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Input devices

Input devices provides users the sense of immersion and determines the
way a user communicates with the computer. It helps users to navigate and
interact within a VR environment to make it intuitive and natural as
possible. Unfortunately, the current state of technology is not advanced
enough to support this yet. Most commonly used input devices are
joysticks, force Balls/Tracking balls, controller wands, data gloves,
trackpads, On-device control buttons, motion trackers, bodysuits, treadmills
and motion platforms (virtual omni).

Output Devices
Devices that each stimulate a sense organ. Output devices are used for
presenting the VR content or environment to the users and it is utmost
devices to generate an immersive feeling. These include visual, auditory or
haptic displays. Like input devices, the output devices are also
underdeveloped currently because the current state-of-art VR system does
not allow to stimulate human senses perfect ideal manners. Most systems
support visual feedback, and only some of them are enhanced it by audio
or haptic information.

Software
Apart from input, output hardware and its coordination, the underlying
software is also equally important . It is responsible for the managing of I/O
devices, analyzing incoming data and generating proper feedback . The
whole application is time-critical and software must manage it: input data
must be handled timely and the system response that is sent to the output
displays must be prompt in order not to destroy the feeling of immersion.
The developer can start with basic software development kit (SDK) from a
VR headset vendor and build their own VWG from scratch. SDK usually
provide the basic drivers, an interface to access tracking data and call
graphical rendering libraries. There are some ready-made VWG for
particular VR experiences and has options to add high-level scripts.

Hardware
The hardware produces stimuli that override the senses of the user [22]
based on human motions. The VR hardware accomplishes this by using
sensors for tracking motions of user such as button presses, controller
movements, eye and other body part movements. It also considers the
physical surrounding world because only engineered hardware and
software does not constitute the complete VR system. The organism
(users) and its interaction with the hardware is equally important.
VR hardware constitute of sensors which act as transducer to convert the
energy it receives into a signal from an electrical circuit. This sensor has
receptor to collect the energy for conversion and organism has sense
organs such as eyes and ears for the same purpose. As the user moves
through the physical world, it has its own configuration space which are
transformed or configured correspondingly.

Human Perception
Understanding a physiology of the human body and the optical illusions are
important to achieve maximum human perceptual without side effects. The
human senses using different stimulus, receptor and sense organ.
As virtual reality are supposed to simulate the real world, it is important to
know how to “fool the user’s senses” to know what are the most important
stimuli and what is the accepted quality for subjective viewing? Human
vision provides the most of information that are passed to our brain
followed by hearing, touch and other senses. System synchronization of all
stimuli with user’s actions are also responsible for proper functioning of VR
system.

VRML(Virtual Reality Modeling Language)

It defines VRML stands for Virtual Reality Modeling Language. Technically, VRML is neither virtual
reality nor a modeling language.

VRML serves as a 3D interchange format.

most of the commonly used semantics found in today's 3D applications such as hierarchical
transformations, light sources, viewpoints, geometry, animation, fog, material properties, and
texture mapping.

It's a 3D analog to HTML.

This means that VRML serves as a simple, multiplatform language for publishing 3D Web pages.
The fact that some information, including games, engineering models, scientific visualizations,
educational experiences, and architecture, can best be experienced in 3D has motivated this
language. 

Standard language for interactive simulation within the World Wide Web.

Allows to create "virtual worlds" networked via the Internet and hyperlinked with the World Wide
Web.
Aspects of virtual world display, interaction and internetworking can be specified using VRML
without being dependent on special gear like HMD.

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