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  <title>Virtual Reality</title>
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  <h1><center><font color=blue>VIRTUAL REALITY</font></center></h1><br>
  <h2>WHAT IS VIRTUAL REALITY?</h2>
  <img src="https://ichef-1.bbci.co.uk/news/720/cpsprodpb/C94B/production/_89713515_vristock_000086271047_medium.jpg" alt="Virtual Relaity" style="width:700px;height:400px" align="middle">
  <p>Name Virtual reality comes, naturally, from the definitions for both ‘virtual’ and ‘reality’. The definition of ‘virtual’ is near and reality is what we experience as human beings.
    So the term ‘virtual reality’ basically means ‘near-reality’. This could, of course, mean anything but it usually refers to a specific type of reality emulation. 
    Virtual reality is an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a realistic environment.
  </p>
  <p>In technical defination, Virtual Reality (VR) is the computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical
    way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.</p>
  <p>Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels.
    Virtual Reality means feeling an imaginary (virtual) world, rather than the real one. The imaginary world is a simulation running on a computer.
    The sense data is fed by some system to our brain. It allows a user to interact with a computer-simulated environment, be it a real or imagined one.</p>
  <h2>HISTORY OF VIRTUAL REALITY?</h2>
  <ul>
    <li>1950’s visionary cinematographer Morton Heilig built a single user console called Sensorama. This enabled the user watch television in three-dimensional ways.</li>
    <img src="http://www.telepresenceoptions.com/images/sensorama.jpg" alt="Sensorama" height=350 width=550><br><br>
    <li>In 1961, Philco Corporation engineers developed the first HMD known as the Headsight.</li><br>
    <img src="http://4.bp.blogspot.com/-4GzQP5NdH0c/UeSKhqjIc0I/AAAAAAAAAR8/YLOhRji6imI/s1600/the+ultimate+display.jpg" alt="Headsight" height=350 width=550><br><br>
    <li>It was in 1965 IVAN SUTHERLAND envisioned what he called the “UltimateDisplay.”</li>
    <li>In 1988, commercial development of VR began.</li>
    <li>In 1991, first commercial entertainment VR system "Virtuality" was released.</li>
    </ul>
  <h2>TYPES OF VIRTUAL REALITY</h2>
  VR Systems can be divided into three groups:
  <ul>
    <li>Non-immersive systems (like workstations)<br>See information about the real world, presented via computer - location-based services, GIS.</li><br>
    <img src="http://archcase.com/wp-content/uploads/2015/07/Kinect-sensor-based.jpg" alt="Workstation" height=350 width=550><br><br>
    <li>Augmented reality systems (like Head Mounted Display)<br>Stay in the real world, but see simulated objects.</li><br>
    <img src="https://www.vrealities.com/wp-content/uploads/2013/03/5dt.jpg" alt="Head Mounted Display" height=350 width=550><br><br>
    <li>Immersive systems (like CAVE)<br>See the simulated world and "be" in that simulated world.</li><br>
    <img src="http://www.indiana.edu/~rcapub/v21n2/cave.gif" alt="CAVE" height=350 width=550>
  </ul>
  <h2>DEVICES USED IN VIRTUAL REALITY</h2>
  <table border=0>
    <tr>
    <th>VR CONTROLLER</th>
    <th>GAMEPAD</th>
  </tr>
    <tr><td><img src="https://s7d2.scene7.com/is/image/SamsungUS/VR-Controller_01?$product-details-jpg$" alt="VR Controller" height=250 width=400></td>
        <td><img src="https://images-na.ssl-images-amazon.com/images/I/71Liv-br3iL._SX522_.jpg" alt="Gamepad" height=250 width=300></td></tr>
   </table> <br>
  <table border=0>
    <tr>
    <th>HAND GLOVES</th>
    <th>DATA SUIT</th>
  </tr>
    <tr><td><img src="https://i.ytimg.com/vi/wYsZS0p5uu8/maxresdefault.jpg" alt="Data Glove" height=250 width=400></td>
        <td><img src="https://upload.wikimedia.org/wikipedia/commons/a/a8/VPL_DataSuit_1.jpg" alt="Data Suit" height=250 width=300></td></tr>
  </table>
  <h2>APPLICATIONS OF VIRTUAL REALITY</h2>
  <h3>Business:</h3>
  Virtual reality is being used in a number of ways by the business community which includes:
  <ul>
    <li>Virtual tours of a business environment.</li>
    <li>Training of new employees.</li>
    <li>A 360 view of a product.</li>
  </ul>
  <img src="http://blog.dynamiclanguage.com/hubfs/141125123919-business-virtual-horizontal-gallery.jpg" alt="VR in business">
  <h3>Training:</h3>
  <ul>
    <li>Virtual reality environments have  been used for training simulators.</li>
    <li>Examples include flight simulators, battlefield simulators for soldiers, paratrooper.</li>
  </ul>
  <table border=0>
    <tr><td><img src="http://aemstatic-ww2.azureedge.net/content/dam/avi/online-articles/2016/12/bohemia_F18.JPG" alt="VR Pilot Training" height=300 width=400></td>
        <td><img src="http://www.todayonline.com/sites/default/files/styles/photo_gallery_image_lightbox/public/photos/43_images/29932548.JPG?itok=jN1AFEgc" alt="VR in Police Training" height=300 width=400></td></tr>
  </table>
  <h3>Engineering and Design:</h3>
  <ul>
    <li>VR is widely used in engineering and designing process.</li>
    <li>It gives a better understanding of the design and facilitates changes wherever necessary.</li>
    <li>It helps to reduce the time  and cost factor.</li>
    <li>Examples: Building construction, car designing.</li>
  </ul>
  <img src="https://res.cloudinary.com/engineering-com/image/upload/w_640,h_640,c_limit/ARVRcars_abuyy5.jpg" alt="VR in Engineering" height=350 width=750>
  <h3>Medical:</h3>
  <ul>
    <li>Healthcare is one of the biggest adopters of virtual reality which encompasses surgery simulation, phobia treatment, robotic surgery and skills training.</li>
    <li>VR finds its application in nursing, dentistry, health issues for the disabled.</li>
  </ul>
  <img src="https://360immersive.com/wp-content/uploads/2014/12/Pediatric-Trauma-D.jpg" alt="VR in Health care" height=350 width=750>    
  <h3>Entertainment:</h3>
  <ul>
    <li>The entertainment industry is one of the most enthusiastic advocates of virtual reality, most noticeably in games and virtual worlds.</li>
    <li>Virtual Museum, e.g. interactive exhibitions</li>
    <li>Gaming</li>
    <li>Virtual theme parks</li>
  </ul>
   <table border=0>
    <tr><td><img src="http://www.etcentric.org/wp-content/uploads/2016/02/CES_2016_Samsung_Gear_VR.jpg" alt="VR Movie" height=250 width=400></td>
        <td><img src="http://cdn3.thr.com/sites/default/files/2016/03/six_flags_vr_roller_coasters_h_2016.jpg" alt="VR Theme park" height=250 width=400></td></tr>
   </table>
  <h2>CONCLUSION</h2>
   <table border=2>
     <tr>
    <td>1999</td>
    <td>10% of the world's computing power was non-human.</td>
  </tr>
    <tr>
    <td>2029</td>
    <td>99% of the world's computing capacity will be non-human.</td>
  </tr>
  </table>
  <ul>
    <li>Virtual Reality is a growing industry.</li>
    <li>PC and specialized hardware are getting better, faster and
cheaper because of development in VR.</li>
    <li>In the past, computing power has doubled approximately every 18 months. If this is the case then we should have a computer powerful enough to run immersive VR programs in
     our own homes by the year 2037.</li>
  </ul>
  <h2>REFERENCES</h2>
  <ul>
    <li>Evolution of Virtual Reality
http://www.ec.njit.edu/~gdb1498/Portfolio/CIS350TermPaper2.html</li>
    <li>Evolution of Virtual Reality
http://www.ec.njit.edu/~gdb1498/Portfolio/CIS350TermPaper2.html
http://ei.cs.vt.edu/~history/Tate.VR.html></li>
    <li>http://ei.cs.vt.edu/~history/Tate.VR.html></li>
    <li>http://ei.cs.vt.edu/~history/Tate.VR.html></li>
    <li>"virtual reality (VR)" Encyclopedia Britannica Online. 11 Dec. 2009
http://www.britannica.com/EBchecked/topic/630181/virtual-reality</li>
    <li>Strickland, Jonathan. "How Virtual Reality Works" Web. 9 Dec. 2009.
http://electronics.howstuffworks.com/gadgets/other-gadgets/virtualreality8.htm#</li>
    </ul>
  
  
  
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