• Corpus ID: 8120179

Overview of Virtual Reality Technologies

  title={Overview of Virtual Reality Technologies},
  author={Yuri Antonio Gonçalves Vilas Boas},
The promise of being able to be inside another world might be resolved by Virtual Reality. It wouldn’t be naïve to assume that we will be able to enter and completely feel another world at some point in the future; be able to interact with knowledge and entertainment in a totally immersive state. Advancements are becoming more frequent, and with the recent popularity of technology in this generation, a lot of investment is being made. Prototypes of head displays that completely cover the user’s… 

Virtual Reality: Where Have We Been? Where Are We Now? and Where Are We Going?

This article reviews virtual reality trends both from the early artistic days through to current day state of the art technological advancements, and explores emerging and futuristic breakthroughs and their applications in virtual reality showing how virtual reality will go way beyond anything the authors could envision.

VR-Modelling of Data from "Norway Digital" in Combination with other 3D Models

The purpose with this master thesis was to use new released data from the Norwegian Mapping Authority to make a virtual world that can be looked at with or without Oculus Rift, a new device within virtual reality that have received much attention.

A Review of Extended Reality (XR) Technologies in the Future of Human Education: Current Trend and Future Opportunity

Nowadays technology development in real life will reflect on education inexorably. Today, the concept of Extended Reality (XR) technologies (XRs), such as virtual reality (VR), augmented reality

Perspective-Taking in Virtual Reality for Military Personnel: An Overview of Approaches to Virtual Social Training

“To be able to act properly, e.g. to help another person – you need first to notice that this person requires aid, and this aid needs to be interpreted as the knowledge that you do not want to be in

Immersion: Digital Collaborative Environments

This thesis investigates the potential of Virtual Reality (VR) to solve established clashes in order to improve collaboration between industry professionals, while reducing spatial confusion.

Virtual Reality as a tool for learning: The past, present and the prospect

A review of the trends of applications of virtual reality technologies, its potentials and prospects for learning in various fields shows VR holds great and promising prospects in education, tourism, entertainment, and architecture.

Augmented Reality in a Virtual Reality Setup: The Camera

This project will be made by connecting two cameras through an FPGA to the VR system to cover all aspects that Augmented Reality suffers from, and the decrease in lag can be tested.

Onmyouji: Gesture-based virtual reality game

Onmyouji emphasizes on the VR experience provided with utilizing hand gestures to move and cast attack as the player control with a set of gestures designed to fulfill the naturalness and intuitiveness of controls in the game.

Application of ray detection technology in landmark visual interaction

The test shows that augmented reality technology can be used to display other characteristic architectural models and can play a role in displaying local characteristic buildings and promoting local traditional culture.

Extending a Standard Tablet into a Gaming Platform with Projected Parallax Layers

An implementation of a visual projection approach using a clip-on hardware extension on standard tablets to create a gaming platform that can display physical parallax effects for enhanced depth.



Virtual reality

Evolving from user interface design, flight and visual simulation, and telepresence technologies, VR is unique in its emphasis on the experience of the human participant, and neither the devices used nor the level of interactiveness or fidelity determine whether a system is VR.

Virtual Environments: A Survey of the Technology

This survey paper introduces detail information about VR systems and requirements to build correct VR environment, presents a comparison between system types of VR, and epitomizes a road of the map for selecting appropriate VR system according to the field of applications.

The Ultimate Display

This thesis explores flat displays, deformable displays, flexible materials, static, and mobile projection displays in dynamic environments, and serves as an example application for merging the digital and the physical through flexible Materials, embodied computation, and actuation.

From visual simulation to virtual reality to games

  • M. Zyda
  • Computer Science, Art
  • 2005
Leveraging technology from the visual simulation and virtual reality communities, serious games provide a delivery system for organizational video game instruction and training.

Heidegger and Virtual Reality: The Implications of Heidegger’s Thinking for Computer Representations

This author addresses the assumptions that underlie most research into virtual reality (VR) and other interactive computer systems. These assumptions relate to tensions between views of perception as

Gesture recognition with a Wii controller

The design and evaluation of the sensor-based gesture recognition system is presented, which allows the training of arbitrary gestures by users which can then be recalled for interacting with systems like photo browsing on a home TV.

ScienceSpace: virtual realities for learning complex and abstract scientific concepts

Three virtual worlds built to investigate the effect of immersive, multisensory computer-generated experiences on learning topics in science suggest that students can improve their mastery of abstract concepts through the use of virtual environments that have been designed for learning.

A survey of glove-based input

This work provides a basis for understanding the field by describing key hand-tracking technologies and applications using glove-based input, and presents a cross-section of the field to date.

AGOCG Report. Exploiting Virtual Reality Techniques in Education and Training: Technological Issues

  • 1996