@Nablai's Nebula
Hey everyone. This is Nab once again. In this issue of Tevun-Krus, we'll be talking about virtual reality. Many of you are familiar with Virtual-Reality(VR). And for the uninitiated, we'll cover all the basics and much more.
Technically speaking, virtual reality is defined as the use of computer technology to create a simulated environment. Unlike traditional user systems, virtual reality places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds. By simulating as many senses as possible, such as vision, hearing, touch, even smell, the computer is transformed into a gatekeeper to this artificial world. The drawbacks to virtual reality experiences are the availability of content and cheap computing power. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.
In Virtual Reality, the computer uses similar sensors and math. However, rather than locating a real camera within a physical environment, the position of the user's eyes are located within the simulated environment. If the user's head turns, the graphics react accordingly. Rather than compositing virtual objects and a real scene, virtual reality creates an interactive world for the user.
Virtual Reality's most immediately-recognizable component is the head-mounted display (HMD).
A head-mounted display (HMD) more fully immerses the user in a virtual world. A virtual reality headset typically includes two small high resolution organic light-emitting diode(OLED) or liquid Crystal Display(LCD) monitors which provide separate images for each eye for stereoscopic graphics rendering a 3D virtual world, a binaural audio system, positional and rotational real-time head tracking for six degrees of movement. Options include motion controls with haptic feedback for physically interacting within the virtual world in a intuitive way with little to no abstraction and an omnidirectional treadmill for more freedom of physical movement allowing the user to perform locomotive motion in any direction. Haptic technologies, also known as kinesthetic or touch feedback tech, have progressed from simple spinning-weight rumble motors to futuristic ultrasound technology. It is now possible to hear and feel true-to-life sensations along with visual virtual reality experiences.
Display technology is often the single biggest difference between immersive Virtual Reality systems and traditional user interface. Convincing virtual reality applications require more than just graphics.
We human-beings are visual creatures and both hearing and vision are necessary to a person's sense of space. It's a known fact human beings react more quickly to audio cues than to visual cues. In order to create truly immersive virtual reality experiences, accurate environmental sounds and spatial characteristics are essential. These add a powerful sense of presence to a virtual world.
Till the next time we meet for another exciting article, this is Nab signing off. Bye and take care :)
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