2. Introduction:
ď‚— New Advanced and Emerging Technology.
ď‚— Virtual Reality refers to a high-end user interface.
ď‚— Real-time simulation and interactions through
multiple sensorial channels.
ď‚— VR is able to immerse you in a computer-generated
world.
ď‚— Visualize and manipulate in real.
ď‚— 3D environment concepts.
3. Technologies of VR:
ď‚— Head-Mounted Display (HMD): -
ď‚— Virtual Reality(VR) Headsets.
ď‚— Data Glove:-
ď‚— Enables natural interaction by hand gesture recognition.
4. ď‚— Cave Automatic Virtual Environment (CAVE):-
ď‚— Provides the illusion of immersion by projecting stereo
images on the walls and floor of a room-sized cube.
ď‚— VR video games consoles, e.t.c.
5. Applications:
ď‚— Entertainment :- movies, video games , e.t.c
ď‚— Medicine :- surgeries ,new skills , e.t.c
ď‚— Manufacturing :- testing machines.
ď‚— Training :- Flight Simulators , Driving Simulators,e.t.c.
ď‚— Education: -
ď‚— Promote different learning styles and teaching methods.
ď‚— Present realistic or abstract scenarios . E.g Virtual
Classrooms.
6. Advantages:
ď‚— VR creates a realistic world.
ď‚— It enables users to explore places.
ď‚— Through VR user can experiment with Artificial
environment.
ď‚— Make the Education more easy.
ď‚— Fun and Entertainment.
7. Disadvantages of VR:
ď‚— Difficulty of distinguishing between virtual and real.
ď‚— Limited communication and no body language.
ď‚— The Equipments used in VR are very expensive.
 In VR Environment we can’t move by our own ,like in real
world.
8. Conclusion:
ď‚— 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.
ď‚— Virtual reality is starting to evolve into video games
and movies. The Nintendo Wii and Project Natal are
great examples and only time will tell the more
benifits and drawback of VR.