EPFL Lausanne ¦ Prof. Thalmann's Workshop

Introduction | AR/Mobile VR Systems | New VR Devices



Virtual Reality (VR) is not a new concept for the origins can be traced as far back as "The Ultimate Display", one of the famous paper from Sutherland written in 1965. Since then VR became a serious research subject that can be applied to many disciplines, even if applications are still now limited by current technology. In a sum we could define VR as an advanced and synthesized kind of media which aims to recreate the real world, as well as to create illusions of a brand new and yet unknown one. It stands as synthetic realities in a unified matrix of data (people are part of data, inside of data). By offering 3D computer-generated representations, VR is trying to overcome GUI limitations while "[...] forcing users to concentrate on how to obtain what they want instead of the task itself" (Gobbetti & Scateni, pp. 2-3). Ultimately the idea is to make the interaction task much more natural and to reduce training. The potential of VR systems as a more intuitive metaphor for HCI (Human-Computer Interaction) is thus enormous.

To conclude there are 3 basic concepts that describe true VR technology, also called the three I's :

  • Immersion
  • Interactivity
  • Information Intensity


However the simulated world does not necessarily have to obey natural laws of behavior. As Gobbetti & Scateni wrote it in their article, such a statement makes nearly every area of human activity a candidate for VR applications. Some of them are listed below :

  • Virtual Prototyping - such as computer-aided design, aircraft design and architectural building walk-through which provide real-time visualization capabilities for engineering designs.
  • Simulators and training - such as planetary exploration, educational applications (e.g. scientific/medical visualization, cultural heritage, conceptual learning), entertainement and flight/driving/surgical simulations which allow users to directly transfer to the real world the whole experience gained in the VR environment.
  • Telepresence and teleoperation - such as telerobotics and remote surgery which aim to perform specific and dangerous tasks (e.g. working on damaged nuclear power materials, planets or human beings) in a remote environment.
  • Augmented Reality - in those systems the virtual world is superimposed over the real world, with the intent to supplement it with useful information (e.g. guidance in performing a real world task).




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22nd of January 2002


"The screen is a window through which one sees a virtual world. The challenge is to make that world look real, sound real, feel real."

I. E. Sutherland (May 1965) - The Ultimate Display, in Proceeding of IFIPS Congress

© 2002 Grassioulet