Portable Generator Head Replacement

Virtual Reality

INTRODUCTION:

  What is virtual reality?

Virtual Reality (VR) is a technology that allows a user to interact with a computer-simulated environment, whether the environment is a simulation of the real world or imaginary world. It is an artificial environment that is created with the software and presented to the user so that the user accepts the belief and hung like a real environment. On a computer, the Virtual reality is primarily known through two of the five senses: sight and sound

Currently, most virtual reality environments are primarily visual experiences, displayed either on a computer screen or stereoscopic displays, but some simulations include additional sensory information, such as the sound of speakers or headphones.

Virtual reality can be divided into:

  • The simulation of a real environment Training and Education.
  • The development of an imaginative environment for a game or interactive story.

HISTORY:

The concept of virtual reality has been around for decades, even if the public only became aware in the early 1990s.

Mid 1950: Appointed Director of Photography & Morton Heilig Device: Sensorama

Designed a theatrical experience that stimulates the senses all its audiences, drawing them into the stories so more effective. He built a console in 1960 called the Sensorama which includes a stereoscopic display, fans, issuers of odors stereo speakers and a chair in motion. He also invented a helmet screen televisions designed to allow a user to watch TV in 3-D. Users have been passive audiences for movies, but many concepts Heilig would find their way into the field of VR.

In 1961, Philco Corporation engineers and Disposition: Headsight

Development of HMD first time in 1961, called the Headsight. The helmet includes a video screen and a monitoring system, which engineers linked to a system of closed circuit camera. They designed the helmet for use in dangerous situations – a user could watch a real environment remotely, adjusting the camera angle by turning his head.

Bell Laboratories used a similar helmet for helicopter pilots. They related to HMD infrared cameras attached to helicopter base, which allowed pilots to have a clear field of view when flying in the dark.

In 1965 a computer scientist named Ivan Sutherland

Looked what he called the "Ultimate Display." Through this exhibition, a person might consider a virtual world that appears as real as the physical world User lived in. This vision guided almost all developments in the field of virtual reality. Sutherland is a concept included:

  • A virtual world that appears real for every observer, seen through helmet.
  • A computer that maintains the world model in real time.
  • The ability for users to manipulate virtual objects in a realistic, intuitive way.

For years, VR technology has remained out of the public eye. Almost all development based on the simulation of the vehicle until the 1980s.

In 1984, Michael McGreevy and peripherals: Human – Machine Interface (HCI)

Began experimenting with VR technology as a means of advancing humanComputer interface (HCI) designs. HCI continues to play an important role in VR research, and also it lead to Media Taking the idea of VR a few years later.

In 1987, Jaron Lanier coined the term virtual reality in 1987.

  VIRTUAL Reality Environment:

Other production EV sensory system should adjust in real time as the user explores the environment. Sensory stimulation should be consistent if a user is to feel immersed in a VE. If the VE shows a scene perfectly still, do not expect to feel the winds. Similarly, if you ve put in the middle of a hurricane is not expected not to feel a gentle breeze or detect the smell of roses.

latency between when a user acts and when the virtual environment reflects the action is called latency. latency usually refers to the delay between when a user turns his head or moves his eyes and changing the point of view, although the term can also be used for a shift in other sensory outputs. Studies with flight simulators show that humans can detect latency by more than 50 milliseconds. When a user detects lag, it makes become conscious of being in an artificial environment and destroys the sense of immersion.

An immersive experience suffers if a user reflects the real world around him. Truly immersive experiences to the user forgets his real environment, effectively causing the computer to become entity not. To achieve the goal of true immersion, the developers have to find methods of entry that are more natural for users. While the user is aware of the interaction mechanism, it is not totally submerged.

TYPES reality Virtual

  • Immersive Virtual Reality
  • Not the immersive virtual reality
  • Semi reality immersive virtual

IMMERSIVE Virtual Reality:

In a virtual reality environment, a user immersion experiences, or the feeling of being inside and part of the world. It is also capable interact with its environment significantly. The combination of a sense of immersion and interactivity is called telepresence.

Jonathan Steuer Computer has defined as "the extent to which one feels in the environment mediation, rather than the immediate physical environment. "In other words, an effective virtual reality experience causes you to become indifferent to your real environment and focus on your life within the virtual environment

Jonathan Steuer proposed two main components of immersion:

  • Depth information
  • Width information.

Depth of information refers to the quantity and quality data signals in a user receives when interacting in a virtual environment. For the user, which could refer a display resolution, the complexity of the graphics environment, and the sophistication of the audio system.

Width information that "the number of sensory dimensions simultaneously presented." A virtual environment experience a wide range of information if it stimulates all your senses. Most experiments virtual priority visuals and audio on other sensory-stimulating factors, but a growing number of scientists and engineers are seeking ways to integrate the sense of touch users. Systems that give force feedback user interaction and touch are called haptic systems.

NOT Reality immersive virtual:

The non-immersive systems, as its name suggests, are implementation techniques that are less immersive VR. System Use office, the virtual environment is viewed through a portal or window using a standard high resolution monitor. The interaction with the environment Virtual can occur by conventional means such as keyboards, mice and trackballs or can be improved by using 3D interaction devices.

SEMI-immersive virtual reality:

  • Large screen monitor
  • A projection system on the big screen
  • Multiple systems projection television

IMAX theaters like the singing a wide field of view, these systems increase the feeling of immersion or presence experienced by users of the semi-immersive systems therefore provide a greater sense of presence than non-immersive systems and a better appreciation of the scale. In addition, images can be provided which are of much higher resolution HMD and that this implementation provides the opportunity to share the virtual experience. This can have a considerable advantage in educational applications, because it allows a simultaneous experience of Victory in Europe which is not available with head-mounted immersive systems.

VIRTUAL REALITY INTERACTION:

Immersion in a virtual environment is one thing, but for a user to feel truly concerned, it must also be an element of interaction. The first applications using technology common in VE systems today allowed the user to have a relatively passive experience. Users can watch a film pre-recorded while wearing a head mounted display (HMD). They sat on a chair in motion and watch the movie that the system has submitted to various stimuli, such as blowing air on them to simulate the wind. While users felt a sense of immersion, interactivity has been limited to changing their point of view, looking around. Their path has been pre-determined and unchangeable.

Interactivity depends on many factors. Steuer suggests that these three factors are the speed, range and mapping. Steuer defines velocity as the rate that the actions of a user are incorporated in the computer model and reflects how that the user can determine by means of the senses. Range refers to the number of possible outcomes could result from any action of the particular user. The mapping system is the ability to produce natural results in response to actions of a user.

Navigation environment virtual is a kind of interactivity. If a user can direct its own movement in the environment, it can be called an interactive experience. The Most virtual environments of other forms of interaction, since users can easily become bored after a few minutes of exploration.

Computer Scientist Mary Whitton said that poorly designed interaction can significantly reduce the sense of immersion, while finding ways to engage users may increase. When a virtual environment is interesting and captivating, users are more willing to suspend disbelief and immerse themselves.

true interactivity includes being able to change the environment. A good virtual environments that will respond to user actions in a way that makes sense, even if it has meaning only in the field the virtual environment. If a virtual environment changes in how bizarre and unpredictable, it will disturb the sense of user telepresence.

VIRTUAL reality interfaces:

Datagloves:

data gloves offers simple way to make gestures to computer commands. Instead of punching in commands on a keyboard, which can be difficult if you wear a head-mounted display or exploitation of BOOM, you program the computer to change modes in response to the gestures you make with the data gloves.

pointing up can mean zoom in, down zooms out. A handful of your fist can be a sign of the computer to complete the program. Some people program the computer to mimic their hand movements in the simulation, for example, to see their hands while conducting a virtual symphony.

WANDS:

Chopsticks, the simplest interface devices, come in all shapes and variations. Most contain buttons on / off control for variables in a simulation or data display. Others have buttons, dials, joysticks or. Their design and a new method of measuring response to the request.

Most rods operate with six degrees of freedom is pointing a spear an object, you can change its position and direction in one of six directions: forward or backward, up or down or left or right.

Steps of:

steps of an example are demonstrations of devices interface. In through a simulated battlefield, engineers at a research laboratory of the army with a stair stepper with devices detection to detect the speed, direction and intensity of movements of a soldier in response to the battle scenes projected on head-mounted display. The stair stepper Comments provided by the soldier on the stairs is easier or more difficult to climb.

Systems VR:

Head-mounted DISPLAY:

Resembling oversized motorcycle helmets, head mounted are truly portable displays that add depth to otherwise flat images. If you look inside the helmet, you see two lenses through which we look at a display screen. As a simulation begins, the two computer projects slightly different images on the screen: presentation as it would be seen by the right eye, the other with your left. These two stereo images are then merged by the brain into a 3D image.

For your travels, a device on the helmet above your head movement signals from a surveillance fixed. When you move your head forward, backward, or laterally, or look in a different direction, a computer continuously updates the simulation to reflect your new perspective.

Because HMDs block surrounding environment, they are favored by operators VR holders who want to feel absorbed in the virtual environment, as in flight simulators. And as expected, these screens are also popular in the entertainment industry.

Data gloves and sticks are interface devices most commonly used with HMDs.

BOOM:

Binocular Omni Orientation Monitor, or an arrow, is similar to a mounting head, except there is no messing about with a helmet. visualization of the box is suspended from a boom in two parts, the rotating arm. Simply place your forehead cons arrow two pairs of glasses and you're in the virtual world. To change your perspective on a picture, grasp the handles on the side of the box display and navigate the image the same way you would if it was real: Bend down to watch it from below, in a tour of the seen from behind. The control buttons on the BOOM usually handles provide an interface that you can connect data gloves or other interface devices.

 

CAVE:

One of the newest and most "immersive" virtual is the cave environments (CAVE Automatic Virtual Environment).

It gives the illusion of immersion by projecting stereo images on the walls and floor of a cubic chamber Enterprises. Many people wear lightweight stereo glasses can enter and move freely within the cave.

TECHNOLOGIES sensual

A variety of input devices like data gloves, joysticks and wands hand allow the user to navigate in a virtual environment and interact with virtual objects. directional sound, tactile and force feedback devices, voice recognition and other technologies are used to enrich the immersive experience and to create more "Sensualized" interfaces.

SHARING Virtual Environments:

Three networked users to different locations (Anywhere in the world) meet in the virtual world using a device BOOM, a system of caves, and a head-mounted display, respectively. All users see the same virtual environment of their respective viewpoints. Each user is presented as a virtual human (avatar) for other participants. Users can see each other, communicated with each other, and interact with the virtual world as a team.

FACTORS RIGHTS:

As virtual environments are supposed to simulate the real world, by building them, we must

have know how "crazy sense of the user" The problem is not a trivial task

and the solution has not yet good enough been found: first, we must give

the user a good feeling to be immersed, and secondly that solution should be achievable.

• Sight …………….. 70%

• hearing ………….. 20%

% Odor • ……………… 5

% Touch • ……………… 4

• Taste% ………………. 1

Human vision provides the most information transmitted our brain and captures our attention. Therefore, stimulation of the visual system is playing a lead role in "wrong direction" and became the subject research.

Virtual Reality Systems ACTION:

  Further devices are elements intrinsic to any VR system. These devices communicate with the processing unit of the system, indicating that the orientation of a point user view. In systems that allow a user to move in physical space, trackers to detect when the user is, the direction it is in motion and speed. There are several types of monitoring systems used in VR systems, but they all have some things in common. They can detect six degrees of freedom (6-DOF) – this is the position of the object in the x, y and z coordinates of a space and the orientation of the object. Orientation includes object yaw year, roll and pitch.

From a user perspective, this means that when you wear a helmet, the perspective changes as you look from top to bottom, left and right. It amends Also if you tilt your head at an angle or move your head forward or backward without changing the angle of your gaze. The trackers say the HMD the CPU when you're looking, and the processor sends the images to the right of your screen HMD

All tracking system has a device that generates a signal, a sensor that detects the signal and a control unit which processes the signal and sends information to the CPU. Some systems require you to attach the component the sensor to the user (or user equipment). In such a system, you place the transmitter signals at points fixed in the environment. Some systems are in the other direction, with the user wearing the whole surrounded by sensors attached transmitters the environment.

The signals sent by transmitters to sensors can take many forms, including electromagnetic signals, acoustic signals, optical signals and mechanical signals. Each technology has its own advantages and disadvantages.

Tracking Systems Electromagnetic

Magnetic trackers are tracking the most commonly used in immersive applications.Measure magnetic fields generated by an electric current sequentially through three twisted son arranged in a direction perpendicular to the other. Each small coil becomes an electromagnet and the sensor system to measure its magnetic field affects the other coils. This measure indicates the system towards and orientation of the transmitter. A good electromagnetic tracking system is very sensitive, with low latency.

A drawback this system is that everything that can generate a magnetic field can interfere with the signals sent to the sensors.

SONIC TRACKERS ULTRA:

emit ultrasonic sound waves and the sense of determining the position and orientation of a target. Most measure the time it takes for ultrasound to reach a sensor. Usually, the sensors are fixed in the environment – The user wears transmitters ultrasound. The system calculates the position and orientation of the target relative to the time it took for the sound to reach the sensors.

Disadvantages: The sound travels relatively slowly, so that the rate of updates on the position of a target is also slow. The environment can also affect the efficiency system because the speed of sound in air can change depending on temperature, humidity in the environment.

Devices OPTICAL Tracking:

Using light to measure the position of a target and guidance. The transmitter signals An optical device typically consists of a set of infrared LEDs. The sensors are cameras that can detect the emission light infrared. LEDs light up in sequential pulse. The cameras record the pulse signals and send information to the processing unit system.

Disadvantages: The infrared radiation may also be less efficient.

SYSTEM MONITORING OF MECHANICAL

Build on a physical connection between the target and a fixed reference point. A common example of a system Mechanical monitoring in the field of VR is the BOOM display. An HMD is a display Boom mounted on the end of a mechanical arm that has two articulation points. The system detects the position and orientation through the arm. The update rate is very high with systems Follow-up mechanics, but the drawback is that they limit a user's range of motion.

  Applications VR:

As technologies evolve Virtual Reality, applications of VR become literally unlimited. It is assumed that VR will reshape the interface between people and information technology by providing new means of communicating information, visualization.

Two approaches to developing current RV:

  • Model the real world
  • Viewing Summary.

MODELING the real world:

ARCHITECTURE:

An area in which the Virtual reality is enormous potential in architectural design. Already under development are architectural designers and allows customers to examine the houses and office buildings, inside and outside, before they are built. With virtual reality, designers can interactively test a building before construction begins.

MILITARY:

The military have long been supporters of the VR technology and development. Training programs can include any vehicle from combat simulation team. Overall, the virtual reality systems are much safer and, in the long run, less expensive than alternative training methods. Soldiers who have extensive training VR proved as effective as those who trained in traditional conditions.

THERAPY anxiety:

For years, virtual environments have been used to treat anxiety problems with exposure therapy. Psychologists treat phobias and post traumatic stress disorder, giving the patient the thing that worries them and let them deal with anxiety on his own initiative. But this is difficult if your stressor is a battlefield Iraq. military psychologists using simulated situations of war in Iraq to care for soldiers. Other therapeutic uses include treatment of VR a Fear of flying, fear of elevators, and even an urge to smoke "virtual Nicotine" calculator addiction to cigarettes.

PROGRAMS VR TRAINING:

Virtual reality environments have also been used for training simulators. The first examples are flight simulators (Microsoft Flight Simulator "), but the VR training has expanded beyond that. There are many examples of modern military, including Iraqi cultural situations and battlefield simulators for soldiers.

Flight simulators are a good example of a system that is efficient EV within strict limits. In a good flight simulator, a user can take the flight path is the same under a wide range of conditions. Users can feel what it is like to fly through storms, heavy fog or calm winds. realistic flight simulators are effective and safe training tools, and if a sophisticated simulator can cost tens of thousands of dollars, they are less expensive than the real aircraft (and it is difficult to damage in an accident). The limitation of flight simulators from a perspective of VR is that they are designed for a particular task. You can not leave a flight simulator and they remain in the virtual environment, and you can not do anything other than flying an aircraft while within one.

  VIRTUAL REALITY IN EDUCATION:

Reality Virtual (VR) can be described as a technology that allows students to browse the computer or television in three dimensions, the world simulated by computer to learn.

MULTIPLAYER online games:

One of the results of research in virtual reality is the existence of entirely separate virtual worlds, all inhabited by the avatars of users of the real world. These worlds are sometimes called Massively multiplayer online games, and the World of Warcraft is the biggest game virtual world in use now, with 11.5 million subscribers.

The Nintendo Wii:

Probably the most successful cousin of virtual reality on the market today is the Nintento Wii. The Wii is its motion capture and the concepts of intuitive interaction for virtual reality technologies of the past. The controller is essentially simplified version of the virtual reality glove. "Both the Wiimote and Wii Fit offers users another way to interact with their virtual environment without having to carry bulky equipment.

MEDICAL PROCEDURES:

Modern medicine has also been found Many applications for virtual reality. Physicians can interact with virtual systems to practice procedures or do any minor surgery procedures on a larger scale. The surgeons have also begun to use virtual "twin" of their patients, the practice of surgery before the current procedure. In medicine, employees may use virtual environments to train in all kinds of surgical procedures to diagnose patient. Surgeons have used virtual reality technology, not only for train and educate, but also to operate remotely using robotic devices.

Researchers use virtual reality technology to create 3-D ultrasound to help physicians diagnose and treat congenital heart defects in children.

VIEW ABSTRACT:

  The other approach most often found in the application of VR is in areas where large amounts of summary data should be handled, considered or consulted. These visualizations range of common data sets such as maps, micro and macro structures such as molecular architecture social networks. By combining VR with geographic information systems (GIS), geographic information can be explored in three dimensions or information contained in a database can be viewed and navigation.

Almost any situation that requires interaction with information (Even mathematical algorithms can benefit from the VR display. Users are able to view and interact with information by through multidimensional graphics (combined with some evidence of the text). These representations to increase the ability of users to analyze the underlying data by negating the need for them to build their own mental image of the data.

FORMATS Virtual Reality:

As the number of applications of virtual reality (VR) has grown, there have been some changes in the various formats VR-type software. Each format has different approaches and different degrees of three-dimension, and the interaction of immersion.

Virtual Reality & INTERNET:

Some programmers consider the development of Internet in a virtual three-dimensional space, when you navigate through virtual landscapes for access to information and entertainment. Web sites could take the form as a place in three dimensions, allowing users to explore a a much more literal than before. Programmers have developed several different computer languages and web browsers to perform this vision. Some of these include:

  • Virtual Reality Modeling Language (VRML) – the three-dimensional modeling language earlier for the Web.
  • 3DML – a three-dimensional modeling language where a user can visit a place (Or website) through most Internet browsers after you install a plug-in.
  • X3D – the language that replaced VRML as the standard for the creation of virtual environments on the Internet.
  1. X3D VRML97 replaced. Since VRML97 is a subset of the X3D, VRML files can still be treated with newer browsers X3D.
  • Design Collaborative Activity (COLLADA) – A file format used to facilitate exchange programs in three dimensions.

The difficulties of developing

  • Bottleneck bandwidth transmission
  • Technology 3-D visualization closely integrated with the data warehouse
  • Preserve the integrity of the database in a shared user

APPLICATION INTERNET

  • Virtual Theme Park
  • Virtual Mall
  • Real-Time Conferences
  • Flight Simulation
  • Gameplay

RV POTENTIAL OF E-COMMERCE:

Three-dimensional (3-D), multi-user online environments is a revolution of interactivity by creating a compelling online experience.

EV provides e-shoppers in the study the ability of the product with care.

Provides e-shoppers the confidence that what they really see what they get. Give a better description product.

Virtual reality for Telecommunication:

Tele-education, telemedicine, banking, telecommuting is possible. It improves new ways for people to interact with each other and the computer.

Application of VR and Telecommunications

  • Telemedicine
  • Distance Education
  • Tele-training
  • Tele-banking
  • Teleworking

VR technology in telecommunications:

Using VR to manage Telecom Broadband Networks

  • user interfaces for VR broadband network
  • network structure enables flow of information to be displayed
  • So, immediately responds by VR, reduce errors
  • Act as if in the real world by using data gloves.

CHALLENGES virtual reality and concerns:

Most applications of virtual reality today does not conform to reality and are of poor quality, but are still very useful, but must be improved to allow more comfortable and intuitive

Interaction with virtual worlds.

The major challenges in the field of virtual reality are developing tracking systems better, more natural ways to allow users interact in a virtual environment and reducing the time it takes to build virtual spaces. Although some companies system monitoring that have been around since the early days of virtual reality, most companies are small and do not last very long.

Interest Major has been paid to visual feedback and visual resolution display technology is

Significantly below capacity resolve eye, luminance and color schemes are not cover the range of perception the whole eye (brightness range and range respectively), and Finally, the field of

Seeing is relatively narrow. All these problems show virtual worlds "artificial" and unreal, which contributes strongly to the simulator sickness.

Without well-designed equipment, a user might have trouble with his sense of balance or inertia with a decrease in the sense of telepresence, or it could experience cyber-sickness, the symptoms can include nausea and disorientation. Not all users appear to be at risk of cyber illness – some people can explore a virtual environment for hours without adverse effects, while others may feel sick at heart, after a few minutes

Some psychologists are concerned that immersion in virtual environments could psychologically assign a user.

CONCLUSION:

Technology has transformed the world in which we live, changing how we spend our time, our way of understanding ourselves and how we interact with others. results of technological innovation in social change and economically. Thus, RV lead to the development of a virtual world. And it is the virtual world that promises to restructure human life and activity.

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This entry was posted on Sunday, January 25th, 2009 at 1:35 am and is filed under Portable Generators. You can follow any responses to this entry through the RSS 2.0 feed. Both comments and pings are currently closed.

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