Virtual reality is a user interface that involves real-time simulation and interactions through sensory channels to immerse users in virtual environments. It has its origins in flight simulators from the 1950s and early prototypes in the 1960s, with commercial development beginning in the late 1980s. Current applications of VR include movies, video games, and education/training. Emerging technologies like Project Natal, CAVE systems, and the Nintendo Wii are pushing the boundaries of VR by enabling more natural physical interaction. While the future is uncertain, VR is expected to continue evolving entertainment and other industries through immersive experiences.
6. Applications Movies - Virtual reality is applied in 3-D movies to try and immerse the viewer into the movie and/or virtual setting and environments. Video Games - Virtual reality is evident in video games. Now you can physically interact with a game by using your body and motions to control characters and other elements of the game that years ago people would only imagine. Education and training – Training and education is done through virtual reality because it can prepare you for many dangerous jobs and put the worker in real scenarios without the risk of them being hurt. Doing this enables them to fully train and educate themselves in almost any situation possible so that they’re ready and well equipped for the job. Virtual reality can give them the experience they need without actually putting them or others in danger.
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8. Types of VR Technology's Project Natal Its a new piece of technology that is under going development now for the Xbox 360. Project Natal proposes a new way of interacting with games, and indeed with computer systems in general. They propose that there system will not require any keyboards or controller. It will function by the use of the user's voice and motions as the method for interacting with the system.
9. Cave Automatic Virtual Environment The term “CAVE" refers to any virtual reality system that uses multiple walls with multiple projectors to immerse users in a virtual world. The CAVE is used for visualizing data, demonstrating 3D environments, and virtually testing component parts of newly developed engineering projects.
10. The Nintendo Wii The controller is basically a simplified version of the "virtual reality glove." Both the Wiimote and the Wii Fit offer users another way of interacting with their virtual environment without having to wear any bulky equipment.
12. Future of Virtual RealityConclusion The future of virtual reality is hard to predict but one thing’s for sure the world of entertainment is going to see a lot more of it. Virtual reality is starting to evolve into video games and movies. The Nintendo Wii and Project Natal are great examples because the user is performing physical movements to interact with the game. Also many more 3-D movies are being made and maybe in the near future they will all become more immersive than the “Experience in Rome” movie. Only time will tell.
13. References "virtual reality (VR)." Encyclopædia Britannica. 2009. Encyclopædia Britannica Online. 11 Dec. 2009 <http://www.britannica.com/EBchecked/topic/630181/virtual-reality>. Strickland, Jonathan. "How Virtual Reality Works." howstuffworks.com. N.p., n.d. Web. 9 Dec. 2009. <http://electronics.howstuffworks.com/gadgets/other-gadgets/virtual-reality8.htm#>. "Exorex, the Video Game by Virtuality." Arcade History. N.p., n.d. Web. 10 Dec. 2009. <http://www.arcade-history.com/?n=exorex&page=detail&id=12496>. "Dactyl Nightmare SP, the Video Game by Virtuality." Arcade History. N.p., n.d. Web. 10 Dec. 2009. <http://www.arcade-history.com/ ?n=dactyl-nightmare-sp&page=detail&id=12495>. Kenyon, Robert V. "THE CAVEÔ AUTOMATIC VIRTUAL ENVIRONMENT: CHARACTERISTICS AND APPLICATIONS." University of Illinois at Chicago. N.p., n.d. Web. 11 Dec. 2009. <http://www.cs.uic.edu/~kenyon/Conferences/NASA/ Workshop_Noor.html>. Wilson, Mark. "Testing Project Natal: We Touched the Intangible." Gizmodo. N.p., n.d. Web. 11 Dec. 2009. <http://gizmodo.com/5277954/ testing-project-natal-we-touched-the-intangible>. Brain, Marshall. "How the Wii Works ." howstuffworks.com. N.p., n.d. Web. 11 Dec. 2009. <http://electronics.howstuffworks.com/wii.htm>.