Virtual reality is an interactive experience generated by computer that is carried out within a simulated environment, which incorporates mainly auditory and visual, but also other types of sensory feedback such as haptic. This immersive environment can be similar to the real world or it can be fantastic, creating an experience that is not possible in ordinary physical reality.
Augmented reality systems can also be considered a form of virtual reality that places virtual information on a live camera feed into a headset or through a smartphone or tablet device that gives the user the ability to see three-dimensional images.
Current VR technology most often uses virtual reality headsets or multiple projection environments, sometimes in combination with physical or accessory environments, to generate realistic images, sounds and other sensations that simulate the physical presence of a user in a virtual or virtual environment. imaginary. A person using virtual reality equipment can “look around” the artificial world, move around in it and interact with features or virtual elements. The effect is commonly created by VR headsets that consist of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens.
Virtual reality systems that include the transmission of vibrations and other sensations to the user through a gaming device or other devices are known as haptic systems. This tactile information is generally known as forced feedback in medical, video game and military training applications.
The virtual reality modeling language, introduced for the first time in 1994, was intended for the development of “virtual worlds” without dependence on headphones. The Web3D consortium was later founded in 1997 for the development of industry standards for web-based 3D graphics. Subsequently, the consortium developed X3D from the VRML framework as an open source file standard for the web-based distribution of virtual reality content.
All modern virtual reality screens are based on technology developed for smart phones that includes: gyroscopes and motion sensors for tracking the head, hand and body; small HD screens for stereoscopic displays; and small, light and fast processors. These components resulted in relative affordability for independent VR developers, and led to the 2012 Oculus Rift Kickstarter offering the first independently developed VR headsets.
The independent production of VR and video images has increased thanks to the development of omnidirectional cameras, also known as 360-degree cameras or VR cameras, which have the ability to record in all directions, although at low resolution or in highly compressed formats for transmission online 360 video On the contrary, photogrammetry is increasingly used to combine several high resolution photographs for the creation of detailed 3D objects and environments in virtual reality applications.