangle to create a "play area" where you play a number of fun, challenging, and at times, exhausting games and experiences.
Oculus Rift
The Oculus Rift started as a Kickstarter Project back in 2012. After the campaign success, rising over 2 million dollars, they were purchased by Facebook for 2 billion dollars.
The headset uses an OLED display for each eye with the resolution of 1080 by 1200. The inside displays have a refresh rate of 90 Hz with low persistence. This implementation creates a blur-free experience for the user. The headset also features integrated headphones for 3D audio effects.
The current price of the Oculus Rift is of about $599 (headset only).
The critical reception of the Oculus Rift system has has suffered in comparison with that of the HTC Vive system, which may be due to the fact that Oculus hand tracking technology wasn't available at the initial launch of the system. However, Oculus recently announced that their hand-tracking Touch system will finally ship on December 6, 2016.
Closing Thoughts
Discrepancies in the meaning of virtual reality exist just as they do for artificial intelligence. We debate about what senses need to be imitated and to what levels to qualify, for example. We also debate about the relationships and differences between physical and virtual-world personalities and embodiments. These two areas demonstrate that not all technologies are clear cut or agreed upon, although technological advancements they remain. It is not even agreed if some of these technologies should be perceived as a good thing or negative thing for societies, generally speaking. What we can say, however, is that they are playing an active role, for better or for worse.
References
(1) Brooks, F. (1999). What’s real about virtual reality? Special report. University of North Carolina at Chapel Hill. Retrieved June 7, 2016 from http://www.cs.unc.edu/~brooks/WhatsReal.pdf
(2) Pino, N. (2016). HTC Vive review. Techradar. Retrieved on June 6, 2016 from http://www.techradar.com/us/reviews/wearables/htc-vive-1286775/review
http://www.latinpost.com/articles/124958/20161014/oculs-touch-oculus-connect-rift.htm