
Virtual reality
Last updated: June 26, 2007.
Imagine swimming with dolphins before
breakfast and climbing Everest
an hour later. What about crawling over the dusty surface of Mars after
lunch and then shrinking yourself down to the size of an atom to
explore the world of nanotechnology
before
you go to bed? In a few years time, all these things may be possible
thanks to a type of computer
technology known as virtual reality (VR).
The basic idea of VR is to create an entirely artificial sensory world
that fools our brains into thinking we're somewhere else. Virtual
reality is incredibly useful and raises all kinds of exciting
possibilities. But will the attractions of the virtual world mean
people stop meeting and socializing with one another in real
reality?
Photo: Using a virtual reality system. Note the
head-mounted display (HMD) helmet and the data glove. The large screen
shows us what the user sees on his display.
Picture by courtesy of Defense Visual Information Service.
What is virtual reality?
You know where you are and what you're doing at any given moment
because your five senses (vision, hearing, smell, touch, and taste) are
sending a constant stream of information to your brain. This
information is called the brain's sensory or perceptual input. When
you're sitting on a beach, you know you're there because you can smell
the salt water, hear the waves crashing down, and feel the sand between
your
toes... and (if you're unluckly) also taste it in your sandwiches!
Photo: Lost in a virtual world?
Picture by courtesy of NASA
Marshall Space Flight Center (NASA-MSFC).

Have you ever done one of those relaxation exercises when someone
tells you to close your eyes and imagine you're on a beach? It's not
quite the same thing and it never really works because your brain is
not
receiving the same sensory information. In short, you might feel
relaxed, but you're never convinced you're actually
on a beach. But what if you sat in a laboratory with a mad scientist
who
was determined to fool you into thinking you really were on a
beach? She could sit you in a huge sand tray, up close to a TV monitor
playing a surfing video, with an
audio track
of crashing waves
playing in your ears, while she tips grains of sand from a bucket over
your fingers and toes. Would you be fooled?
Virtual reality is a bit
like this: it tries to persuade your brain into thinking you're
somewhere
else in the world, only using advanced computer technology instead of
real-world
props.
What equipment do you need for virtual reality?

To enter a virtual world, you need to wear a special headset called
a head-mounted display (HMD), which contains
two small LCD screens. With one of these
screens positioned just in front of each eye, presenting a slightly
different
perspective from the other, you get the sensation of being in a truly
3D
(three-dimensional) computer world. Some HMDs also have small built-in
earphones or loudspeakers
that play an audio track synchronised with the visual images you see on
the HMD.
Photo: This is what virtual reality goggles look
like on the inside. The two small screens present
a slightly different computerized picture to each eye, fooling the
brain into seeing a single 3D image.
Picture by courtesy of US
Airforce.
That takes care of your main sensory inputs, but how do you
negotiate your way through a virtual world? The computer you're hooked
up to somehow needs to figure out how your body is
moving and where it wants to go. Typically you wear a data glove: something that slips over
your hand with fiber-optic
or mechanical sensors on the outside that can detect your movements. As
you move your
fingers or swivel your wrist, thesensors detect these
movements and send details to the computer. The computer figures out
how you want to move and adjusts the display accordingly.

Suppose you're playing virtual reality tennis. The display shows
you a computerized picture of what you think is your wrist holding a
tennis racquet. The virtual ball comes zooming toward you. You move
your hand back and then forward again—as though you're going to hit a
real ball. The glove detects that movement, the computer
figures out what you've done, and then shows you a new image of the
computerized hand moving the racquet forward, hitting the ball back
over the net.
Photo: An advanced virtual reality glove developed
by NASA.
The mechanism surrounding this scientist's hand is clumsy, but it can
detect the precise movements of her fingers.
Picture by courtesy of NASA
Marshall Space Flight Center (NASA-MSFC).
Who's kidding whom?
One way of looking at virtual reality is as a means for a computer
to take the place of "real reality" by substituting computerized
pictures, sounds, and so on for the real-world sensory inputs we're
accustomed to. In other words, VR involves computers fooling humans.
But there's another way of seeing it too. The computer that
controls the VR display and glove is using your movements as its input
and presenting a new version of reality to you (on the screen and
through your headphones) as its output. So in a sense, you're fooling
the computer as well, in precisely the opposite way. You and the
computer are locked together in a mutual exercise that distorts each
other's idea of what is really real: you provide the computer's input
and it provides yours. That's why it's fair to say that
VR involves a merging of mind and machine.
What good is virtual reality?
Isn't virtual reality a bit sad? Why would anyone want to play
tennis on a computer screen when they
can go out and hit a ball with a friend in the real world? Many of us
already play computer games in which we pretend we're inside artificial
worlds, slaying dragons, jumping off skyscrapers, and generally saving
the world. Although some of these offer a kind of virtual reality, and Internet
games like Second Life create an entirely artificial world, ordinary
computer games do not "immerse" you in a non-existent sensory world in
the same way as true VR because they do not fully take over your senses
in the same way: you don't wear a headset, special gloves, and other
equipment when you're playing ordinary computer games. Some computer
games manufacturers have already experimented with developing their own
HMDs and data gloves. In the future, computer games are likely to take
us much deeper into virtual worlds.

The real applications of virtual
reality are in training
people to do things that are difficult or expensive for them to do in
real life. For example, pilots have long trained on flight simulators
because that's much cheaper and safer than having beginners go out and
crash lots of airplanes. The US Air Force still trains its pilots this
way, and its paratroopers practice their landings wearing HMDs and real
parachute harnesses in realistic virtual simulations. NASA too has long
used virtual reality to train astronauts and other space scientists.
It's not easy to practice being on Mars without going there,
but artificial VR simulations can help us imagine what it might be
like—and get ourselves ready for meeting the real thing!
Photo: A virtual reality flight training system. In this trainer, the
pilot doesn't wear a HMD. Instead, giant screens surrounding
the cockpit trainer project realistic "wraparound" views of what the
pilot would see. The cockpit is an exact replica of the one in a real
airplane.
Photo by Javier Garcia courtesy of US
Air Force.
A brief history of virtual reality
- 1920s: Edwin Link
(1904–1981) develops early mechanical flight simulators in
the United States.
- 1960s: Computer pioneer Ivan Sutherland
(1938–) invents intuitive
computer input devices, including the first head-mounted display (HMDs)
in 1965.
- 1970s: US Airforce is using HMDs to train fighter pilots.
- 1980s: Computer scientist and musician Jaron
Lanier (1960–) coins the
term "virtual reality" in 1984 and his company VPL Research develops
the first commercial VR glove (the DataGlove) in 1987.
- 1980s-1990s: Popular books and films like Tron,
The Lawnmower Man
(where the characters become immersed in a virtual world), and The Matrix
bring virtual reality to mass public attention. Virtual reality moves
onto the World Wide Web (WWW) with
the development of Virtual
Reality Markup Language (VRML).