Computer Literacy INF 103
April 21, 2013
Virtual Reality It Is Here To Stay 1) What is Virtual Reality a) History of Virtual Reality b) Who Coined the Term Virtual Reality c) What devices are used in Virtual Reality 2) Uses of Virtual Reality d) How Virtual Reality is used e) Medical Uses of Virtual Reality f) Military Uses of Virtual Reality 3) Where is Virtual Reality going in the Future g) Problems with Virtual Reality h) Virtual Reality in the Future
Virtual Reality It Is Here To Stay Virtual reality, described as a three-dimensional computer-generated environment, can be explored and interacted with by a person or persons. In essence, the person becomes part of this computer-generated world and has the ability to manipulate most to all aspects of what goes on in it just as you would in real life. Virtual Reality, a topic of great debate, what is real? Over the years VR has had many followers, but also many who disapprove of the technology all together. The following will describe my views and interpretation of Virtual Reality and how it is evolving in the ever changing world of today. The History of Virtual Reality goes back in time many years. Back in 1920, Edwin Link introduced the first flight simulator. This device, as with the new and improved versions of today, was used to aid pilots in training. Fast forward to 1957, Sensorama was introduced by Morton Heilig. This was supposed to be an interactive theatre experience. The Sensorama consisted on the following elements: * A viewing screen within an enclosed booth which displayed stereoscopic images. * Oscillating fans * Audio output (speakers) * Devices which emitted smells Below is a chart describing major accoplishments in the Virtual Reality world by year and person.
Year | Person(s)
References: "Virtual Reality." Cambridge Dictionary of Sociology. Cambridge: Cambridge UP, 2006. Credo Reference. 25 July 2007. Web. 21 Apr. 2013. <http://www.credoreference.com.proxy-library.ashford.edu/entry/cupsoc/virtual_reality>. Zhao, Q. (2011, ). Ebscohost. 10 Scientific Problems in Virtual Reality . Retrieved April 20, 2013, from http://web.ebscohost.com.proxy-library.ashford.edu/ehost/pdfviewer/pdfviewer?vid=5&sid=d35e474d-7496-4aac-ae5a-e270c73b295f%40sessionmgr198&hid=125