Diving into the virtual realm: Exploring the mechanics of virtual reality

Research Article
Open access

Diving into the virtual realm: Exploring the mechanics of virtual reality

Zeyu Lai 1*
  • 1 Basis International School Park Lane Harbour    
  • *corresponding author Zeyu.Lai14301-biph@basischina.com
Published on 31 January 2024 | https://doi.org/10.54254/2755-2721/31/20230166
ACE Vol.31
ISSN (Print): 2755-273X
ISSN (Online): 2755-2721
ISBN (Print): 978-1-83558-287-9
ISBN (Online): 978-1-83558-288-6

Abstract

Virtual reality (VR) is a burgeoning technology that aspires to create an immersive digital experience for its users. This essay aims to explore how VR works by inspecting its hardware and software components, as well as the integration of both. The hardware components include the head-mounted display (HMD) with display screens, lenses, and motion tracking sensors for generating visual output and detecting head movements; Input devices, such as hand controllers, enable user interaction. The software components involve 3D computer graphics and rendering techniques, which allow the creation of virtual objects and environments. Real-time rendering ensures smooth and responsive visuals, while audio processing and sound simulation promote a realistic auditory experience. Integrating hardware and software components concerns real-time tracking and synchronization, recognizing and matching user movements with the virtual environment, and ensuring accurate interactions. Feedback mechanisms, especially haptic feedback like vibrations, enhance immersion. Understanding the workings of VR provides insights into its potential applications and its ability to transport users to virtual worlds.

Keywords:

Head-Mounted Display, 3d Computer Graphics, Rendering Techniques, Audio Processing, Sound Simulation

Lai,Z. (2024). Diving into the virtual realm: Exploring the mechanics of virtual reality. Applied and Computational Engineering,31,268-273.
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References

[1]. Aloqail, M., Bouachir, O., & Karray, F. (2023). Digital twin for healthcare immersive services: fundamentals, architectures, and open issues. In Digital Twin for Healthcare: Design, challenges and solutions. essay, Academic Press, an imprint of Elsevier.

[2]. University of Silicon Valley. (2021b, June 22). WHAT IS THE GOAL OF VIRTUAL REALITY? [web log]. Retrieved July 17, 2023, from https://usv.edu/blog/what-is-the-goal-of-virtual-reality/.

[3]. TechTarget. (2017, May 6). Head Tracking. WhatIs.com. https://www.techtarget.com/whatis/definition/head-tracking#:~:text=Head%20tracking%20is%20often%20used,methods%20used%20for%20head%20tracking.

[4]. Truly, A. (2023, March 8). What is screen door effect in VR?. digitaltrends.com. https://www.digitaltrends.com/computing/what-is-screen-door-effect-in-vr/

[5]. Hynes, N. J., Cufflin, M. P., Hampson, K. M., & Mallen, E. A. (2022). The effect of image resolution of display types on accommodative microfluctuations. Ophthalmic & physiological optics : the journal of the British College of Ophthalmic Opticians (Optometrists), 42(3), 514–525. https://doi.org/10.1111/opo.12949

[6]. Webster, M. (2007, November 8). Sitting too close to the Computer Screen Can Make You Go Blind. scientificamerican.com. https://www.scientificamerican.com/article/is-sitting-too-close-to-screen-making-you-blind/

[7]. Wang, J., Shi, R., Zheng, W., Xie, W., Kao, D., & Liang, H. N. (2023). Effect of Frame Rate on User Experience, Performance, and Simulator Sickness in Virtual Reality. IEEE transactions on visualization and computer graphics, PP, 10.1109/TVCG.2023.3247057. Advance online publication. https://doi.org/10.1109/TVCG.2023.3247057

[8]. Zimmerman, T. (1982). Optical flex sensor (U.S Patent No. 4542291A). U.S. Patent and Trademark Office. https://patents.google.com/patent/US4542291A/en#patentCitations

[9]. What is an inertial measurement unit?. vectornav.com. (n.d.). https://www.vectornav.com/resources/inertial-navigation-articles/what-is-an-inertial-measurement-unit-imu?gclid=Cj0KCQjwzdOlBhCNARIsAPMwjbzIB1mrPMnihJANDSp9KlCnDnf9jM1GNn1cnUvSurEDz3a9m8PBvwQaAi5QEALw_wcB

[10]. VR Components. washington.edu. (n.d.). https://www.hitl.washington.edu/projects/learning_center/pf/whatvr1a.htm

[11]. Culling explained. Documentation. (n.d.). https://docs.cryengine.com/display/SDKDOC4/Culling+Explained

[12]. Kleiner, M., Dalenbäck, B.-I., & Svensson, P. (1993). Auralization--An Overview. JOURNAL OF THE AUDIO ENGINEERING SOCIETY, 41(11), 861–875. https://doi.org/http://www.mattmontag.com/auralization/media/Auralization%20-%20An%20Overview.pdf

[13]. Slater, M., & Wilbur, S. (1997). A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments. Presence: Teleoperators & Virtual Environments, 6, 603-616.


Cite this article

Lai,Z. (2024). Diving into the virtual realm: Exploring the mechanics of virtual reality. Applied and Computational Engineering,31,268-273.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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About volume

Volume title: Proceedings of the 2023 International Conference on Machine Learning and Automation

ISBN:978-1-83558-287-9(Print) / 978-1-83558-288-6(Online)
Editor:Mustafa İSTANBULLU
Conference website: https://2023.confmla.org/
Conference date: 18 October 2023
Series: Applied and Computational Engineering
Volume number: Vol.31
ISSN:2755-2721(Print) / 2755-273X(Online)

© 2024 by the author(s). Licensee EWA Publishing, Oxford, UK. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license. Authors who publish this series agree to the following terms:
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References

[1]. Aloqail, M., Bouachir, O., & Karray, F. (2023). Digital twin for healthcare immersive services: fundamentals, architectures, and open issues. In Digital Twin for Healthcare: Design, challenges and solutions. essay, Academic Press, an imprint of Elsevier.

[2]. University of Silicon Valley. (2021b, June 22). WHAT IS THE GOAL OF VIRTUAL REALITY? [web log]. Retrieved July 17, 2023, from https://usv.edu/blog/what-is-the-goal-of-virtual-reality/.

[3]. TechTarget. (2017, May 6). Head Tracking. WhatIs.com. https://www.techtarget.com/whatis/definition/head-tracking#:~:text=Head%20tracking%20is%20often%20used,methods%20used%20for%20head%20tracking.

[4]. Truly, A. (2023, March 8). What is screen door effect in VR?. digitaltrends.com. https://www.digitaltrends.com/computing/what-is-screen-door-effect-in-vr/

[5]. Hynes, N. J., Cufflin, M. P., Hampson, K. M., & Mallen, E. A. (2022). The effect of image resolution of display types on accommodative microfluctuations. Ophthalmic & physiological optics : the journal of the British College of Ophthalmic Opticians (Optometrists), 42(3), 514–525. https://doi.org/10.1111/opo.12949

[6]. Webster, M. (2007, November 8). Sitting too close to the Computer Screen Can Make You Go Blind. scientificamerican.com. https://www.scientificamerican.com/article/is-sitting-too-close-to-screen-making-you-blind/

[7]. Wang, J., Shi, R., Zheng, W., Xie, W., Kao, D., & Liang, H. N. (2023). Effect of Frame Rate on User Experience, Performance, and Simulator Sickness in Virtual Reality. IEEE transactions on visualization and computer graphics, PP, 10.1109/TVCG.2023.3247057. Advance online publication. https://doi.org/10.1109/TVCG.2023.3247057

[8]. Zimmerman, T. (1982). Optical flex sensor (U.S Patent No. 4542291A). U.S. Patent and Trademark Office. https://patents.google.com/patent/US4542291A/en#patentCitations

[9]. What is an inertial measurement unit?. vectornav.com. (n.d.). https://www.vectornav.com/resources/inertial-navigation-articles/what-is-an-inertial-measurement-unit-imu?gclid=Cj0KCQjwzdOlBhCNARIsAPMwjbzIB1mrPMnihJANDSp9KlCnDnf9jM1GNn1cnUvSurEDz3a9m8PBvwQaAi5QEALw_wcB

[10]. VR Components. washington.edu. (n.d.). https://www.hitl.washington.edu/projects/learning_center/pf/whatvr1a.htm

[11]. Culling explained. Documentation. (n.d.). https://docs.cryengine.com/display/SDKDOC4/Culling+Explained

[12]. Kleiner, M., Dalenbäck, B.-I., & Svensson, P. (1993). Auralization--An Overview. JOURNAL OF THE AUDIO ENGINEERING SOCIETY, 41(11), 861–875. https://doi.org/http://www.mattmontag.com/auralization/media/Auralization%20-%20An%20Overview.pdf

[13]. Slater, M., & Wilbur, S. (1997). A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments. Presence: Teleoperators & Virtual Environments, 6, 603-616.