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VIRTUAL REALITY
In
1968,
Ivan
Sutherland, with the help of his student
Bob Sproull,
created what is widely considered to be the first virtual
reality and
augmented
reality (AR)
head mounted
display (HMD)
system.
It was primitive both in terms of
user
interface and
realism,
and the HMD to be worn by the user was so heavy it had to be
suspended from the ceiling, and the
graphics
comprising the
virtual
environment were simple
wireframe
model rooms. The formidable appearance of the
device inspired its name,
The Sword of
Damocles. Also notable among the earlier
hypermedia
and virtual reality systems was the
Aspen Movie
Map, which was created at
MIT
in
1977.
The program was a crude virtual simulation of
Aspen,
Colorado in which users could wander the streets in
one of three modes: summer, winter, and polygons. The first
two were based on photographs — the researchers actually
photographed every possible movement through the city's street
grid in both seasons — and the third was a basic 3-D model of
the city. In the late
1980s
the term "virtual reality" was popularized by
Jaron Lanier,
one of the modern pioneers of the field. Lanier had founded
the company VPL Research (from "Virtual Programming
Languages") in
1985,
which developed and built some of the seminal "goggles n'
gloves" systems of that decade.

Future
It is unclear exactly where the future of virtual
reality is heading. In the short run, the graphics displayed
in the HMD will soon reach a point of near realism. The audio
capabilities will move into a new realm of three dimensional
sound. This refers to the addition of sound channels both
above and below the individual. The virtual reality
application of this future technology will most likely be in
the form of over ear headphones.
Within existing technological limits, sight and
sound are the two senses which best lend themselves to high
quality simulation. There are however attempts being currently
made to simulate smell.
The purpose of current research is linked to a
project aimed at treating Post Traumatic Stress Disorder (PTSD)
in veterans by exposing them to combat simulations, complete
with smells. Although it is often seen in the context of
entertainment by popular culture, this illustrates the point
that the future of VR is very much tied into therapeutic,
training, and
engineering
demands. Given that fact, a full sensory immersion
beyond basic tactile feedback, sight, sound, and smell is
unlikely to be a goal in the industry. It is worth mentioning
that simulating smells, requires costly research and
development to make each odor, and the machine itself is
expensive and specialized, using capsules tailor made for it.
Thus far basic, and very strong smells such as burning rubber,
cordite...................
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