Virtual reality is a simulated 3D environment that enables users to explore and interact with a virtual surrounding in a way that approximates reality, as it is perceived through the users' senses. The environment is created with computer hardware and software, although users might also need to wear devices such as helmets or goggles to interact with the environment. The more deeply users can immerse themselves in a VR environment -- and block out their physical surroundings -- the more they are able to suspend their belief and accept it as real, even if it is fantastical in nature.

The VR industry still has far to go before realizing its vision of a totally immersive environment that enables users to engage multiple sensations in a way that approximates reality. However, the technology has come a long way in providing realistic sensory engagement and shows promise for business use in a number of industries.


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Collaborative VR is sometimes cited as a type of virtual reality. In this model, people from different locations come together in a virtual environment to interact with one another, with each individual represented by a projected 3D character. The users typically communicate through microphones and headsets.

Augmented reality also is sometimes referred to as a type of virtual reality, although many would argue that it is a separate but related field. With augmented reality, virtual simulations are overlaid onto real-world environments in order to enhance or augment those environments. For example, a furniture retailer might provide an app that enables users to point their phones at a room and visualize what a new chair or table might look like in that setting.

Another category that is sometimes considered a type of virtual reality is mixed reality, which blends the physical and virtual worlds into a single space. Like augmented reality, however, it is more often considered a separate but related field. In fact, there's been a growing consensus to group virtual reality, augmented reality and mixed reality under the umbrella term "extended reality," which provides a handy way to reference all three, while still distinguishing among them.

Virtual reality is often associated with gaming because the industry has been at the forefront of the VR effort, as evidenced by the popularity of products such as Beat Saber, Minecraft VR and Skyrim VR. Even so, there has been a growing interest in the potential of VR across a number of other areas:

The simplest form of virtual reality is a 3D image that can be explored interactively through a personal computer, usually by manipulating keys or the mouse so that the content of the image moves in some direction or zooms in or out. More sophisticated efforts involve such approaches as wraparound display screens, physical rooms augmented with wearable devices, or haptic devices that let users "feel" the virtual images.

Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.[2]

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.

"Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[3] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[3]

In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la ralit virtuelle" in a collection of essays, Le Thtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[4] 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 "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.

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.[5]

One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver.

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 as 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.

The development of perspective in Renaissance European art and the stereoscope invented by Sir Charles Wheatstone were both precursors to virtual reality.[7][8][9] The first references to the more modern-day concept of virtual reality came from science fiction.

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. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use... The spectator is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes."[10]

In 1968, Ivan Sutherland, with the help of his students including Bob Sproull, created what was widely considered to be the first head-mounted display system for use in immersive simulation applications, called The Sword of Damocles. It was primitive both in terms of user interface and visual realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling, which gave the device a formidable appearance and inspired its name.[11] Technically, the device was an augmented reality device due to optical passthrough. The graphics comprising the virtual environment were simple wire-frame model rooms.

David Em became the first artist to produce navigable virtual worlds at NASA's Jet Propulsion Laboratory (JPL) from 1977 to 1984.[13] The Aspen Movie Map, a crude virtual tour in which users could wander the streets of Aspen in one of the three modes (summer, winter, and polygons), was created at MIT in 1978. 006ab0faaa

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