Virtual Reality

March 17, 2019

An Article Written by Trainee Abdullah AlEyoni From King Saud University about Virtual Reality.

 

Virtual Reality 

 

 

One: What is virtual reality (VR)?

 

Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment. It incorporates mainly auditory and visual feedback but may also allow other types of sensory feedback. This immersive environment can be similar to the real world or it can be fantastical.

 

Two: Does virtual reality (VR) similar augmented reality (AR)?

 

No, because Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.

 

Three: Virtual Reality Technology:

 

1) Head-Mounted-Display (HMD)

 

HMD was the first device providing its wearer with an immersive experience. A typical HMD houses two miniature display screens and an optical system that channels the images from the screens to the eyes, thereby, presenting a stereo view of a virtual world.

                     Figure 1 Head-Mounted-Display (HMD)

 

 

2) Binocular Omni-Orientation Monitor (BOOM)

 

The BOOM from Fakes pace is a head-coupled stereoscopic display device. Screens and optical system are housed in a box that is attached to a multi-link arm. The user looks into the box through two holes, sees the virtual world, and can guide the box to any position within the operational volume of the device.

 

        Figure 2 Binocular Omni-Orientation Monitor (BOOM)

 

 

3) Cave Automatic Virtual Environment (CAVE)

 

The CAVE uses the illusion of immersion by projecting stereo images on the walls and floor of a room-sized cube Several persons wearing lightweight stereo glasses can enter and walk freely inside the CAVE. A head tracking system continuously adjusts the stereo projection to the current position of the leading viewer.

 

 

              Figure 3 Cave Automatic Virtual Environment

 

 

4) Input Devices and other Sensual Technologies

 

A variety of input devices like data gloves, joysticks, and hand-held wands allow the user to navigate through a virtual environment and to interact with virtual objects.

          Figure 4 Input Devices and other Sensual Technologies

 

 

Four: Uses for Virtual Reality

 

1. Recruitment and Training

 

The use of VR in the workplace can allow potential employees to have a feel of the typical work environment and be prepared to offer the best solutions for challenges that may arise.

 

2. Work Collaboration in the Workplace

 

Since teamwork is essential for a company’s success, VR technology makes it possible for workers to hold meetings through video conferencing and deliberate on issues. With this technology, employees can gather in the same room and consult without meeting face to face.

 

3. Pain Management

 

Virtual reality allows businesses to come up with fresh ideas and perform tests before implementing them in the actual environment. This immersive technology allows companies to forecast trends and determine the performance of projects beforehand.

 

4. Pain Management

 

Uses of virtual reality in medicine are widespread. For example, this technology has been used in pain management for patients undergoing treatments that inflict insurmountable pain such as cancer.

 

5. Training Medical Students

 

The virtual reality technology is used to assist medical students to learn and acquire work experience faster. With this use of virtual reality in education, medical students can learn how to conduct delicate surgical procedures.

 

Five: Security Principles for Virtual Reality and Augmented Reality:

 

  • Physical Security One challenge with current VR HMDs is that they completely block users' visual connection to the outside world and can also block most of their auditory connection. This can dramatically diminish situational awareness, which is something colleges and universities always encourage their students to practice.  

 

  • Physical Safety  Along with physical security, VR/AR systems can entail basic physical safety concerns. Users may be prone to accidents during or after use. When first using a system, people can be disoriented; they might fall over when trying to regain balance or accidentally hit someone with the controller when changing directions.

 

  • Data Security  You should also implement basic data security. Many times, VR/AR systems haven't implemented encryption for network connects, which is standard practice in more traditional communication tools such as instant messaging apps. Many VR/AR systems also rely on third-party apps or integrations with dubious security.

 

References:

 

1) https://www.scribd.com/doc/19382198/Virtual-Reality-Report

2) https://en.wikipedia.org/wiki/Augmented_reality

3) https://en.wikipedia.org/wiki/Virtual_reality

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