Information
- Publication Type: Technical Report
- Workgroup(s)/Project(s): not specified
- Date: February 1996
- Number: TR-186-2-96-06
- Keywords: Virtual Reality, history of VR, applications of VR, technology of VR, future of VR
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/",
}