The rapid advances and dependence of computers

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The rapid advances and dependence of computers from the later part of the 20th century is bewildering. Virtual Reality or VR is a relatively new invention that allows users to explore a computer generated world by actually being in it. A history of VR, its many applications as well as its advantages and disadvantages will be presented.

The concept of re-creating reality is not new. Spaces of illusion were popular since the sixteenth century. Painters often utilise perspective to project space onto Chapel frescos and ceilings. (Fig A) Andrea Pozzo’s The Nave of Sant’ Ignazio depicts a vision of heaven on the ceilings of the church. He used techniques of illusion in order to extend the physical limits of the ceiling, as if heaven and the church were one and the same place. In 1793, Paul Sandby developed a technique where panoramic views in the correct perspective could be applied onto a circular canvas. When viewed from the centre of the canvas, it appeared undistorted. In 1830, Sir Charles Wheaton developed the stereoscope that allowed viewers to view a single picture from two angles. Presenting different views to each eye gives the illusion of three dimensions (3D). In 1963, Mort Heilig invented the film-based Sensorama, which engaged all the five senses. A single user would place his head in a visor and experienced riding a motorcycle.  (Fig B)

In 1965, Ivan Sutherland created the first transparent, 3D head-mounted display (HMD). (Fig C) It was so heavy and large it had to be suspended from a ceiling and allowed only crude outline-styled cubes. Sutherland wrote “The fundamental idea behind the three-dimensional display is to present the user with a perspective image which changes as he moves.” The main difference from its predecessors was there is an element of interactivity and immersion. The user could walk about and feel part of the computer-generated world. At the same time, another researcher Myron Kreuger was working on something similar. He utilised projection systems as well as pressure floor pads to immerse the user into a spatial world. His system allowed users to draw images on screens with their fingers. 

Virtual reality has three essential components: it is immersive, interactive and it occurs in real-time. It consists of a main computer which generates 3D graphics onto a display and an input device. The display can either be a HMD or projected onto a two dimensional flat screen. The experience can be further enhanced by sound cues such as glass breaking, a door shutting etc. Sensors embedded into gloves, bodysuits, joysticks or helmet feed instructions to the computer. They detect gestures in hands, head, eye and body movements. Each time the sensors detect a change, the computer generates a whole new set of images that is updated onto the screen. All these are done sixty times a second. There are three main types of virtual reality. The first, a small screen and earphones are embedded into a helmet. The second is where a video camera tracks and places the image of a user into the VR world while he interacts with objects. The third is to project the computer generated images onto a curved screen to get the immersive qualities.

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VR offers a unique medium for artists. No longer were they limited to the boundaries of the 2D canvas. Through collaborations with engineers, the marriage of Science and Art produces the most complex method of producing a visual effect.  References include Charlotte Davies’s Osmose (1995) (Fig D) and Maurice Banayoun’s World Skin (1997) (Fig E). Osmose takes its viewers into an immersive interactive environment with interactive sound.  Participants don a HMD and a vest where sensors detect breathing and balance: Breathe inwards to float upwards, lean forward to move forward. The participants navigate through 12 different virtual environments such as a fog, forest, ...

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