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What Is A Virtual Machine
What Is A Virtual Machine
What Is A Virtual Machine
Submitted By:
Esha Arooj
435
BS IT 7th Morning
Submitted To:
“Ms. Sammra”
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VIRTUAL REALITY TECHNOLOGY
Virtual Reality’s most immediately-recognizable component is the head-mounted
display (HMD). Human beings are visual creatures, and display technology is often
the single biggest difference between immersive Virtual Reality systems and
traditional user interfaces. For instance, CAVE automatic virtual environments
actively display virtual content onto room-sized screens. While they are fun for
people in universities and big labs, consumer and industrial wearables are the wild
west.
With a multiplicity of emerging hardware and software options, the future of
wearables is unfolding but yet unknown. Concepts such as the HTC Vivi Pro Eye,
Oculus Quest and PlayStation VR are leading the way, but there are also players
like Google, Apple, Samsung, Lenovo and others who may surprise the industry
with new levels of immersion and usability. Whomever comes out ahead, the
simplicity of buying a helmet-sized device that can work in a living-room, office,
or factory floor has made HMDs center stage when it comes to Virtual Reality
technologies.
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single piece of hardware, like a server. They can be moved between host servers
depending on demand or to use resources more efficiently.
20th Century:
Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass
all the senses in an effective manner, thus drawing the viewer into the onscreen
activity. He built a prototype of his vision dubbed the Sensorama in 1962, along
with five short films to be displayed in it while engaging multiple senses (sight,
sound, smell, and touch). Predating digital computing, the Sensorama was
a mechanical device. Heilig also developed what he referred to as the "Tele-sphere
Mask" (patented in 1960). The patent application described the device as "a
telescopic television apparatus for individual use...The spectator is given a
complete sensation of reality, i.e. moving three dimensional images which may be
in color, with 100% peripheral vision, binaural sound, scents and air breezes."
21st Century:
The 2000s were a period of relative public and investment indifference to
commercially available VR technologies.
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In 2001, SAS Cube (SAS3) became the first PC-based cubic room, developed by
Z-A Production (Maurice Benayoun, David Nahon), Barco, and Clarté. It was
installed in Laval, France. The SAS library gave birth to Virtools VRPack. In
2007, Google introduced Street View, a service that shows panoramic views of an
increasing number of worldwide positions such as roads, indoor buildings and rural
areas. It also features a stereoscopic 3D mode, introduced in 2010.
In 2019, Oculus released the Oculus Rift S and a standalone headset, the Oculus
Quest. These headsets utilized inside-out tracking compared to external outside-in
tracking seen in previous generations of headsets.
Later in 2019, Valve released the Valve Index. Notable features include a 130°
field of view, off-ear headphones for immersion and comfort, open-handed
controllers which allow for individual finger tracking, front facing cameras, and a
front expansion slot meant for extensibility.
In 2020, Oculus released the Oculus Quest 2. Some new features include a sharper
screen, reduced price, and increased performance. Facebook now requires user to
log in with a Facebook account in order to use the new headset.
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Future Forecast:
With the COVID-19 restrictions in 2020, VR is experiencing an enormous rise.
According to Grand View Research, the global VR market will grow to 62.1
billion dollars in 2027.
Immersive Technology:
Immersive virtual reality is a technology that aims to completely immerse the
user inside the computer generated world, giving the impression to the user that
they have "stepped inside" the synthetic world.[10] This is achieved by either using
the technologies of Head-Mounted Display(HMD) or multiple projections. HMD
allows VR to be projected right in front of the eyes and allows users to focus on it
without any distraction.[11] The earliest attempts at developing immersive
technology date back to the 1800s. Without these early attempts, the world of
immersive technology would never have reached its advanced technological state
we have today. The many elements that surround the realm of immersive
technology all come together in different ways to create different types of
immersive technology including virtual reality and pervasive gaming. While
immersive technology has already had an immense impact on our world, its
progressive growth and development will continue to make lasting impacts among
our technological culture.
Software:
The Virtual Reality Modelling Language (VRML), first introduced in 1994, was
intended for the development of "virtual worlds" without dependency on
headsets. The Web3D consortium was subsequently founded in 1997 for the
development of industry standards for web-based 3D graphics. The consortium
subsequently developed X3D from the VRML framework as an archival, open-
source standard for web-based distribution of VR content.[59] Web-VR is an
experimental JavaScript application programming interface (API) that provides
support for various virtual reality devices, such as the HTC Vive, Oculus Rift,
Google Cardboard or OSVR, in a web browser.]
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Hardware:
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tracking sensors. Controllers typically use optical tracking systems
(primarily infrared cameras) for location and navigation, so that the user can move
freely without wiring. Some input devices provide the user with force feedback to
the hands or other parts of the body, so that the human being can orientate himself
in the three-dimensional world through haptics and sensor technology as a further
sensory sensation and carry out realistic simulations. This allows for the viewer to
have a sense of direction in the artificial landscape. Additional haptic feedback can
be obtained from omnidirectional treadmills (with which walking in virtual space
is controlled by real walking movements) and vibration gloves and suits.
Applications:
In social sciences and psychology, virtual reality offers a cost-effective tool
to study and replicate interactions in a controlled environment. It can be used
as a form of therapeutic intervention. For instance, there is the case of
the virtual reality exposure therapy (VRET), a form of exposure therapy for
treating anxiety disorders such as post-traumatic stress disorder (PTSD) and
phobias.
In medicine, simulated VR surgical environments were first developed in the
1990s. Under the supervision of experts, VR can provide effective and
repeatable training at a low cost, allowing trainees to recognize and amend
errors as they occur.
In the engineering field, VR has proved very useful for both engineering
educators and the students. A previously expensive cost in the educational
department now being much more accessible due to lowered overall costs,
has proven to be a very useful tool in educating future engineers. The most
significant element lies in the ability for the students to be able to interact
with 3-D models that accurately respond based on real world possibilities.
This added tool of education provides many the immersion needed to grasp
complex topics and be able to apply them. As noted, the future architects and
engineers benefit greatly by being able to form understandings between
spatial relationships and providing solutions based on real-world future
applications.
Virtual reality's growing market presents an opportunity and an alternative channel
for digital marketing. It is also seen as a new platform for e-commerce, particularly
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in the bid to challenge traditional "brick and mortar" retailers. However, a 2018
study revealed that the majority of goods are still purchased in physical stores.
In the case of education, the uses of virtual reality have demonstrated being
capable of promoting higher order thinking, promoting the interest and
commitment of students, the acquisition of knowledge, promoting mental habits
and understanding that are generally useful within an academic context.
A case has also been made for including virtual reality technology in the context of
public libraries. This would give library users access to cutting-edge technology
and unique educational experiences.[112] This could include giving users access to
virtual, interactive copies of rare texts and artifacts and to tours of famous
landmarks and archeological digs (as in the case with the Virtual Ganjali Khan
Project).
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