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Virtual Reality: Past, Present, and Future

Virtual Reality: Past, Present, and FutureEnrico Gobbetti and Riccardo Scateni CRS4 Center for Advanced Studies, Researchand Development in SardiniaCagliari, Italy AbstractThis report provides a short survey of the field of Virtual reality, high-lighting application domains, technological requirements, and currently avail-able solutions. The report is organized as follows: section 1 presents thebackground and motivation of Virtual environment research and identifiestypical application domains, section 2 discusses the characteristics a virtualreality system must have in order to exploit the perceptual and spatial skillsof users, section 3 surveys current input/output devices for Virtual reality,section 4 surveys current software approaches to support the creation of vir-tual reality systems, and section 5 summarizes the Background and MotivationVirtual reality (VR) is not a new concept. The origins of VR can be tracedas far back at least as The Ultimate Display [85], a seminal paper by IvanSutherland that introduced the key concepts of immersion in a simulatedworld, and of complete sensory input and output, which are the basis ofcurrent Virtual reality research.

his client on the detailed desiderata for it [14, 3]. Natural interaction with digital mock-ups is very important, especially for testing purposes. In an attempt to overcome present CAD systems’ inter-activity and concurrent design limitations, large engineering projects have often been accompanied by the development of various kinds of ...

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