Virtual Reality
This thing's about to be trashed--don't worry, i'll have something
half-way decent up here soon (or maybe not :)
Introduction
Virtual Reality
(VR) is an expanding trend in Computer Science. Nowhere else except within
this "parallel universe" is one able to assert complete control over
his environment without fear of personal harm. Within the realm of a
Virtual Environment (VE), an individual is able to interact with functioning
surroundings and accomplish tasks otherwise impossible or engage in
activities otherwise unaccessible. The VR field is rapidly growing,
calling the attention of many scientists as well as artists.
Much literature
on the internet has been written on the subject including University of
Idaho's description of the terms and technologies used in VR and an
extensive Encyclopedia of
Virtual Environments (Eve) describing VR and its applications, posted by
the University of Maryland.
Technology
One of the goals of VR is to create an environment as similar as
possible to the reality in which humans live. In order to achieve this,
special attention must be paid to minute details as well as overall
concepts. The Computer
Graphics Lab (LIG) at the Swiss Federal Institute of
Technology (EPFL) in Lausanne has placed papers on the web describing
their research in simulating the nuances of human activity. Included
among their subjects are the movements involved in walking and grabbing objects,
as well as deformities which
will enable the creation of characters with a more human physique. In
addition, research on the development of autonomous
actors will enhance the effects of the VE.
Similarly, the inanimate aspects of a VE are equally as important.
Stanford University has posted a paper addressing the issue of design within
spatial parameters. Other issues of an environment need to be
explored, such as running two
dimensional applications in a three dimensional environment. The technology is
ever expanding.
Applications
VR is capable of affecting several facets of life. In addition to use
as a game format, as evidenced by Silicon Graphics and Nintendo,
the technology has promising uses in entertainment, education, and industry.
Both San Diego University Art
Gallery and the Banff
Centre for the Arts are incorporating virtual art into their
displays. VR has also been suggested in the treatment of phobias, as
well as an aid to technical fields. Similarly, the medical field is
researching the possibilities of VR aiding in diagnosing and referencing
medical problems as well as treatment for individuals with disabilities.
The military
also has an interest in the applications of VR assisting in training and combat simulation.
NASA, on the other hand, is proposing VR will have a beneficial use for
applications in astrophysics. In
computer science, a VE has been proposed as the perfect host for a Turing Test.
my vr page
ethics page