VIRTUAL REALITY
1. Introduction
The
constant development of computer and information technology allows the
implementation and application of new methods and systems that were previously
not possible. One example of such a development is the technology of virtual
reality (VR) or virtual environment (VE). With virtual reality techniques, it
is possible to achieve realistic simulations that are useful in many areas of
human activity. Simulations were known even before, but virtual reality
techniques can provide the impression of “stepping in” the apparent world
his
impression of presence in the apparent world is possible by using advanced
computer and communication devices between a man and a computer. Virtual
reality techniques also use modern computer networks to achieve communication
between a man and a remote environment with the aim of achieving functioning at
a distance.
At
the beginning of the twentieth century, public perception of virtual reality
was quite distorted. In fact, thanks to its presence in the media, virtual
reality was expected to be a miracle. But, despite some predictions, virtual
reality did not come into extensive use. Thus, a part of the public and some
experts changed their minds significantly and declared that technology is
useless
2. Definition and principles
of virtual reality
To
make the concept and principle of virtual reality clear, at the very beginning
it is necessary to clarify the concept of perception. Perception is the process
in which man collects and interprets information about the world around oneself.
Senses and the brain participate in the process of perception.
There
are two kinds of senses—external and internal. External detect phenomena
outside the body, and the inner detect the phenomena within the organism
(hunger, fatigue, pain, thirst, etc.). The external senses can be divided into
remote (heat, eyesight, hearing) and contact (smell, touch, taste). When it
comes to virtual reality, only systems that affect the remote senses are well
developed, though systems that affect the contact senses will gradually evolve
in the future.
Senses
transfer information from the environment, while the brain interprets received
information. Beside the senses, the perception is also influenced by
experience, knowledge, emotion, and motivation. In order “to cheat” the system
of perception, the basic idea is that the real stimuli received by the senses
should be replaced by artificially generated stimuli. In this way, the real
environment can be replaced by apparent environment. As a result, it appears
that the system of perception creates the impression of the presence of people
in the apparent, nonexistent environment.
Virtual
reality is a computer-created sensory experience that allows the user to
believe in the apparent reality. The user is then either completely surrounded
by this virtual world or partially included by listening and watching virtual
reality applications. Virtual reality is a collection of technologies that
“inserts” users in a virtual environment. Ideally the user’s senses detect only
virtual stimuli produced by a computer, and user’s movements are directly
entered in the computer.
Virtual
environments are based on objects defined in the computer’s memory in such a
way that a computer can later be attached to these items on the screen with the
possibility of interaction. By combining the elements of the unreal (imaginary)
environment and the real environment (which can also be remoted), the user
creates a feeling of presence in a virtual environment.
The
following figure shows the basic principle of virtual reality. The user is in a
closed loop and one is connected to a computer with input and output units.
Input devices (1) follow the movements of the user and pass them to the
computer (2), which makes the simulation of a VE to be based on these and other
data. With the help of output units (3) the computer shows a virtual
environment, as real as it is possible. Ideally, the user’s senses should only
detect artificially generated stimuli (from the computer), and thus the real
would be completely turned off. In the example shown in Figure 1, the user (4)
sees only the image generated by the computer. Thereby, the loop is closed, and
the user directly sees and hears (and possibly feels, smells, tastes, etc.)
virtual environment with the immediate results of his own movements.
3. Virtual reality equipment
Firstly,
virtual reality devices can be divided into input and output. Secondly,
previously mentioned devices can be further divided into types and subtypes
within each category. The input devices include the following:
1.
Position/orientation
sensors—electromagnetic, acoustic, optical, mechanical, and inertial
2.
Force/momentum
sensors—Spaceball, etc.
3.
Body/arm
position sensors—sensor glove (data glove) and sensor suit (bodysuit)
4.
Motion
sensors—treadmill, bike ergometer, rowing ergometer, etc.
5.
Other
sensors—control through breathing, face tracking, eye tracking, and voice
recognition
6.
Electromagnetic
sensors
7.
Acoustic
sensors
8.
Optical
sensors
9.
Mechanical
sensors
10.Inertial sensors
11.Force sensors
12.Body position sensors
13.Arms position sensors
The
output devices include:
·
Devices
for 3D display—stereo glasses, head-mounted display, stereo screens (with
interchanging images or double vision), and projection systems (stereo
projection on a screen, cave automatic virtual environment (CAVE), wide-angle
projection, virtual worktable)
·
Devices
for 3D sound synthesis
·
Devices
for synthesis of sense of touch and force—tactile output devices, devices for
force feedback, and the mobile platform
·
Other
devices—odor, wind, and heat
In
order to achieve the stereoscopic effect, it is necessary to project two
images, one to each eye at a time. Head-mounted display (HMD) has a separate
screen for each eye. Due to the small dimensions of the device, the screens are
too close to be directly observed, so it is necessary to set the corresponding
optical system that allows the user to view the screen, between the eye and the
screen itself.
The
most important characteristics of HMD, apart from the size, weight, and
comfort, reflect in the range of view angle and screen resolution. They can be
found in various forms, from the helmet to the goggles. Today, there is a
tendency toward minimalist approach and practical applicability. The aim is to
create a device that is small enough not to interfere free movements. Such
devices can be equipped with headphones and position and orientation sensors.
The
most advanced projection system is CAVE system. It consists of the area bounded
by the projection screen (which creates the room where the user is located) on
which are projected computer-generated stereo images. The user wears glasses
which guarantee a three-dimensional experience, thus providing the satisfactory
peripheral vision. The experience is very realistic so that connections between
the set of projection canvases is almost invisible.
Sound
simulation includes the reproduction or generation of a sound in a virtual
environment. By including a three-dimensional sound, we can get an idea of
precise location of the sound source in space. The effect can be achieved by
the difference in received sound volume in the left and the right ear, by the
reflection of sound waves in the ear lobe and its surrounding, and by combining
the results of this reflection for different frequencies, which are an integral
part of the sound.
Haptic
devices allow the simulation of touch and/or force that can cause the sensation
of contact (touch) with the virtual object. Simulation of touch (tactile
feedback) is usually based on thermal or vibrating elements which the user
wears on his fingers and that are activated when the user “touches a virtual
object.” For this operation, one has to track accurately the location of user,
more precisely his hands. Simulation of force (force feedback) includes the
monitoring of the position with the inclusion of active elements (motors,
electromagnets, servo motors) that exert force on a user’s hand, other parts of
the body, or a tool one handles.
Moving
platforms are haptic systems that simulate the position of the user by moving
the entire platform on which the user stands or sits. Compliance of the
position with the visual information increases the feeling of participation in
the simulation. This type of haptic systems is commonly used in complex
simulators, car or plane driving simulators, etc.
4. Applications of virtual
reality
Virtual
reality is mostly applied in the following areas: medicine, military industry,
education, entertainment, design, and marketing.
Medicine
is the field where the virtual reality had an enormous success and it is still
expanding. It is used in the field of surgery, both for training (learning on
virtual human models) and for planning of a surgery. 3D displays can be
obtained from medical images, as it is the case in modern medical devices. In
psychiatry, the virtual reality is used to treat a variety of mental disorders,
starting from fear of flying to posttraumatic stress disorder
One
of the biggest investors in the field of virtual reality is military
organization, and many VR technologies are embedded in various military
equipment simulators. Simulations of various vehicles are among the most common
applications of virtual reality. Many experts are trained in different
simulators, and it is particularly important that the situations which in
reality rarely occur (e.g., rescue of hostages) can be trained.
Virtual
reality can also be used for the presentation of future projects in
architecture, for creation of future product prototypes, etc. It can be also
used as a successful tool for the promotion and marketing at exhibitions and
fairs because of the fact that 3D projection is still interesting enough to
attract the curious
Virtual
reality is ideal for the entertainment industry, because of its possibility to
create an illusion. More and more games that use this technique are turning up
in gaming lounges, and it is a question of time when this technology will be
available to everyone who wants to use it, even at home.
Despite
the numerous areas of application, there are also some limitations. Although in
recent years, there has been a considerable progress, the equipment is still
impractical, huge, expensive, and complex. Certain types of virtual reality can
cause nausea, and even if they do not cause certain health issues, they are too
uncomfortable for long-term use
5. Augmented reality
Augmented
reality (AR) adds the elements of virtual environment to the real world so they
could look like the part of it. This user’s view of the world expands with
additional information that are directly embedded into the real world. In some
applications, it is not necessary to replace reality with the virtual world,
sometimes it is only requisite to complement or enhance it with some parts of
virtual reality.
Augmented
reality is a relatively new area. Although the basic idea appeared in the
beginning of twentieth century, its rapid development has started at the end of
the same century. That is the reason why this technology has not still achieved
its full expansion. It provides direct access to the information so that they
are displayed in the user’s field of vision and intertwined with the real
world. This allows faster, better, and easier access to information. It can be
applied in the following areas: medicine, manufacturing and maintenance,
architecture, robotics, military industry, and entertainment. When it comes to
medical application, medical images are overlaid with the patient, resulting in
a kind of virtual X-rays but in real time. The resulting effect is reflected in
the fact that the doctor can see the patient’s organs as the body is
transparent. For now, they are not widely used. In the production and
maintenance, visual instructions are displayed directly on the
equipment/machinery, and the operator, instead of looking the documentation,
has all the necessary information at the right time in the right place.
Augmented reality can be used in interior design, visualization of structures,
or installations. For example, virtual furniture can be deployed in the actual
room; thus, one can get an impression of spatial relations and how the rooms
will really look like with some furniture. With the help of augmented reality,
military pilots can receive additional information, such as guidance, see the
targets or guided missiles. The display is built into the helmet or in the
cabin.
Augmented
reality has a great potential, but today’s systems of augmented reality are
still quite cumbersome and imprecise and consume too much energy, so it is
necessary to solve these problems.