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Virtual reality

VIRTUAL REALITY: A BLESSING


INTRODUCTION



At the beginning of 1990s the development in the field of virtual reality became much more stormy and the term Virtual Reality itself became extremely popular. We can hear about Virtual Reality nearly in all sort of media, people use this term very often and they misuse it in many cases  too. The reason is that this new, promising and fascinating technology captures greater interest of people than e.g., computer graphics. The consequence of this state is that nowadays the border between 3D computer graphics and Virtual Reality becomes fuzzy.Virtual reality is the creation of a virtual environment presented to our senses in such a way that we experience it as if we were really there. It has both entertainment and serious uses. The technology is becoming cheaper and more widespread. We can expect to see many more innovative uses for the technology in the future and perhaps a fundamental way in which we communicate and work thanks to the possibilities of virtual reality.

   BACKGROUND


Nowadays computer graphics is used in many domains of our life. At the end of the 20th century it is difficult to imagine an architect, engineer, or interior designer working without a graphics workstation. In the last years the stormy development of microprocessor technology brings faster and faster computers to the market. These machines are equipped with better and faster graphics boards and their prices fall down rapidly. It becomes possible even for an average user, to move into the world of computer graphics. This fascination with a new (vr) reality often starts with computer games and lasts forever. It allows to see the surrounding world in other dimension and to experience things that are not accessible in real life or even not yet created. Moreover, the world of three-dimensional graphics has neither borders nor constraints and can be created and manipulated by ourselves as we wish – we can enhance it by a fourth dimension: the dimension of our imagination...
But not enough: people always want more. They want to step into this world and interact with it – instead of just watching a picture on the monitor. This technology which becomes overwhelmingly popular and fashionable in current decade is called Virtual Reality (VR). The very first idea of it was presented by Ivan Sutherland in 1965: “make that (virtual) world in the window look real, sound real, feel real, and respond realistically to the viewer’s actions” [Suth65]. It has been a long time since then, a lot of research has been done and status quo: “the Sutherland’s challenge of the Promised Land has not been reached yet but we are at least in sight of it” [Broo95]. Let us have a short glimpse at the last three decades of research in virtual reality and its highlights.

·       The Ultimate Display

In 1965 Ivan Sutherland proposed the ultimate solution of virtual reality: an artificial world construction concept that included interactive graphics, force-feedback, sound, smell and taste. !
·       VIDEOPLACE
Artificial Reality created in 1975 by Myron Krueger – “a conceptual environment, with no existence”. In this system the silhouettes of the users grabbed by the cameras were projected on a large screen. The participants were able to interact one with the other thanks to the image processing techniques that determined their positions in 2D screen’s space.!
·       VCASS
Thomas Furness at the US Air Force’s Armstrong Medical Research Laboratories developed in 1982 the Visually Coupled Airborne Systems Simulator – an advanced flight simulator. The fighter pilot wore a HMD that augmented the out-the- window view by the graphics describing targeting or optimal flight path information.



·       AUGMENTED REALITY
A technology that “presents a virtual world that enriches, rather than replaces the real world” [Brys92c]. This is achieved by means of see-through HMD that superimposes virtual three-dimensional objects on real ones. This technology was previously used to enrich fighter pilot’s view with additional flight information (VCASS). Thanks to its great potential – the enhancement of human vision – augmented reality became a focus of many research projects in early 1990s . References Institute of Computer Graphics Vienna University of Technology, Austria [mazuryk|gervautz]@cg.tuwien.ac.at http://www.cg.tuwien.ac.at/





SCOPE


Virtual reality  (VR) are no longer the stuff of science-fiction movies or something that gets batted around in laboratories. Sectors such as hardware, marketing, gaming, and more are being impacted by developments in this field every day, and this technology is making a serious play for business relevance.
Companies such as Google, Facebook, and Microsoft are putting their weight behind this technology but there is more than enough room for other enterprises to make an impact. Globally, investments in these industries have been overwhelming .According to the data from tech advisor Digi-Capital showing that investments in VR touched $1.1 billion in the first two months of 2016, far exceeding the $700 million invested during 2015 and it became $2.3 billion at the end of year 
which is more than  300% increase .
·        IN HEALTHCARE
For people living with dementia, recalling memories can be a frustrating process, but a new virtual reality system is being used as a form of therapy. An old woman was given that therapy .The woman in the video is shown a beach scene, which triggers her memories of time spent on the beach in Scotland and her remarks was
'I'm just so happy to see that beautiful sight. 
'It's beautiful beyond compare. 
'It's one of the happiest moments of my whole life.       ”

·       IN MILITARY
Reported in an article of Daily Herald posted on 5/13/2017 7:10 AM.

They posted an article named * VR headsets help military prepare for real-life threats* in this article they stated that

In a refurbished building on a military base in central Israel, soldiers are training in underground combat using headsets made by Oculus, the virtual-reality headset maker owned by Facebook, and Vive, owned by HTC Corp.
Israeli special combat soldiers conduct a training exercise using virtual reality battlefield technology to simulate Hamas tunnels leading from Gaza to Israel at an Israeli Army base in Petach Tikva , Israel, on April 26, 2017.
Virtual reality allows commanders to put soldiers through exercises that are impossible to carry out in the physical world, said their training officer, Lt. Col. O., whose full name can't be published due to military regulations. Oculus goggles, chosen for high resolution, create realistic tunnel systems and obstacles for soldiers sitting at a computer, and Vive headsets transport a standing soldier underground, with control sticks to dismantle booby traps.
The goal is that with Oculus and Vive, more Israeli soldiers will know how to fight in the tunnels Palestinian militant groups dig under the Gaza Strip and across its border into Israel. The tunnels, along with rocket fire on Israeli towns, prompted an Israeli military operation against Gaza in 2014 that left more than 2,000 Palestinians and 70 Israelis dead.
Several soldiers were killed during the fighting by Palestinian gunmen who emerged from tunnels, and one soldier was abducted through a tunnel. A state comptroller report on the war, issued in February, found the government and army had been unprepared to deal with the tunnel threat. So this technique will apply to handle this tunnel threat in better way
 
·      IN MEDICAL SCIENCES
The use of advanced technology, such as virtual environments and computer-based simulators (VR/CBS), in training has been well established by both industry and the military. In contrast the medical profession, including surgery, has been slow to incorporate such technology in its training. In an attempt to identify factors limiting the regular incorporation of this technology into surgical training programs, a survey was developed by Journal of the American College of Surgeons and distributed to all general surgery program directors in the United States .The design, results and conclusion are as follows :
 Design: A 22-question survey was sent to 254 general surgery program directors. The survey was designed to reflect attitudes of the program directors regarding the use of computer-based simulation in surgical training. Questions were scaled from 1 to 5 with 1 = strongly disagree and 5=strongly agree.
Results: A total of 139 responses (55%) were returned. The majority of respondents (58%) had seen VR/CBS, but only 19% had “hands-on” experience with these systems. Respondents strongly agreed that there is a need for learning opportunities outside of the operating room and a role for VR/CBS in surgical training. Respondents believed both staff and residents would support this type of training. Concerns included VR/CBS’ lack of validation and potential requirements for frequent system upgrades.
Conclusion: Virtual environments and computer-based simulators, although well-established training tools in other fields, have not been widely incorporated into surgical education. Our results suggest that program directors believe this type of technology would be beneficial in surgical education, but they lack adequate information regarding VR/CBS. Developers of this technology may need to focus on educating potential users and addressing their concerns.

FROM ARTICLE Are surgery training programs ready for virtual reality? A survey of program directors in general surgery1

Presented at The Association of Program Directors in Surgery, Phoenix, AZ, April 2000.



·       IN GAMING INDUSTRY
The virtual reality in gaming market is driven by multiple factors such as increasing disposable income, advanced technological solutions such as three-dimensional environment and increasing demand by consumers for new type of entertainment.
In an article of BGR (a leading online destination for news and commentary focused on mobile and consumer electronics markets.)  future gaming is represented by this picture they captioned this picture as *this is what future gaming looks like*



Global Virtual Reality in Gaming Market is expected to reach approximately USD 14.6 billion by the end of 2023 with 30.5% CAGR
 (Compound annual growth rate) during forecast period 2017-2023
As VR gadgets\ Devices such as Gloves, Headsets, Glasses etc. are getting very popular in people 

published in DIGITAL JOURNAL

·       IN AVIATION
   As we had already seen VR is covering almost all the fields of our daily     lives .Similarly it also has scope in aviation training. Following info is taken from an article which states that:
International Air Transport Association (IATA) has launched RampVR, the aviation industry’s first virtual reality (VR) training platform for ground operations. Frederic Leger, director for airport, passenger, cargo and security products, IATA, said, “Improving ramp safety and reducing damage to aircraft and ground equipment through better education and training is an industry priority, but training in this extremely active environment can be a challenge. ”RampVR allows users to safely immerse themselves in ramp operations and experience a variety of scenarios in different operating conditions. RampVR also provides users with built-in metrics to track their performance, and real-time access to key reference material RampVR was developed in consultation with airlines, airports and ground service providers to meet training needs while reducing the burden of accessing the ramp for training. Currently two modules are available: Aircraft Turnaround Inspections and Aircraft Marshalling. .
FROM AN ARTICLE OF PASSENGER TERMINAL TODAY.COM
Written by Daniel Symonds
May 23, 2017
·       in education
Virtual reality is taking off in higher education. But what areas of VR should educators specifically focus on and what tech can they look out for? The answer of this question is given by the specialists in one of the article of Campus technology  they said  that
We can expect to see certain trends in VR to move forward, while others will disappear. As devices continue to shrink we will see the development of augmented and mixed reality experiences that will power compelling visualizations, immersive storytelling, gamified simulations and learning experiences,” said Maya Georgieva, and tech strategist, author and speaker with more than 15 years of experience in higher education and global education. Georgieva is co-founder of Digital Bodies, a consulting group that provides news and analysis of VR, AR and wearables in education.
Her partner in crime is Emory Craig, an educator, speaker and researcher of VR and wearable technologies in the learning environment. He is currently the director of e-learning at the College of New Rochelle, where he leads instructional technology initiatives.
“Education is on the cusp of a profound change in the way we use [VR] technology,” Craig said. “People are starting to use it in higher and even though the tech is very fluid at the moment.”
Craig and Georgieva both agree that the VR market is rapidly changing, but there are various technologies in hardware, distribution platforms and content creation software that are ready to use.
U.S. Department of the Interior (DOI) National Park Service (NPS) rangers work together with Immersive Education Club college students and high school students to recreate historic Bent’s Old Fort in Virtual Reality. (IED)

 Work cited   https://campustechnology.com/articles/2017/05/16/5-vr-trends-to-watch-in-education.aspx?admgarea=News
From an article VR TRENDS TO WATCH IN EDUCATION from CAMPUS TECHNOLOGY.COM Picture from Voice of America article name  Immersive Education Has Promise, but a Long Way to Go
PROCEDURE
The study was conducted through questionnaires in order to understand people’s reaction over virtual reality(VR). To understand that how people perceive virtual reality, few questions were asked in questionnaire and people were directed to fill questionnaire according to their thoughts. One purpose of this study was to know about problems or thoughts of people regarding virtual reality.
First of all, questionnaire was decided and necessary questions for search were selected, then a copy of questionnaire was printed and distributed among audience for their views. After their views been written, questionnaire was received back and was gone through by the team. After going through the views of audience about virtual reality, following were the findings.

 Findings



The study was conducted between people of ages 18 to 29. Majority was from 18-21.
·       Age 18-21
Questionnaire revealed that people between age 18 to 21 use electronic devices on regular basis, smart phones were commonly used, but only few had known about virtual reality. They had never experienced any of the VR device.
·       Age 22-25
The study shown that people lying between ages 22- 25 were much involved in virtual reality usage. They knew about this technology and used VR devices like Samsung gear vr. They even know how it works.
·       Age 26-29
People of this age knew nothing about virtual reality. They just heard name of it.
These were the findings during research. A sample of questionnaire has been attached with the report to view

                                          Analysis


An analysis is made from the above findings. Above findings show that people are willing to use virtual reality but they need to stay updated with this technology. Many people suggested that it should be promoted at national level. After going through research, it analyzes that most people think it as an positive aspect of society, but few disagreed that virtual reality is a blessing.
Overall research suggests that virtual reality should be made aware at national level to facilitate students and nation at a vast range. Government should take steps to promote VR.



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