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Virtual Reality

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International Research Journal of Engineering and Technology (IRJET)

e-ISSN: 2395-0056

Volume: 12 Issue: 02 | Feb 2025

p-ISSN: 2395-0072

www.irjet.net

Virtual Reality Aariya Vora1, Prajakta Jadhav2, Ms.Suparna Naik3 1Student, Dept. of Computer Technology, Bharati Vidyapeeth’s Jawaharlal Nehru Institute of Technology(poly.),

Pune, India

2Student, Dept. of Computer Technology, Bharati Vidyapeeth’s Jawaharlal Nehru Institute of Technology(poly.),

Pune, India Dept. of Computer Technology, Bharati Vidyapeeth’s Jawaharlal Nehru Institute of Technology(poly.), Pune, India ---------------------------------------------------------------------***--------------------------------------------------------------------applications, how VR impacts us, and future trends that Abstract - Virtual Reality is changing the way people 3Lecturer,

promise to push the boundaries of virtual experiences even further.

perceive reality, interact with people, and understand life. The paper aspires to explain virtual reality, its architecture, and lastly, the rapid growth of VR into most fields. Virtual reality is sprouting into all arenas: from games to health. With every passing day, Virtual Reality progresses toward a state in which there is no difference between what's real and what isn't. While this paper has also pointed out the challenges of VR, like realism and latency, with evolution in AI, displays, and haptics, it would be bona fide to state that a more accessible and realistic VR future is yet to come. As adoption continues to rise, virtual reality will change industries and redefine human- computer interactions.

By examining these aspects, we aim to highlight the growing impact of VR in research and practical applications, as well as the key innovations that are driving its rapid advancement. 1.1 Brief Past One of the earliest and most notable milestones in VR history was the creation of the "Sensorama" by Morton Heilig in 1962. Heilig, often referred to as the "Father of Virtual Reality," developed this mechanical device to engage multiple senses and provided an immersive experience that predicted what VR would later become.

Key Words: Immersive Experience, Impact, Realism, Human Computer Interactions.

1.INTRODUCTION

In 1968, Ivan Sutherland, another VR pioneer, introduced the first head-mounted display (HMD), known as the "Sword of Damocles."

Virtual Reality (VR) represents a transformative technology that immerses users into a computergenerated, interactive, three-dimensional environment. Over the past few decades, VR has evolved from a concept primarily associated with science fiction to a critical tool in fields such as not only gaming but also in education, healthcare, and industrial training. The underlying goal of VR is to simulate real or imagined environments which enables users to interact with them in ways that feel intuitive and immersive, often using devices such as headmounted displays (HMDs), motion controllers, and haptic feedback systems.

Fig.1 First head-mounted display in comparison with current VR

As technological advancements have made VR more accessible, its potential applications have broadened significantly, expanding it into areas such as virtual training simulations, therapeutic interventions, and etc. With continued developments in hardware, software, and network infrastructures like 5G, VR is poised to play a key role in the future of human-computer interaction, reshaping industries and redefining how we engage with digital content. This review paper explores the architecture of VR systems, some recent

© 2025, IRJET

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Impact Factor value: 8.315

1.2 Concept of Prescence Now comes the highlight of what VR provides is the factor of “presence”. Presence in Virtual Reality on almost all articles describes the sensation of truly "being there" in a virtual environment, despite knowing it is computergenerated. It acts on a psychological state where users feel fully immersed and interact naturally, as if the virtual world were real.

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