Tuesday, March 24, 2020
Virtual Reality - What It Is And How It Works Essays (2941 words)
  Virtual Reality - What it is and How it Works      Imagine being able to point into the sky and fly. Or  perhaps walk through space and connect molecules together.  These are some of the dreams that have come with the  invention of virtual reality.  With the introduction of  computers, numerous applications have been enhanced or  created. The newest technology that is being tapped is that  of artificial reality, or "virtual reality" (VR).  When  Morton  Heilig first got a patent for his "Sensorama  Simulator" in 1962, he had no idea that 30 years later  people would still be trying to simulate reality and that  they would be doing it so effectively. Jaron Lanier first  coined the phrase "virtual reality" around 1989, and it has  stuck ever since.  Unfortunately, this catchy name has  caused  people to dream up  incredible uses for this  technology including using it as a sort of drug. This became  evident when, among other people, Timothy Leary became  interested in VR.  This has also worried some of the  researchers who are trying to create very real applications  for medical, space, physical, chemical, and entertainment  uses among other things.           In order to create this alternate reality, however, you  need to find ways to create the illusion of reality with a  piece of machinery known as the computer. This is done with  several  computer-user interfaces used to simulate the  senses.  Among these, are stereoscopic glasses to make the  simulated world look real, a 3D auditory display to give  depth to sound, sensor lined gloves to simulate tactile  feedback, and head-trackers to follow the orientation of the  head.   Since the technology  is fairly young, these  interfaces have not been perfected, making for a somewhat  cartoonish simulated reality.          Stereoscopic  vision is probably the most important  feature of VR because in real life, people rely mainly on  vision  to get places and do things.  The eyes are  approximately 6.5 centimeters apart, and allow you to have a  full-colour, three-dimensional view of the world.  Stereoscopy, in itself, is not a very new idea, but the new  twist is trying to generate completely new images in real-  time.  In 1933, Sir Charles Wheatstone invented the first  stereoscope with the same basic principle being used in  today's head-mounted displays.  Presenting different views  to each eye gives the illusion of three dimensions. The  glasses that are used today work by using what is called an  "electronic shutter". The lenses of the glasses interleave?h)0*0*0*the left-eye and right-eye views every thirtieth of a  second.  The shutters selectively block and admit views of  the screen in sync with the interleaving, allowing the  proper views to go into each eye. The problem with this  method though is that you have to wear special glasses.        Most VR researchers use complicated headsets, but it is  possible to create stereoscopic three-dimensional images  without them. One such way is through the use of lenticular  lenses.  These lenses, known since Herman Ives experimented  with them in 1930, allow one to take two images, cut them  into thin vertical slices and interleave them in precise  order (also called multiplexing) and put cylinder shaped  lenses in front of them so that when you look into them  directly, the images correspond with each eye.  This  illusion of depth is based on what is called binocular  parallax.  Another problem that is solved is that which  occurs when one turns their head. Nearby objects appear to  move more than distant objects.  This is called motion  parallax.  Lenticular screens can show users the proper  stereo images when moving their heads well when a head-  motion sensor is used to adjust the effect.           Sound is another important part of daily life, and thus  must be simulated well in order to create artificial  reality.  Many scientists including Dr. Elizabeth Wenzel, a  researcher at NASA, are convinced the 3D audio will be  useful for scientific visualization and space applications  in the ways the 3D video is somewhat limited. She has come  up with an interesting use for virtual sound that would  allow an astronaut to hear the state of their oxygen, or  have an acoustical beacon that directs one to a trouble spot  on a satellite. The "Convolvotron" is one such device that  simulates the location of up to four audio channels with a  sort of imaginary sphere surrounding the listener. This  device takes into account that each person has specialized  auditory signal processing,  and personalizes what each  person hears.           Using  a position sensor from Polhemus, another VR  research company, it is possible to move the position of  sound by simply moving a small cube around in your hand.  The key to the Convolvotron is something called the "Head-  Related Transfer Function (HRTF)", which is a    
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