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Encyclopedia of Computer Science and Technology

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496 VoIPtank crews <strong>and</strong> even individual soldiers in the field (seemilitary applications <strong>of</strong> computers).Early simulators used “canned” graphics <strong>and</strong> could notrespond very smoothly to control inputs (such as a pilotmoving stick or rudder). Modern virtual reality, however,depends on the ability to smoothly <strong>and</strong> quickly generaterealistic 3D graphics. At first such graphics could only begenerated on powerful workstations such as those madeby Sun or Silicon Graphics. However, as anyone who hasrecently played a computer game or simulation knows,there has been great improvement in the graphics availableon ordinary desktop PCs since the mid-1990s.A variety <strong>of</strong> s<strong>of</strong>tware <strong>and</strong> programming tools can beused to generate 3D worlds on a PC (see computer graphics).First released in 1995, a facility called VRML (VirtualReality Modeling Language) is now supported by manyWeb browsers. There are also programming extensions forJava (Java 3D).Modern computer games thus embody aspects <strong>of</strong> virtualreality in terms <strong>of</strong> graphics <strong>and</strong> responsiveness. But trueVR is generally considered to involve a near total immersion.Instead <strong>of</strong> a screen, a head-mounted display (HMD) isgenerally used to display the virtual world to the user whileshutting out environmental distractions. Typically, slightlydifferent images are presented to the left <strong>and</strong> right eyes tocreate a 3D stereo effect.The other half <strong>of</strong> the VR equation is the way in whichthe user interacts with the virtual objects. Head-trackingsensors are used to tell the system where the user is lookingso the graphics can be adjusted accordingly. Other sensorscan be placed in gloves worn by the user. The system canthus tell where the user’s h<strong>and</strong> is within the virtual world,<strong>and</strong> if the user “grasps” with the glove, the user’s h<strong>and</strong> inthe virtual world will grasp or otherwise interact with thevirtual object. More elaborate systems involve a full-bodysuit studded with sensors.To make interaction realistic, VR researchers have hadto study both the operation <strong>of</strong> human senses <strong>and</strong> that <strong>of</strong> theskeleton <strong>and</strong> muscles. For a truly realistic experience, theuser must be able to feel the resistance <strong>of</strong> objects (whichcan be implemented by a force-feedback system). Soundcan be h<strong>and</strong>led easily, but as <strong>of</strong> yet not much has been donewith the senses <strong>of</strong> smell <strong>and</strong> taste.In designing a VR system, there are a number <strong>of</strong> importantconsiderations. Will the user be physically immersed(such as with an HMD), or, as in some military applications,will the user be seeing both a virtual <strong>and</strong> the actualphysical world? How important is graphic realism vs. realtimeresponsiveness? (Opting too much for computationallyintensive realism might cause unacceptable latency, or delaybetween a user action <strong>and</strong> the environment’s response.)ApplicationsBesides military training, currently the most viable applicationfor VR seems to be entertainment. VR techniqueshave been used to create immersive experiences in elaboratefacilities at venues such as Disneyl<strong>and</strong> <strong>and</strong> UniversalStudios, <strong>and</strong> to some extent even in local arcades. VR that isaccompanied by convincing physical sensations has allowedfor the creation <strong>of</strong> a new generation <strong>of</strong> roller coasters that ifbuilt physically would be too expensive, too dangerous, oreven physically impossible.However, there are other significant emerging applicationsfor VR. When combined with telerobotic technology(see telepresence), VR techniques are already being usedto allow surgeons to perform operations in new ways. VRtechnology can also be used to make remote conferencingmore realistic <strong>and</strong> satisfactory for participants. Clearly thepotential uses for VR for education <strong>and</strong> training in manydifferent fields are endless. VR technology combined withrobotics could also be used to give disabled persons muchgreater ability to carry out the tasks <strong>of</strong> daily life.In the ultimate VR system, users will be networked <strong>and</strong>able to simultaneously experience the environment, interactingboth with it <strong>and</strong> one another. The technical resources<strong>and</strong> programming challenges are also much greater for suchapplications. The result, however, might well be the sort<strong>of</strong> environment depicted by science fiction writers such asWilliam Gibson (see cyberspace <strong>and</strong> cyber culture).Further ReadingKim, Gehard Jounghyun. Designing Virtual Reality Systems: TheStructured Approach. New York: Springer, 2005.McMenemy, Karen, <strong>and</strong> Stuart Ferguson. A Hitchhiker’s Guide toVirtual Reality. Wellesley, Mass.: A. K. Peters, 2007.Sherman, William R., <strong>and</strong> Alan B. Craig. Underst<strong>and</strong>ing VirtualReality: Interface, Application, <strong>and</strong> Design. San Francisco: MorganKaufman, 2003.Sturrock, Carrie. “Virtual Becomes Reality at Stanford.” SanFrancisco Chronicle, April 29, 2007, p. A1. Available online.URL: http://sfgate.com/cgi-bin/article.cgi?f=/c/a/2007/04/29/MNGFPPGVPF1.DTL. Accessed August 23, 2007.Virtual Reality Resources. Available online. URL: http://vresources.org/. Accessed August 23, 2007.VoIP (voiceover Internet protocol)The basic idea <strong>of</strong> VoIP is simple: the Internet can carrypackets <strong>of</strong> any sort <strong>of</strong> data (see tcp/ip), which means it cancarry the digitized human voice as well, carrying ordinaryphone calls. There are several ways to do this:• a regular phone plus an adapter that connects to thecomputer <strong>and</strong> compresses <strong>and</strong> converts between regularanalog phone signals <strong>and</strong> the digital equivalent• a complete “IP phone” unit that includes all neededhardware <strong>and</strong> s<strong>of</strong>tware—no computer needed, just anetwork connection, such as to a router• use <strong>of</strong> the computer’s own sound card <strong>and</strong> speakerswith a microphone, plus s<strong>of</strong>tware (<strong>of</strong>ten free)Using that last option, VoIP service can be essentiallyfree, regardless <strong>of</strong> distance. However, one can only callsomeone who is currently connected to the Internet <strong>and</strong>also has VoIP s<strong>of</strong>tware.Alternatively, one can subscribe to a VoIP provider suchas Skype who also provides connectivity to the “plain oldtelephone service” (POTS). This allows calling anyone whohas an ordinary phone: The VoIP provider sends the call

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