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Page 1: Julia Xhuljeta Stoli Virtual Reality

January 2016

Virtual RealityJulia Xhuljeta Stoli

1

BSc Computing (1014 Computer Systems) January 2016

Virtual Reality – Julia Xhuljeta Stoli

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BSc Computing (1014 Computer Systems) January 2016

BSc Computing (Year 1)

Assessment FeedbackComputer Systems Assignment

Due for Issue

(week commencing):

23/09/15 Date for

Submission:Deadline 23:59 Sunday

17/01/2016

Agreed Date for late submission:

Module Tutor:Signed:

Yinghui Zhang

Student Name:Student ID:

Aspect (& weighting) Excellent Very Good Satisfactory Needs some more

work

Needs much more work

Task 1 (100%)

Virtual Reality – Julia Xhuljeta Stoli

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BSc Computing (1014 Computer Systems) January 2016

Specific aspects of the assignment that the marker likes:

Specific aspects of the assignment that need more work:

Tutor’s Signature: Date: Grade:

NB. By entering your name (Xhuljeta Stoli) and student ID (15422566) you are asserting that this submission is entirely your own individual (or group) work.

Virtual Reality – Julia Xhuljeta Stoli

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CONTENTS

Cover Page 1

Assessment Feedback 2

1. Virtual Reality 6

2. History of Virtual Reality 4

3. NASA… a pioneer in VR 7

4. Types of VR 6

5. How is virtual reality achieved? 8

6. The existence of virtual reality 9

7. What makes the development of virtual reality worthwhile? 9

8. Virtual Reality Consumer Markets 10

9. Applications of Virtual Reality 11

10. Features of virtual reality systems 11

11. What new in virtual reality 12

12. Four virtual reality devices 12

12.1 Microsoft HoloLens 12

12.2 Virtual Reality Potential Surgical Application Reality 14

12.3 Geomatic Sculpt 16

12.4 Phantom haptic stylus 18

13. Military 20

14. Summary 21

15. Virtual Reality References 22

Virtual Reality – Julia Xhuljeta Stoli

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“A computer terminal is not some clunky old television

with a typewriter in front of it.It is an interface where the mind and body can connect with the universe

and move bits of it about”Douglas Adams, Mostly Harmless

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“It doesn’t have anything to do directly with what’s going on inside your brain. It only has to do with what your sense organs perceive.”

Jaron Lanier (Virtual Reality Pioneer)

1. Virtual Reality

What is Virtual Reality?Virtual Reality is a three dimensional environment, the combination and synchronization of hardware and software that achieves a sense of real presence in virtual reality environments. This simulated platform can be explored and interacted with by a person. That person becomes part of this virtual world or experiences the moment within this environment and is able to handle objects or perform a series of actions.

Virtual reality creates artificial aesthetic, feelings, experiences, which may include vision, hearing, touch, and smell.

The truth is that we humans have many more senses other than the above. These other sensory data, combined with some special processing of sensory information by our brains provide a rich flow of information from the environment in mind.

We feel the world through our senses and perception systems.

So, virtual reality involves the presenting of our senses in a virtual platform.

Whatever we live, we know our reality comes through our senses.

The definition of virtual reality comes, from the definitions of ‘virtual’ and ‘reality’. The definition of ‘virtual’ or ‘actual’ is realistic and ‘reality’ is what we realize as human beings. So the term ‘virtual reality’ basically means ‘realistic - reality’.

It is a complex concept that means real, actual, factual and veritable; a concept with depth, which in practice has yield spectacular results.

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2. History of Virtual Reality

In 1963, Ivan Sutherlands developed sketchpad: stereo HMD, position tracking and graphics engineIn 1966, Tom Furness display systems for pilotsIn 1967, Brooks developed force feedback GROPE systemIn 1977, Dan Sandin and Richard Sayre invent a bend-sensing gloveIn 1979, Raab et al Polhemus tracing systemIn 1983 developed the first virtual environmentIn 1989, Jaron Lainer (VPL) coins the terms “Virtual Reality”In 1994, VR Society formed

3. NASA… a pioneer in VR

The first complete Virtual Reality system was developed by NASA known as “Virtual Visual Environmental Display” (VIVED) early 80s. Also they prototyped with the LCD HMD and in 1989 became “Virtual Interface Environment Workstation” (VIEW).

The pioneer company in history that devised and developed markets virtual reality products was the VPL, which founded in 1984 by pioneer VR Jaron Lanier. VPL Company started in San Francisco Bay Area in a corner of the cottage Lanier. “VPL” was based on “Visual Programming Languages”; Lanier said the company target was to create a visual programming language to bring programming to a mass audience. The first VR devices that the company developed were Data Glove, the Eye Phone, and the Audio Sphere.

The Eye Phone – was a head mounted display (HMD), which was to immerse

users in a computer simulation. The user could monitor the movements of the head. The handset used was lenses Fresnel.

The DataGlove was a device which uses a glove as a form of input. Virtual reality gloves are one the most popular symbols of virtual reality as a whole.

The EyePhone was a head-mounted display unit which is used to visually immerse its user into a virtual environment. To further the level of immerse, each LCD screen provided a slightly different image to create the illusion of depth. The HMD is also the most popular virtual reality symbol.

The AudioSphere was a unit which uses stereo to create the illusion of 3D sounds. This means a more realistic perception of sounds from all dimensions is achieved which further creates a more convincing virtual experience.

Virtual Reality – Julia Xhuljeta Stoli

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4. Types of VR

Four types of VR (Fig.1)

Textual VR (interaction, no immersion)

Desktop VR (interaction, immersion)

Immersive VR (interaction, high immersion)

Augmented VR (interaction, no immersion)

5. How is virtual reality achieved?

Virtual Reality – Julia Xhuljeta Stoli

Fig. 1

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Although we talk about a few historical early forms of virtual reality elsewhere on the site, today virtual reality is usually implemented using computer technology. There are a range of systems that are used for this purpose, such as headsets, omni-directional treadmills and special gloves. These are used to actually stimulate our senses together in order to create the illusion of reality.

This is more difficult than it sounds, since our senses and brains are evolved to provide us with a finely synchronized and mediated experience. If anything is even a little off we can usually tell. This is where you’ll hear terms such as immersiveness and realism enter the conversation. These issues that divide convincing or enjoyable virtual reality experiences from jarring or unpleasant ones are partly technical and partly conceptual. Virtual reality technology needs to take our physiology into account. For example, the human visual field does not look like a video frame. We have (more or less) 180 degrees of vision and although you are not always consciously aware of your peripheral vision, if it were gone you’d notice. Similarly when what your eyes and the vestibular system in your ears tell you are in conflict it can cause motion sickness. Which is what happens to some people on boats or when they read while in a car.

6. The existence of virtual reality

The science in the direction of Virtual Reality has done rapid steps. It's a huge effort that has brought important developments.

Virtual Reality applies to many dangerous, painful and expensive areas.

Dangerous: areas as the army, for pilot training, training in weapons and soldiers surrounding war

Painful: areas, utilized in the health and hospital for painful surgery, for educational purposes and the support of people with disabilities

Expensive: areas such as technology, industry and productivity

Entertainment is a serious value that is growing fast. Unique films and video games are good examples. The entertainment industry moves with a turnover of several billion dollars and consumers are always eager for new innovations.

Virtual Reality is a practical, relevant, realistic solution and more importantly an economic solution.

The cost of virtual reality descends, day by day becomes more affordable, so it is sure that we will see more serious uses in all sectors

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7. What makes the development of virtual reality worthwhile?

The potential entertainment value is clear. Immersive films and video games are good examples. The entertainment industry is after all a multi-billion dollar one and consumers are always keen on novelty. Virtual reality has many other, more serious, applications as well.

Virtual reality can lead to new and exciting discoveries in these areas which impact upon our day to day lives.

Wherever it is too dangerous, expensive or impractical to do something in reality, virtual reality is the answer. From trainee fighter pilots to medical applications trainee surgeons, virtual reality allows us to take virtual risks in order to gain real world experience. As the cost of virtual reality goes down and it becomes more mainstream you can expect more serious uses, such as education or productivity applications, to come to the fore. Virtual reality and its cousin augmented reality could substantively change the way we interface with our digital technologies.

8. Virtual Reality Consumer Markets

Global Market Analysis and Forecasts for Head-Mounted Displays, Mobile Virtual Reality, Accessory Devices, and Virtual Reality ContentThe year 2016 will be the make or break year for the second coming of consumer virtual reality (VR). Facebook and Sony are both set to release the much expected Oculus Rift and Project Morpheus headsets, respectively, by which time HTC’s Vive head-mounted display (HMD) will have been on the market for a while. Tractica’s report, “Virtual Reality for Consumer Markets”, provides a comprehensive analysis of the market dynamics, technology issues, and competitive landscape for consumer VR hardware and content. The report features global market forecasts for annual unit shipments and associated revenue during the period from 2014 through 2020.

Very impressive numbers are only from very impressive devices.

Virtual Reality – Julia Xhuljeta Stoli

Fig. 2

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By 2020 the VR industry will have shipped 30m headsets globally.

VR accessories and VR content will increase from $108.8 million in 2014 to $21.8 billion worldwide by 2020, with a compound annual growth rate of 142%.Content sales will represent more than one-third of total VR revenue by 2017, and will quickly grow to nearly two-thirds of all VR revenue by 2020.

9. Applications of Virtual Reality

Here is a list of the many applications of virtual reality:

Virtual Reality in Healthcare Virtual Reality in the Military Virtual Reality in Education Virtual Reality in Engineering Virtual Reality in Entertainment Virtual Reality in Telecommunications Virtual Reality in Construction Virtual Reality in Fashion Virtual Reality and Heritage Virtual Reality in Business Virtual Reality in Sport Virtual Reality in Media Virtual Reality and Scientific Visualization Virtual Reality in Film Virtual Reality Programming

10. Features of virtual reality systems

There are many different types of virtual reality systems but they all share the same characteristics such as the ability to allow the person to view three-dimensional images. These images appear life-sized to the person.

They change also as the person moves around their environment which corresponds with the change in their field of vision. The aim is for a seamless join between the person’s head and eye movements and the appropriate response, e.g. change in perception. This ensures that the virtual environment is both realistic and enjoyable.

A virtual environment should provide the appropriate responses – in real time- as the person explores their surroundings. The problems arise when there is a delay between the person’s actions and system response or latency which then disrupts their experience. The person becomes aware that they are in an artificial

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environment and adjusts their behavior accordingly which results in a stilted, mechanical form of interaction.

The aim is for a natural, free-flowing form of interaction which will result in a memorable experience.

11. What new in virtual reality

With a multiplicity of emerging hardware and software options, the future of wearables is unfolding but yet unknown. Concepts such Google Cardboard, Samsung GearVR and Epson Movario are leading the way but there are also players like Meta, Avegant Glyph, Daqri and Magic Leap who may surprise the industry with new levels of immersion and usability.

Virtual reality is the feature in entertaining

Many other companies are developing Virtual Reality headsets and other peripherals. From recognizable names, like Carl Zeiss and Archos to lesser-known companies such as Razer and Avegant, the coming VR renaissance electrifies an entire ecosystem of hardware manufacturers, software developers, and content providers.

12. Four virtual reality devices

12.1 Microsoft Hololens

Virtual Reality – Julia Xhuljeta Stoli

Fig. 3

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a. A new way to see your world

Microsoft Hololens (Fig.3) presented by Microsoft Company, contain more computing power than the average laptop. With no wires, external cameras, or phone or PC connection required, so every user can move freely and untethered.

b. Science fiction becomes science facts

Microsoft Hololens is made up of specialized components that together enable holographic computing. The optical systems that work in lock-step with advanced sensors. The HPU makes light work of processing a large amount of data per second. All those components and more enable you to move freely and interact with holograms.

c. Design and comfort

The headband is designed like a performance car with great weight distribution for a comfortable fit. Weight is distributed around the crown of user head, saving ears or nose from undue pressure.

d. Sensor fusion

Microsoft Hololens has advanced sensors to capture information about what you're doing and the environment you’re in.

Virtual Reality – Julia Xhuljeta Stoli

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e. Built-in speakers

A precise audio experience without headphones that is immersive, yet won’t block out the real world.

f. Spatial sound

Using a scientific model that characterizes how the human ear receives sound from a specific location, Microsoft HoloLens synthesizes sound so that you can hear holograms from anywhere in the room.

g. Get the Development Edition

Microsoft Hololens devices will begin shipping in the first quarter of 2016. Help develop the future of holographic computing. Come unlock new possibilities. The price will be $3,000 (AU$4,150, £2,000). That's much pricier than the Oculus Rift's $350 or the HTC Vive which shipped to developers for free, starting with the US and Canada.

12.2 Virtual Reality Potential Surgical Application

Virtual Reality – Julia Xhuljeta Stoli

Fig. 4

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Virtual Reality can be very useful and essential in surgical operations. Surgeons can train with virtual tools and patients, and transfer their virtual skills into the operating room, and studies have already begun to show that such training leads to faster doctors who make fewer mistakes.

Virtual reality is currently being applied in medical and surgical fields. The NeuroTouch is a virtual surgery simulator. It uses sterovision and bimanual tool handles with force feedback. NeuroTouch Cranio (Fig.4) is currently able to simulate four scenarios include micro dissection, tumor, debulking and hemostasis.

In practical doctors are able to rehearse and simulate the complicated surgical process before performing the actual surgery, so there is a safely assume process, that it could significantly decrease the potential rate of failure! This would save many lives and broken hearts of their family!

NeuroTouch is now three years old and being used in surgical training and studies. This is inspiring news, because an intricate surgery such as brain tumor removal is particularly challenging to even well-trained and experienced doctors. A single, tiny mistake damaging surrounding nerves or tissues in human brain could cause permanent and severe damage.

Virtual Reality – Julia Xhuljeta Stoli

Fig. 5

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Virtual view (Fig.6) during the surgical process, give to the doctor’s real time information such as the patient’s fluctuating brain waves, blood pressure and heart rate. The real-time update reduces the time that the doctor would normally need to react to various emergency situations.

12.3 Geomatic Sculpt

a. 3D Design You Can Touch

Geomagic Sculpt (Fig.7) of Geomagic Company is a fast, accurate virtual sculpting software platform that enables you to easily create free-flowing organic designs for products, sculptures, artwork that can simply not be achieved in CAD. Geomagic Sculpt operates with both a standard mouse or with a Geomagic haptic device, for a true sense of touch while working as the most intuitive way to create functional and beautiful products for 3D printing and manufacturing.

Touch Your Design and Design with a Mouse

Use 3D tools for 3D designs. Geomagic Sculpt helps you break free of the old design paradigm with an included 3D Systems Touch haptic stylus. Feel your design take shape with intuitive force-feedback that allows you to better understand your creation. But if you should be without your haptic for a day and need to make design changes, Geomagic Sculpt will work just as well with your mouse.

Virtual Reality – Julia Xhuljeta Stoli

Fig. 6

Fig. 7

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b. Design The Impossible

Geomagic Sculpt picks up where your CAD system stops, so you can design like never before while working within established workflows. Create and design beautiful, detailed organic forms designs that would be impossible in CAD because with Sculpt, you’re not constrained by anything except your imagination. Use a combination of auto surfacing, voxel 'clay' and SubD surfaces to create exactly what you want.

c. Build Elaborate Designs from Your CAD Models

Import your MCAD (Fig.9) data and work it into elaborate product designs that go beyond geomatric CAD shapes. Build beautiful designs around scanned data of key geometric parts to ensure that assemblies will work inherently. Quickly boolean out CAD data as needed to be able to preview, print and manufacture your final design.

Virtual Reality – Julia Xhuljeta Stoli

Fig. 8

Fig. 9

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d. 3D Print-Ready

You can cut the guesswork, because Geomagic Sculpt produces 3D-printable files every time. No more wavering about whether your design is solid or watertight. Sculpt will even check for common printability issues, like feature size and proximity, and flag them so you can make changes before you print.

12.4 Phantom haptic stylus

If airline pilots should learn the airplanes systems and how to fly on flight simulators annually to be certified to fly, why do surgeons only do their practice directly on people?

It’s the core question at the heart of the medical simulation movement and it’s creating an evolution in medical practices worldwide: With better technology at hand, commercial entities as well as clinical subspecialties are now rapidly creating ultra-realistic virtual environments using 3D graphics, audio and haptic so that physicians can better prepare.

Virtual Reality – Julia Xhuljeta Stoli

Fig. 10

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Phantom haptic stylus (Fig. 11) of Geomatic company give the chance to doctors to operate as if they were holding a surgical instrument; the surgeon can “feel” the virtual tissues, note their reaction to different shaped surgical clips, feel the results of more or less pressure on an aneurysm, and practice different angles of insertion.

By providing a virtual environment (Fig. 12), the surgeon makes critical decisions in real time and a free risk virtual rehearsal environment. The Surgical Rehearsal Platform (SRP) and its use of haptics allow surgeons to learn ways to minimize the time when patient blood vessels are restricted.

Virtual Reality – Julia Xhuljeta Stoli

Fig. 11

Fig. 12

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Surgical Theater started from 2012 to date in USA, in Cleveland Surgical Theater and is offering clinical trial medical education.

Dr. Sloan is developing additional neurosurgical simulations for the SRP platform, such as the removal of benign and malignant tumors located in critical areas of the brain as well as micro vascular decompression, pituitary tumors and acoustic neuronal surgeries.

An innovation tool stands poised to change the way surgeons prepare and rehearse for surgery as they “Pre-Live the Future.”

It is noteworthy in this presentation the application of Virtual Reality in army. Below cited a general summary useful is Virtual Reality in army.

13. Military

Military and Virtual Reality

Virtual reality applied especially in the military. A virtual platform that enables training and practices based on the risk of situation. Virtual Reality education is an attractive alternative to live training with expensive equipment, safety hazards or sensitive technology.

Three main categories that includes in military are:

army navy air force

Army; solder training, the soldiers are trained to carry out mock raids and live conditions of war, so if found in war environment to be able to protect their lives from the risk.

Navy; with HR in various games or platform the soldiers trained and learn how to use the weapons, how to fight, how to work in team; they experience lively in a dangerous situation and gain experience survival.

Air force; pilot training, airline pilots can use realistic cockpits with VR technology in a holistic training programs that integrate virtual flight and lively teaching

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14. Summary

Different studies and researches have been made for the Virtual Reality to date, present spectacular results. The development and upgrading of VR will bring radical changes in many levels and categories.

Virtual Reality (VR) is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds. By simulating as many senses as possible, such as vision, hearing, touch, even smell, the computer is transformed into a gatekeeper to this artificial world. The only limits to near-real VR experiences are the availability of content and cheap computing power.

Virtual reality is the creation of a virtual environment presented to our senses in such a way that we experience it as if we were really there. It uses a host of technologies to achieve this goal and is a technically complex feat that has to account for our perception and cognition. It has both entertainment and serious uses. The technology is becoming cheaper and more widespread. We can expect to see many more innovative uses for the technology in the future and perhaps a fundamental way in which we communicate and work thanks to the possibilities of virtual reality.

The radical changes in occupational and personal levels will provide humanity an exciting and thrilling experience. Iot will be exciting and thrilling of occupational and personal life.

The VR technology could be a firm stepping stone for the greater leap of mankind in every aspect of our lives, and VR technology’s boundless potential is going to soar far beyond all the more commonly known applications!

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15. Virtual Reality References

15.1 Virtual Reality

a. Lorne Manly (2015) A Virtual Reality Revolution. Nytimes [online]. Available from: http://www.nytimes.com/2015/11/22/arts/a-virtual-reality-revolution-coming-to-a-headset-near-you.html?_r=0 [Accessed 15th December 2015].b. Tractica (2015) Consumer Virtual Reality Hardware and Content Revenue to Reach $21.8 Billion by 2020. Tractica [online]. Available from: https://www.tractica.com/newsroom/press-releases/consumer-virtual-reality-hardware-and-content-revenue-to-reach-21-8-billion-by-2020/ [Accessed 4th January 2016].

c. VRS (2015) What is Virtual Reality? VRS Org [online]. Available from: http://www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html [Accessed 15th December 2015].

d. Dr. Pattie Maes (2015) MIT Media Laboratory. Laval Virtual Conference [online]. Available from: http://www.laval-virtual.org/en/scientific-conferences/vric/keynote.html [Accessed 12th January 2016].e. HDavid Krum, Evan Suma, and Mark Bolas (2012) A USC ICT Mixed Reality Lab Demonstration. Conferences computer org [online]. Available from: http://conferences.computer.org/vr/2012/ [Accessed 5th January 2016].f. The guardian (2015) . The guardian [online]. Available from: http://www.theguardian.com/technology/virtual-reality [Accessed 8th January 2016].

f. Video watched from the following source: Jaron Lanier (2015) An Interview with Mitch Altman (Inventor and Virtual Reality Pioneer from the 80's). Hackertrips [online]. Available from: https://www.youtube.com/watch?v=5TrRO_j_efg#t=2148 [Accessed 1st December 2015].

15.3 Microsoft Hololens

a. Dr. Brian Jackson (2015) What is Virtual Reality? [Definition and Examples]. Marxentlabs [online]. Available from: http://www.marxentlabs.com/what-is-virtual-reality-definition-and-examples/ [Accessed 2nd December 2015].

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b. Microsoft (2015) Microsoft Hololens. Microsoft [online]. Available from: https://www.microsoft.com/microsoft-hololens/en-us/hardware [Accessed 30th December 2015].

c. Michelle Fitzsimmons and Duncan Bell, (2015) Hands on: Microsoft HoloLens review. Werables [online]. Available from: http://www.techradar.com/reviews/wearables/microsoft-hololens-1281834/review [Accessed 5th December 2015].

d. Lucio Tommasio De Paolis (2013) Augmented and Virtual Reality Laboratory (AVR Lab). AVR Lab [online]. Available from:http://avrlab.it/wp-content/uploads/2015/03/lez-1-introduction.pdf [Accessed 5th December 2015].

15.3 Surgery

a. BBC (2012) Virtual reality surgery software to aid trainee surgeons. BBC [online]. Available from: http://www.bbc.co.uk/news/uk-scotland-20237503 [Accessed 12th December 2015].b. Virtual Reality Reporter (2015) Virtual Reality Will Change How Doctors Perform Surgery! Virtual Reality Reporter [online]. Available from: https://virtualrealityreporter.com/virtual-reality-surgical-medical-application/ [Accessed 2nd December 2015].c. Mary Kae Marinac (2012) Geomagic at the White House: Practicing on Computers, Not Patients. Geomagic [online]. Available from: http://www.geomagic.com/en/community/beyond-the-box/geomagic-at-the-white-house-practicing-on-computers-not-patients/ [Accessed 11th January 2016].

15.4 Virtual Reality in the Military

a. Erin Carson(2015) 9 industries using virtual reality. Tech Republic [online]. Available from: http://www.techrepublic.com/article/9-industries-using-virtual-reality/ [Accessed 6th December 2015].b. VRS (2015) Virtual Reality in the Military. VRS Org [online]. Available from: http://www.vrs.org.uk/virtual-reality-military/ [Accessed 12th December 2015].c. Duncan Reid (2015) DSEI 2015 MEETING MILITARY NEED FOR TRAINING AND SIMULATION. DSEI Event [online]. Available from: http://www.dsei.co.uk/press/DSEI-2015-meeting-military-need-for-training-and-simulation [Accessed 6th December 2015].

d. Skip Rizzo, Jacki Morie, Josh Williams, Jarrell Pair, Jonathan Gratch, John Galen Buckwalter (2005) . 11th International Conference on Human-Computer Interaction

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[online]. Available from: http://ict.usc.edu/?s=military+2015&site_section=site-search [Accessed 6th December 2015].

Virtual Reality – Julia Xhuljeta Stoli