Virtual Reality Applications
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1 Virtual Reality Applications Vignesh Dhamodaran University of Massachusetts Lowell Lowell, Massachusetts, USA. Abstract Virtual Reality has a lot of fuzz going around it since people seek a new way for entertainment and education. Virtual Reality has a lot of applications and power. The recent advances in computing and 3D modelling it became easy to establish a platform for Virtual Reality. Its applications are not limited to gaming so this paper presents the current applications of this technology, the market analysis, the future possible implementations and the major disadvantages with the technology. I. INTRODUCTION Virtual Reality, at the beginning of 90 s was paid attention by the researchers of all fields and used and developed in commercial field. The character of this kind of technology is that computer produces a sort of virtual environment which can formed three-dimension digital model through computer photograph and produces a virtual environment by the computer. All of them create a real feeling to make users immerse into this kind of environment which be called as Immersion. Virtual Reality usually is different with the model created by CAD system and traditional three-dimension animation. It is not a static world, is an open and interface environment which can be monitored and controlled by users, this kind of character also be called as Interaction. Fig. 1 A navy Virtual reality Simulator The promise of virtual reality has always been enormous. Put on these goggles, go nowhere, and be transported anywhere. Born of technology, virtual reality at its core is an organic experience. Yes, it s man meets machine, but what happens is strictly within the mind. It had its crude beginnings. A definition of virtual reality has always been difficult to formulate the concept of an alternative existence has been pawed at for centuries but the closest modern ancestor came to life in the fifties, when a handful of visionaries saw the possibility for watching things on a screen that never ends, but the technology wasn t yet good enough to justify the idea. The promise of the idea was shrouded, concealed under clunky visuals. But the concept was worth pursuing, and others did (especially the military, who have used virtual reality technology for war simulation for years). A small crew of inventors revisited the utopian ideals of a VR universe in the late 80s and early 90s. At the time the personal computer was exploding, and VR supporters found a curious population eager to see what the technology had to offer. Not enough, it turned out. Though a true believer could immerse him or herself in the roughly built digital landscape, the chasm between that crude digital experience and the powerful subtly of real life was too great. The vision simply did not match the means. In the mid- 90s, VR as an industry basically closed up shop. Though still used in the sciences, those eager to bring VR to the masses found themselves overshadowed by a glitzier, more promising technological revolution: the internet. In addition, Virtual Reality is not only a demonstration media, but also a kind of design tool. It reflects the thought of designer by the form of vision. Virtual Reality can transform the concept of designer into a virtual object and environment which usually be realized by traditional sand design model. This third character of virtual reality-imagination increases dramatically the quality and effect of design to provide a perfect scene by the digital means. [4] Just due to above three characters of Virtual Reality, it also be used in a lot of different fields to improve the quality and decrease the cost and disadvantages, by the meanwhile, provides a totally different experience to users and a huge economic benefit.
2 II. ANALYSIS OF APPLICATIONS Several applications of virtual reality have appeared in the last few years, notably in arcade games and architectural preview systems, the latter well illustrated by the modelling of central Berlin and the reconstruction of an underground station in that city. Some forms of virtual reality have existed for longer, notably in military training simulators, but the general impression is of an immature technology, which is not yet widely applicable. The concern is less with the deficiencies of peripheral devices or the inadequate graphics capabilities of current systems, both problems having been over-emphasised in certain quarters, but rather with the absence of a methodology which can be used to determine how virtual reality can best be applied to a given application. These are some domains where Virtual Reality being used widely in the form of an application or a tool for learning Healthcare Virtual reality has become much more medical science than fiction, and it s rapidly changing the face of healthcare creating possibilities like robot-assisted surgery, computersimulated combat situations and drug-injecting avatars. In the continuing education and training space, doctors, nurses and technicians are turning to virtual reality to learn the latest techniques, like paediatric intubation, using simulators Assisted surgery Another common use of virtual reality in healthcare is robot-assisted surgery. In 2013, 422,000 surgeries in the U.S. were reported to have used robotics, up 15 percent over the previous year. With origins dating to 1985, the technology standard today is the da Vinci Surgery System, approved by the FDA in 2000 for general laparoscopic surgery. The system is designed to perform minimally invasive surgery. In robotic surgery the surgery is performed by means of a robotic device controlled by a human surgeon, which reduces time and risk of complications. Virtual reality has been also been used for training purposes and, in the field of remote telesurgery in which surgery is performed by the surgeon at a separate location to the patient. The main feature of this system is force feedback as the surgeon needs to be able to gauge the amount of pressure to use when performing a delicate procedure. But there is an issue of time delay or latency which is a serious concern as any delay even a fraction of a second can feel abnormal to the surgeon and interrupt the procedure. So there needs to be precise force feedback in place to prevent this Clinical programs In clinical settings, doctors are using virtual reality to diagnose disease progress in patients with chronic conditions such as atherosclerosis. Fig. 2. A Sample surgery done using Virtual Reality Education and training Medical schools in particular are proving to be early adopters of virtual reality in their education programs. Several Arizona schools are on the cutting edge, replacing human cadavers with synthetic and holographic models and using Google Glass technology to explore the human body. Conyers notes that University of Arizona graduates were among the first in the nation to test a prototype of Google Glass for teaching anatomy. A.T. Still University School of Osteopathic Medicine offers students the chance to learn in a virtual anatomy lab and the Creighton University School of Medicine, Phoenix Regional Campus, uses synthetic human cadavers for doctor training. When doctors perform coronary angiography, in what s often called a Cath lab, they can now utilize a catheter that has a tiny ultrasound probe on the end, allowing them to carry out intravascular ultrasound. Over time, doctors can determine if the disease in a patient s coronary arteries is spreading or being effectively treated with medication, by virtually visualizing the inside of the artery wall and assessing the elasticity of the heart s artery walls. Similarly, pathologists can recreate tissue sections taken from biopsies and digitally produce 3D representations of tissues, organs or arteries. This helps doctors to determine the extent of disease throughout a biopsied region of the body, and to tailor targeted therapies based on disease locations.
3 particularly for vehicle pilots. Some training procedures have an element of danger when using real situations. While the initial development of VR gear and software is expensive, in the long run it's much more cost effective than putting soldiers into real vehicles or physically simulated situations. VR technology also has other potential applications that can make military activities safer. That's why when engineers first began to experiment with head-mounted displays (HMD), the military took notice. Both the Navy and the Air Force funded some of the earliest work in developing effective HMDs. The first HMDs weren't linked to a virtual environment -- they were linked to a camera Simulators Out of all the earliest VR technology applications, military vehicle simulations have probably been the most successful. Simulators use sophisticated computer models to replicate a vehicle's capabilities and limitations within a stationary -- and safe -- computer station. Fig. 1 shows an example of a VR simulator in the Navy Academy. Fig. 3. A Sample machine to perform VR Aided Surgery Rehabilitation and therapy From treatment of Post-Traumatic Stress Disorder (PTSD) to heroin addiction, new technologies are using virtual reality to immerse patients in a safe, computer-generated environment for exposure therapy and training. In a recent study funded by the Office of Naval Research, therapists used a virtual-reality program called Bravemind to insert triggers that stimulate the original traumatic experience for combat veterans. Sixteen of the study s 20 participants showed improvement in their PTSD symptoms. At the University of Houston s Graduate School of Social Work, researchers are helping people overcome drug addiction using realistic virtual worlds to recreate situations that trigger cravings for addictive substances from alcohol and cigarettes to marijuana and heroin D printing From 3D printed prosthetics and 3D printed medical implants, to 3D printed medical imaging used to help guide surgeons during a procedure, the use of new technology in healthcare seems nearly limitless. As such, the industry has seen a recent rash of mergers and acquisitions that bring together software and hardware companies to create new applications for 3D printing Military Virtual environments work well in military applications. When well designed, they provide the user with an accurate simulation of real events in a safe, controlled environment. Specialized military training can be very expensive, Fig. 4. Simulator for ground battle devices. Possibly the most well-known of all the simulators in the military are the flight simulators. The Air Force, Army and Navy all use flight simulators to train pilots. Training missions may include how to fly in battle, how to recover in an emergency, or how to coordinate air support with ground operations Simulated Battlefield Today, the military uses VR techniques not only for training and safety enhancement, but also to analyse military manoeuvres and battlefield positions. Battlefield visualization is vital when determining combat strategies in real time. It's also a key element in the training regimen of commanding officers. It helps commanders assess their options before making decisions that could put soldiers in harm's way. Today, military officials can explore a threedimensional model of an area, viewing it from any angle while formulating strategies and looking for potential logistical problems.
4 2.3. Entertainment Most existing research on virtual reality concerns issues close to the interface, primarily how to present an underlying simulated world in a convincing fashion. However, for virtual reality to achieve its promise as a rich and popular artistic form, as have the novel, cinema, and television, we believe it will be necessary to explore well beyond the interface, to those issues of content and style that have made traditional media so powerful. Fig. 5. Simulator for parachute jumping. The military has explored using a VR workbench as a display technology for battlefield visualization The viewer wears a pair of special goggles that create the illusion of depth, so that the images displayed on the workbench appear to be three dimensional. Multiple users can view the same display at once, assuming they're all wearing the special goggles. This virtual system allows leaders at the squad level to maintain their squad's proficiency of their assigned tasks in a timely and safe manner, even in the event new Soldiers arrive to the unit. This system gives the power of simulation to the squad in order to close the gap of individual Soldier training and collective training. One can mould the situation, and you can do it as many times as you want and give younger guys a chance to step up and be leaders Gaming: Gaming options also means that there is more chance for other types of gaming and game play to become virtual reality. The regular use of hand-held technology for gaming including Solitaire, Mah-Jong and Poker can be enhanced by the use of virtual reality. It would allow more opportunity for conversations and real-time action, and can also add to the thrill of competitions such as Poker or online Bingo. Some websites in this field are already expressing an interest in this option: The latest trend in the world of online casinos was the shift to mobile-compatible sites, as nowadays more than 90% of online casinos are available on-the-go. Fig. 7. Simulated Gaming Environment. Fig. 6. Simulated Battlefield Environment. The military also uses virtual environments to prepare soldiers for emergencies the Navy trains sailors how to deal with shipboard fires using a virtual environment. The program is still in the validation process, and many Navy officials hope it will allow sailors to train in dangerous techniques in a safe, controlled environment Wearables: The development of Google Glass, Apple's iwatch and the acquisition of virtual reality headset Oculus Rift by Facebook are the opening shots in the battle for a post-mobile future. These devices represent the industry's best guess as to the devices we'll be using when the handset is passé. Whether these guesses are right or not, they are an indicator of where a post-mobile future could be heading. Internet giants see the mobile handset market maturing and are jostling for a position in whatever the next big thing will be. For retailers, the problem is just as intense. Many retailers are only just catching up with the mobile retail explosion of the past few years and there is still work to be done before handset and tablet commerce is truly optimised.
5 Fig. 8. Oculus Rift and Google Glass Virtual reality technologies such as Oculus Rift could expand online interfaces to be immersive, all-encompassing spaces, whereas a watch or head-mounted device might reduce interfaces to a single line of text. Retailers will need to consider how they can and should build shopping experiences to fit these interfaces. The notion of a "virtual store" has long been a technology promise, but it remains to be seen whether it can create real sales. At the other end of the scale, predictive algorithms and advanced image recognition technology could give glass wearers a "buy now" button on products they are looking at that very moment, removing a retail interface completely Multimedia: A Virtual reality doesn t physically take you to an event, but it mentally brings you there. Across today s popular entertainment venues, there are only so many front row seats at a sporting event or concert, and these tickets are continuously increasing in price. With virtual reality technology, more fans can have that front row experience. The specialized 3-D 360-degree technology offers a view that being in the audience could never buy placing cameras in locations beyond a front row experience and gives the user the feeling of being in a special place. Virtual reality provides viewers to have the opportunity to do so much more, such as meeting the actors and actresses in-person an opportunity that few others have had the chance to do. People are watching less and less television these days due to ever changing technology providing over-the-top content, online video and more. While television will not be gone any time soon, virtual reality gives viewers another way to get excited about sports and live events and offer them an exclusive way to become engaged. Virtual reality provides the ability to teleport viewers to different areas of the sports arena or concert hall, and virtual features such as a personal club box allows you to experience the event with your friends. The possibilities are limitless.. III. MARKET RESEARCH There has been a great deal said about the relative merits of the desktop and inclusive modes of virtual reality, but much of this appears to be commercial posturing on behalf of some suppliers. From the perspective of three technological trends are evident. Firstly, developments are already underway which will rapidly improve the quality of the peripheral devices required for inclusive VR. Secondly, the two modes are beginning to merge: head mounted displays and tracked input devices are already being mounted on augmented PC systems and graphics workstations. Within two years standard office computer systems will probably offer these currently rather exotic peripherals as optional extras. The third trend is towards visual displays which are intermediate between the desktop and inclusive modes, e.g. switchable polarized glasses for stereo display on graphics workstations and pull-down inclusive stereo viewers for intermittent use in otherwise normal working environments. These trends point towards modular systems, which can be mixed and matched to the requirements of applications. Market research company ASD Reports conducted a research on The Global Military Simulation and Virtual Training Market and as per their report the global military simulation market, which valued $3.5 billion in 2011, is projected to grow at a CAGR of 6.75% to $6.7 billion by The demand for simulation-based medical training is projected to grow from a $670 million market in 2010 to a $2.4 billion market by 2018, according to Global Industry Analysts. According to Gartner it will take another five to ten years for the virtual and augmented reality technology to be evolve. The technology is in the fall side of the hype cycle so it will take some more time and the industries are just blooming in this technology. Fig. 9. Gartner Hype Cycle. Virtual reality will be a boon for sport teams, production companies and concert promoters too. It will provide supplementary revenue models for both sports and other live events. As the virtual reality industry matures, brands will be able to leverage advertisement banners in sports arenas based on regional demographics, catering to specific target audiences. Integrating ads in live feeds leads to more effective advertising vs. watching a game on television. Interactive games and merchandising pages can also further boost revenue by allowing fans to swipe through pages to view the ads that interest them.
6 IV. CONCLUSIONS The big challenges in the field of virtual reality are developing better tracking systems, finding more natural ways to allow users to interact within a virtual environment and decreasing the time it takes to build virtual spaces. While there are a few tracking system companies that have been around since the earliest days of virtual reality, most companies are small and don t last very long. Likewise, there aren t many companies that are working on input devices specifically for VR applications. Most VR developers have to rely on and adapt technology originally meant for another discipline, and they have to hope that the company producing the technology stays in business. As for creating virtual worlds, it can take a long time to create a convincing virtual environment - the more realistic the environment, the longer it takes to make it. It could take a team of programmers more than a year to duplicate a real room accurately in virtual space. Another challenge for VE system developers is creating a system that avoids bad ergonomics. Many systems rely on hardware that encumbers a user or limits his options through physical tethers. Without well-designed hardware, a user could have trouble with his sense of balance or inertia with a decrease in the sense of telepresence, or he could experience cyber sickness, with symptoms that can include disorientation and nausea. Not all users seem to be at risk for cyber sickness some people can explore a virtual environment for hours with no ill effects, while others may feel queasy after just a few minutes. Some psychologists are concerned that immersion in virtual environments could psychologically affect a user. They suggest that VE systems that place a user in violent situations, particularly as the perpetuator of violence, could result in the user becoming desensitized. In effect, there s a fear that VE entertainment systems could breed a generation of sociopaths. Others aren t as worried about desensitization, but do warn that convincing VE experiences could lead to a kind of cyber addiction. There have been several news stories of gamers neglecting their real lives for their online, in-game presence. Engaging virtual environments could potentially be more addictive. Another emerging concern involves criminal acts. In the virtual world, defining acts such as murder or sex crimes has been problematic. At what point can authorities charge a person with a real crime for actions within a virtual environment? Studies indicate that people can have real physical and emotional reactions to stimuli within a virtual environment, and so it s quite possible that a victim of a virtual attack could feel real emotional trauma. The advantages of virtual reality extend to the realms of design and architecture. Computer-aided design allows architects to build and envision a structure to eliminate any potential problems before money is spent actualizing the design. Fashion designers can put together fantastic creations and see how they move and look before mass-manufacturing their collection. Those who design safety features such as emergency exits or rescue equipment can see their designs in play without having to manufacture a prototype and conduct costly testing. Productivity also benefits from virtual reality. "Telepresence" refers to a type of technology that allows a person to feel as if he or she were present in another location. Used in the business world as a form of telecommunications, telepresence allows a person to conduct intimate business transactions in all corners of the world without ever leaving his place of residence. The advantages of virtual reality aren't limited to practical applications. As virtual reality improves, the methods with which it is used for relaxation and recreation expand. Stereoscopic displays allow people to appear in a movie as if they were part of the action. Haptic systems allow you to feel physical sensations such as the rocking of a boat in a fishing video game. An increase in relaxation can lead to an overall improvement in physical and mental well being. REFERENCES [1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
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