Information

Abstract

Virtual Reality (VR), sometimes called Virtual Environments (VE) has drawn much attention in the last few years. Extensive media coverage causes this interest to grow rapidly. Very few people, however, really know what VR is, what its basic principles and its open problems are. In this paper a historical overview of virtual reality is presented, basic terminology and classes of VR systems are listed, followed by applications of this technology in science, work, and entertainment areas. An insightful study of typical VR systems is done. All components of VR application and interrelations between them are thoroughly examined: input devices, output devices and software. Additionally human factors and their implication on the design issues of VE are discussed. Finally, the future of VR is considered in two aspects: technological and social. New research directions, technological frontiers and potential applications are pointed out. The possible positive and negative influence of VR on life of average people is speculated.

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BibTeX

@techreport{mazuryk-1996-VRH,
  title =      "Virtual Reality History, Applications, Technology and       
                        Future",
  author =     "Tomasz Mazuryk and Michael Gervautz",
  year =       "1996",
  abstract =   "Virtual Reality (VR), sometimes called Virtual Environments
               (VE) has drawn much attention in the last few years.
               Extensive media coverage causes this interest to grow
               rapidly. Very few people, however, really know what VR is,
               what its basic principles and its open problems are. In this
               paper a historical overview of virtual reality is presented,
               basic terminology and classes of VR systems are listed,
               followed by applications of this technology in science,
               work, and entertainment areas. An insightful study of
               typical VR systems is done. All components of VR application
               and interrelations between them are thoroughly examined:
               input devices, output devices and software. Additionally
               human factors and their implication on the design issues of
               VE are discussed. Finally, the future of VR is considered in
               two aspects: technological and social. New research
               directions, technological frontiers and potential
               applications are pointed out. The possible positive and
               negative influence of VR on life of average                
               people is speculated.",
  month =      feb,
  number =     "TR-186-2-96-06",
  address =    "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
  institution = "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology ",
  note =       "human contact: technical-report@cg.tuwien.ac.at",
  keywords =   "Virtual Reality, history of VR, applications of VR,
               technology of VR, future of VR",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/1996/mazuryk-1996-VRH/",
}