Virtual Reality | Future | Fandom powered by Wikia

Virtual reality is, the projection upon the five senses artificial stimuli. This can be used to create illusions (imaginary worlds) that can be simulated on a computer. Various technologies, especially computer games that utilize VR will incrementally reshape how we view society.

"The ultimate dream is to merge the real world and the virtual world into a totally seamless experience" -- PhotoSynth project

Development of simulation, rendering, VR input and output technologies will have wider implications than just better virtual environments. We can define three main modes of combining reality with virtual reality:

The Mirror World video (30Mb, Quicktime) provides an interesting glimpse into the future connections between virtual and real world. Another demo Toshiba shows how our selves can be transferred into the VR as avatars.

Virtual reality started with single-player worlds simulated on a local machine (first 3D games and research projects before that). That is, computer games. The next step (late 1990s) was to have multiplayer worlds, where several participants could interact with limited realism. Another important development were persistent worlds - various MMORPGs and "general-purpose" virtual worlds such as ActiveWorlds, Second Life, and There. These persistent worlds are running on clusters of servers (sometimes distributed) and usually allow creation of custom content and programming by users. More than ten million people play MMORPGs as of 2005 and about 100 thousand "play" in general purpose worlds. Overall more than 100 million people play 3D computer and video games online (45 million in 2002 [2]).

The next step (2010-2015) is going to be development of more open systems, where content can be moved across platforms and where separate worlds can be linked (for example a room in a virtual building can be simulated on a private server using different simulation software, but would still be accessible for the people walking in the virtual city). [3] Open source may play a role there. [4] Eventually virtual reality worlds will integrate into a global Metaverse running on a distributed grid.

The step after that will be the integration of these worlds with input/output technologies, such as VR goggles and brain-computer interfaces. By then most of the people will spend a significant part of their lives in virtual reality (playing, communicating, working, having sex). Eventually, uploading will make feasible a full migration into virtual reality, while robotic bodies will make the reverse possible.

Acquisition of data from aerial photos

Acquisition from street level photos

Manual content creation

Create 3D models from photo collections

3D city models in interactive maps, MS Virtual Earth 3D

To bridge the gap between reality and virtual reality we need methods to quickly (not slowly and manually [5]) convert objects from physical reality into digital models and back. This will have much wider implications than just more realistic games, this is going to gradually change what we consider reality.

Some technologies already exist: laser scanners and 3d printers for small objects. Some crude methods already exist to quickly generate 3d models of larger real world scenes (using image processing and LIDAR) - urban landscapes [6] [7] [8] [9] [10] and indoor environments [11].

It is already feasible and cost-effective to acquire photographic data for Yellow Pages [12] [13] using the "drive and shoot" model. Hi-resolution satellite images of urban areas are being incorporated into MSN Virtual Earth [14]. Google is quietly doing similar stuff [15], and may do much more in the future [16] [17] [18]

Using a combination of these approaches 3D models of cities will soon (est. 2007-2009) be built cheaply and quickly. To create a realistic virtual environment one would only need to clean up the raw data a bit, combine the air photos for rooftops and large buildings with ground level images for details, add virtual pedestrians and traffic on streets.

Photosynth is an upcoming technology from Microsoft [19] (videos, live demo, etc.) to recreate 3D environments from unstructured collections of photographs. In essense, it can take hundreds of photos of the Eiffel Tower from Flickr and automatically create a detailed 3D model.

CryENGINE2

As of 2007 we are on the threshold of realism in computer games. It is finally possible to simulate certain aspects of reality in real time and with sufficient precision to declare it an accurate simulation overall.

For example, the Forza Motorsport racing simulation for Xbox is physically realistic. It is mostly on par with reality, even though it's not indistinguishable yet. To achieve this, programmers from Microsoft Game Studios take into account between 3000 and 10000 variables and simulate all aspects of driving, running the simulation at 240 ticks per second. For Race Against Reality Popular Science asked a veteran gamer and a professional race driver to extensively test drive both real cars and their virtual prototypes. The conclusion was that the game simulation is accurate.

Similar level of realism is available for the flight simulators, again from Microsoft [20]. Some simulators are so realistic that pilots are allowed to log the virtual hours just like the real ones.

However, these simulations are not completely realistic yet. There are still things that can be improved though before we have perfect VR.

The shader model (introduced in 2002-2005) made possible to move graphics a step up from poligonal textured environments to much more realistic worlds. Games introduced in 2005 simulate realistically such superfluous details as raindrop splashes, smoke clouds (Call of Duty 2), etc. Water shaders and 3D textures further enhance the realism.

Still, we have already entered the realm of virtual reality. In some aspects, although not in all, virtual environments are already as good as real ones.

As of 2009 vision is the only area that is completely realistic in terms that it is indistinguishable from real life on a limited scale.

Currently most games (or professional simulations) take into account only a few aspects of reality. A car racing game has a detailed simulation of the engine, tires, tracktion, drag, etc., but "pedestrians" are glued to the ground, all other objects, e.g. planes, are moving on a predetermined path, etc. A real time strategy or tycoon game simulates the social dynamics and resource processing to some extent, but ignores the the physics of individual characters moving around.

But the big trend is that the engines all games use become more and more similar. Nowadays a strategy and a shooter game can use the same graphics engine, the same physics engine (such as Havoc 2) and look and feel rather similar (compare it with Dune 2 vs. Doom 2). John Carmack believes that universal engines will emerge around 2010-2015 and he will probably program only two more generations of custom game engines.

Of course, as long as content creation and programming are expensive, the games will avoid simulating parts unnecessary for the core gameplay. But the inevitable emergence of a common engine base will make it possible to integrate different games in one world and eventually it will be done. A crude example of that is the Second Life game where the complexity is not limited, at least in principle. There are also more and more games that use completeness as a selling point, such as GTA series and upcoming Spore from Will Wright.

The increased completeness will eventually make the virtual world real. In that virtual reality a "player" will be able to race, shoot, socialise, control armies, play with "physically real" objects and do a very large subset of what is possible in reality.

IBM CEO, Sam Palmisano delivers a strategic announcement in Beijing and in Second Life (shown above), in the Forbidden City, a virtual space created by IBM with the Chinese government

Reuters, Sun, IBM, Toyota, Sony BMG, CNet, Adidas, American Apparel and Starwood Hotels are among the companies that (as of 2006) operate in the Second Life virtual reality.

Computer and video games are relatively non-controversial (bar some violent games). Virtual reality hardware, while clumsy and awkward, is accepted too. While full-scale VR a la Matrix, if implemented today, would be scary to most people, gradual development will probably be accepted easily. For example, Sony has discussed future neural interfaces several times.

In the long run, VR may lead to Marriage obsolescence.

The NISTEP report [26] lists the following predictions related to virtual reality:

The use of VR in the period covered by NISTEP forecast (2010-2015) will probably include video-realistic virtual worlds with limited physical and AI realism delivered through light, comfortable high-quality VR goggles and possibly some primitive neural interfaces (may be for motor control or mood enhancement). BTW, this will be the PlayStation 5 era providing that a Gaming Depression doesn't occur within the next five or ten years.

By 2025-2030 both the simulation and interface technologies will likely advance to a stage sufficient for a perfect Matrix-like simulation indistinguishable from reality, but the virtual avatar will still be controlled by the actual human brain. While the Matrix scenario of naked immobile humans immersed in a nutrient medium and immersed in a virtual reality permanently is possible, it is likely that most people will still spend much of their time in physical reality.

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NBA broadcasts games in virtual reality with NextVR …

The NBA is upping its game, giving fans a whole new perspective. Thanks to virtual reality technology, fans who might never have a chance to get to an NBA game can now feel like theyre in the stands, or even courtside.

All you need is a subscription to the NBA League Pass, a virtual reality headset, and the free app NextVR on your smartphone.

CBS News correspondent Dana Jacobson gave the technology a try.

I mean, the players are like, there. I should be touching them but Im not, Jacobson said. Its so clear. I dont know how to describe it. Its just unreal.

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Traditionally, sport has been watched on a flat screen and now for the first time in history, we take you inside the screen in a way that youve never been able to stream content, said Danny Keens, vice president of content at NextVR -- NBA Digitals partner in a weekly virtual reality broadcast.

We cant just be different from traditional television; we have be better than television and we cant just be different from being at the game, Keens said. We have to be better than being at the game.

What was it like the first time you watched that full broadcast with the NextVR technology? Jacobson asked Jeff Marsilio, who heads the venture for the NBA.

I was nervous and then I was really excited as I saw it really come together, said Marsilio. We sat the camera at a courtside table and just you know, filmed -- no real production, nothing more than just filming and capturing. But when we watched the experience, we were blown away.

But to broadcast a game each week, the league realized it needed to do more.

Its not enough to simply put the camera down and walk away, Marsilio said. What weve discovered is you really do need the context that you get from some of the more traditional things that we see in television.

That means an entire broadcast crew -- up to eight unmanned cameras with 180-degree views -- are set up throughout the arena, including one on the stanchion of each basket and one center court on the scorers table.

CBS News

And this is actually your right eye, and this is your left eye, Keens explained.

Does it combine in my brain? Jacobson asked about the headset.

Yeah it combines actually in the VR Headset. And so that gives you the depth of 3D because each one is slightly off, and in the headset, it puts it back together and it gives you this sense of a 3D world, Keens said.

One camera is also positioned at a stanchion underneath a basket. Tickets are not available for the seats there.

Theres no ticket for that on the basket position. Just in last weeks game, there was a moment when LeBron [James] was running down the court right at you and you feel like, Oh man, hes coming at me. And the hair raises on your arms. Its pretty exciting, Marsilio said.

From a designated announce team, to the way a game is cut and even the graphics you see, once the headset goes on, its all designed to keep fans engaged.

There is no multi-tasking, there is no Facebook, no Twitter, theres no checking emails, theres no sending a text message, Keens said. So you become fully engaged in the content in a way that youve never been engaged. So youre 100 percent committed to watching the game.

The league is not releasing specific numbers, but told CBS News people are watching the VR games. As for whats next, both the NBA and NextVR said the technology is rapidly improving so they expect the quality of games and the number of broadcasts to grow.

Read more from the original source:

NBA broadcasts games in virtual reality with NextVR ...

Virtual Reality – Setting the Record Straight One Post at …

Weve just updated the VMware TCO Comparison Calculator to help customers see the true Total Cost of Ownership differences between VMware and Microsoft. Its easy to use just enter the basic parameters for your virtual infrastructure or private cloud environment, such as the number of VMs, type of servers and storage, and the product edition or features you need. The calculator will generate a complete TCO analysis that includes all the necessary elements of capital and operational expenses.

We created the TCO Comparison Calculator after hearing from existing and prospective VMware customers who were being told that alternative solutions based on Hyper-V would be much less expensive, or even free. The calculator totals cost elements that our competition leaves out of their oversimplified comparisons, such as: the system administrator labor costs to operate the environment (the largest component of TCO and one that independent testing shows to be much lower for VMware); effects of VM density (where VMware has an advantage according to analysts like Gartner); 247 phone support; and the need for third-party software to fill feature gaps.

When all those cost elements are combined, the VMware TCO Comparison Calculator shows that VMware solutions, ranging from a small business virtual infrastructure built with vSphere Essentials to a full-featured large enterprise private cloud based on vCloud Suite Enterprise, have the lowest TCO often by substantial margins.

When we updated the calculator, we saw that the VMware TCO advantage increased for some important reasons.

Another important enhancement weve made to the calculator is local currency support. Users can select USD, AUD, EUR, GBP, or JPY and the calculator will apply VMware and Microsoft list prices from those geographies.

This example from the VMware TCO Comparison Calculator shows that the 3-year TCO for a 500-VM environment built with vSphere with Operations Management Enterprise Plus will be 33% less than a comparable solution based on Microsoft Windows Server Hyper-V and System Center.

Our customers in the trenches running enterprise virtual infrastructures often tell us they know VMware offers the best and most cost effective solution, but they need help making the case for selecting VMware with purchasing managers or CFOs that have heard from other vendors claiming to be less expensive. If you find yourself in a similar position, use the VMware TCO Comparison Calculator to arm yourself with solid proof that VMware provides the lowest total costs.

While the operating assumption is that the OpenStack framework works best on open source components such as KVM, a just completed study by Principled Technologies and commissioned by VMware showed otherwise. Tests showed remarkably higher performance and substantially reduced costs when using OpenStack with VMware technology including vSphere when compared to OpenStack with Red Hat components.

In the study, OpenStack services were used to provision and manage the test configurations. The study equipment was identical except when published recommendations mandated a change. The test results showed:

The study recognized two trends in enterprise computing:

VMware innovations are helping customers get enterprise-class performance when exploring the OpenStack framework as a platform for large-scale application deployment. Among these innovations, the study showed that VMware Virtual SAN played an important role in providing performance advantages. Among the most significant findings related to VMware Virtual SAN, the study noted:

For the following tables, please refer to the full study for the complete test methodology and equipment setup.

Figure 1: The amount of YCSB (Yahoo Cloud Serving Benchmark) OPS achieved by the two solutions. Higher numbers are better.

Figure 2: The amount of IOPS achieved by the two solutions. Higher numbers are better. The workload was 70/30 R/W mix, random, and 4K block size.

Cost Comparison

The study showed that running OpenStack on VMware components required less hardware. Using VMware vSphere with Virtual SAN also lowered software costs. In total the study showed the 3 year costs were 26 percent lower. Because each OpenStack deployment and environment is different and support engagements vary widely from installation to installation, the costs of implementing the OpenStack framework were not included for either the VMware or the Red Hat platform.

Figure 3: Projected three-year costs for the two solutions. Lower numbers are better.

The study concludes:

In our testing, the VMware vSphere with Virtual SAN solution performed better than the Red Hat Storage solution in both real world and raw performance testing by providing 53 percent more database OPS and 159 percent more IOPS. In addition, the vSphere with Virtual SAN solution can occupy less datacenter space, which can result in lower costs associated with density. A three-year cost projection for the two solutions showed that VMware vSphere with Virtual SAN could save your business up to 26 percent in hardware and software costs when compared to the Red Hat Storage solution we tested.

As an enterprise customer, you have choices when it comes to implementing an OpenStack framework. Your selections will impact the performance and overall cost of your scale out infrastructure. With this study, VMware has demonstrated significant performance gains and cost savings in an OpenStack environment.

Read the full study here.

Amazon recently launched a new version of their Total Cost of Ownerships (TCO) Calculator that compares VMware on-premises solutions to Amazon Web Services (AWS) offerings. Our many customers choose us as their infrastructure platform and stay with us because we provide the best value. The Amazon calculator tries to create a different perception by using biased and inaccurate assumptions.

Stacking the DeckObviously

Amazon claims their calculator provides an apples-to-apples comparison, but in reality, it doesnt come close to doing so. Their calculator contains biased assumptions regarding VMwares TCO, which inflate the costs of an on-premises cloud and underestimate the true costs of using a public cloud solution.

For instance, Amazons calculator:

Another Take on VMware vs. AWS TCO:VMwares Own TCO Calculations

We decided to take a look at how costs might look using our math. The following is a VMware version of the TCO comparison against AWS. It compares costs associated with running conventional workloads on AWS and VMware infrastructure.

Conventional Workloads TCO Comparison

In a separate VMware TCO comparison calculation for a 100 VM environment, VMware TCO is $394K compared to AWSs $487K over a four-year period. This represents a 21% cost savings when choosing VMware.

This comparison uses the following 100 VMs for AWS:

Note that for this sample environment, the calculations assumed licenses for vSphere with Operations Management (vSOM) Standard, which offer more features and functionality than that of AWS and contain the features a customer truly needs for this scale environment. There are also additional AWS fees for things such as: data transfer, IP addresses, service monitoring, CloudWatch, etc. which are not captured in this TCO, but are a necessary part of running an application on AWS.

Conclusion

Clearly the AWS TCO Calculator does not represent a fair, apples-to-apples portrayal of the costs of an on-premises solution. Amazons calculator is underestimating AWS costs and overstating VMware costs. The costs of AWS instances are not the only factor to consider when choosing where to host workloads. Designing for AWS requires developer teams to significantly redesign their applications to account for the limitations and the quality of AWS infrastructure. With VMware, you have access to cost-effective, highly automated, secure infrastructure with a level of control and quality that provides superior value to IT and business units.

With the addition of vCloud Hybrid Service (vCHS), VMware now offers customers a public cloud option with faster time to value and the ability to add or reduce capacity dynamically through the use of hybrid, off-premises data centers. The combination of on-premises vSphere or vCloud Suite infrastructure with cloud-based infrastructure hosted on vCloud Hybrid Services or a vCloud Powered partner clearly provides the best hybrid cloud experience. With infrastructure running on a common technology platform (vSphere) and integrations with existing tools like vCenter, vCenter Operations, and vCloud Automation Center, VMware customers get all the benefits of a true hybrid cloud.

Edit: An earlier version of this post claimed that the VMware TCO was over a three-year time period. The correct time horizon of the VMware TCO is four years. The post has been updated to reflect this change.

The release of VMwares vSphere Data Protection 5.5 (VDP) seems to have caused a stir in the virtual backup industry. It appears we have hit a soft spot with some of the other vendors offering backup solutions for vSphere and have seen some confusing messaging coming from our partners/competitors in this market. While were certainly proud of the technology partner ecosystem built around VMware solutions I would like to take this opportunity to set the record straight on vSphere Data Protection.

Well dive in to each of these a little bit to get to the truth about vSphere Data Protection.

Some vendors claim they require no agents to do vSphere backups, even for application aware backups of Exchange, MS SQL, and SharePoint, whereas VDP Advanced does require agents for these applications.

The fact of the matter is, the vast majority of VMs do not require agents because of the way our vSphere data protection APIs work. This is the case for VDP and every other vSphere certified backup solution. But, a proper application consistent backup of Exchange, MS SQL, SharePoint and other application does require an agent, even for vendors like Veeam. Need proof? Heres a quote from page 235 of the Veeam Backup & Replication Version 7.0 User Guide:

Call me crazy, but a runtime process injected on a VM via admin credentials to do indexing and other activities on behalf of another server is the very definition of an agent. The biggest difference between VDP and Veeams agent approach is that VDPs agents are a one-time install via wizard, whereas Veeams agents are installed and uninstalled each and every time a backup job runs.

And dont forget: our VDP Advanced agents also run on physical servers so you can backup your entire Exchange, SQL, or SharePoint environment with VDP Advanced.

First things first, it really doesnt matter which backup system you choose your backup files are useless without the backup servers. Further, if youve lost your backup infrastructure Id say the odds are good youve lost other critical parts of your infrastructure as well. In cases like this, perhaps backups arent the best option for getting up and running. You might want a disaster recovery solution like our Site Recovery Manager or vCloud Hybrid Service Disaster Recovery for this situation.

But what about smaller, localized issues? What if your backup server gets wiped out? First and foremost Id recommend you use a product that includes backup replication so you always have 2nd and 3rd copies of your backups, hopefully on-site and off-site. With VDP Advanced your backups could be replicated directly to another VDP Advanced virtual appliance so you could immediately restore from the 2nd appliance no additional configuration or setup needed. (Even if vCenter is down!)

So what happens if you have your backup files but your backup server is gone? Nothing! At least not until you re-install the backup server and database and maybe some proxies and repositories so that you can actually use those files, stealing precious minutes or hours from your recovery time objective.

Even if youre using our basic version of VDP, which is included with most versions of vSphere and which does not have built-in replication, keep in mind that everything you need to protect your backups the backup files, database, everything! is contained within a single VM. Simply copy the VM to secondary storage periodically to avoid a single point of failure.

VDP Advanced includes highly efficient, secure backup data replication across any link at no additional cost. How do we do it and why dont you see some special WAN accelerator configuration inside VDP Advanced? VDP Advanced is based on EMC Avamar and uses the same enterprise-class deduplication algorithm and replication engine as Avamar. What this means to you is VDP does all the required deduplication as soon as the backups are created, across all backups stored on the appliance. No additional steps are needed to further optimize the data for WAN transfers. Plus you get the added benefit of using less storage for the primary backups so you save money on your overall backup solution!

Instant Recovery is the hot marketing item in the backup world (its kind of a boring world). Strategies for restoring data quickly is a topic Id like to explore further in a more detailed article so we can look at how wed approach some common scenarios with VDP. For now I want to say this about instant recovery: the feature looks good in the brochure, but instant recovery techniques from nearly every vendor end up with VMs that are pinned to a single host, running from your backup storage, with IO shuttled through some sort of proxy VM. Add it all up and youre left with a significant performance and usability hit to the recovered VMs. If you later decide to move that VM from backup storage to production, it often requires multiple steps to move and rehydrate the VMDKs and then rebuild them from the delta disks that were written while the instant VM ran.

In contrast, VDP Advanced can utilize Changed Block Tracking to restore a VM directly on full production storage. This means only the blocks that have changed since the selected restore point will be restored. As a result, restore times can be dramatically reduced up to 6X versus traditional restore methods according to the VDP Advanced study performed by ESG Labs.

This myth is just plain wrong. VDP Advanced does include automated backup verification. And were not just talking about verifying a file checksum. A VDP backup verification job can be created to automatically restore and verify the full functionality of a VM on a scheduled basis, e.g., once per week. Results of the backup verification jobs are reported in the VDP Advanced user interface and email reports so that administrators have the utmost confidence that important VMs can definitely be restored when needed.

Weve designed VDP and VDP Advanced to offer a great value to our customers, who often struggle to setup a good backup system and cannot afford the high price of some of the enterprise backup solutions. We think VDP excels in many areas but especially with features like:

As I said at the start, were very proud of the ecosystem of partners weve built around vSphere, even those we compete with at times. While we at VMware focus on building products that are better together we realize that no single product will fit every customers needs and at the end of the day its you the customer who has to navigate the maze of features and jargon and figure out the solution thats best for you. I hope this article makes that task a little bit easier.

If youve had a chance to use the VMware TCO Comparison Calculator, you know that it factors in all the elements of a proper Total Cost of Ownership analysis to compare the true cost of building a virtual infrastructure on our vSphere and vSphere with Operations Management products to the cost of building a similar infrastructure on Microsofts Cloud OS their name for Windows Server Hyper-V and System Center. [VMware has an even more detailed ROI/TCO Calculator to show the financial savings of virtualization and private cloud vs. physical infrastructure.]

The results are eye-opening for many users who have seen the comparisons from our competitors that consider only the Windows operating system and virtualization software license costs. Including all the TCO elements shown above makes it very clear that the cost of virtualization software is just a small part of the overall TCO for a virtualized infrastructure.

Weve just updated the TCO Comparison Calculator with two important new features:

There are three key cost elements that work strongly in VMwares favor that show up in the calculator results:

A quick example from the VMware TCO Comparison Calculator shows just how much of an impact those VMware cost savings have. This example shows the two-year TCO for an infrastructure of 1,000 VMs on vSphere with Operations Management Enterprise Plus (our highest edition) vs. Microsoft Windows Server Hyper-V and System Center.

You can see that VMware delivers 30% lower TCO from its lower OpEx costs and features that preclude the need for third-party add-ons.

Heres an example showing that the two-year TCO for upgrading a 1000-VM vSphere Enterprise environment to our full-featured vCloud Suite Enterprise platform comes in 36% less than if that sameinfrastructure were migrated to Microsofts Cloud OS.

Whether youre new to virtualization and considering a greenfield server consolidation project or a long-time vSphere user weighing your options for a private cloud upgrade, give the VMware TCO Comparison Calculator a try youll see that you can get the best for less.

There is much rhetoric these days about cloud wars. Beyond the rhetoric, the hype is there for a reason: the value of hybrid cloud environments is becoming real, and the market opportunity even more real. We are proud to serve our customers as a leading provider of virtualization software and cloud infrastructure. And were equally proud of what our customers are achieving with VMware as a partner.

You can take a break from the hype cycle by checking out the rest of the blog post by Bogomil Balkansky,Sr. Vice President, CloudInfrastructure Platform here.

With the announcement of vSphere with Operation Management this week, it is truly exciting to not only see the advancements of management being tied so closely to the vSphere platform, but also bring our customers closer to the vision of the Software Defined Data Center. As we see both the vSphere platform mature along with our customers use of it, we also see an evolution of VMware operations management accelerating and leveraging the value of the platform in our customers environments.

This new offering signifies a number a key aspects in the evolution of virtualization and cloud management:

First, our customers have experienced and expressed the need for accurate and automated solutions to proactively manage performance and capacity and vCenter Operations Manager, as part of vSphere with Operations Management, has delivered. Leveraging a foundation of patented self-learning analytics, vCenter Operations Manager delivers the most comprehensive, scalable and automated management solution for vSphere. Utilizing the vSphere health model, vSphere with Operations Management further extrapolates and presents data for managing performance and capacity more effectively than any other current or promised solutions.

We invested in vCenter Operations to support our large infrastructure of 500 VMs and 40 hosts. It has enabled us to predict capacity needs and to easily locate any performance issues.

Eric Krejci , Systems Specialist, EPFL

Second, vSphere with Operations Management leverages true automated operations for vSphere environments. This VMware innovation reduces the administrative overhead and inaccuracies from tools using static thresholds (manual thresholds set for individual metrics) while analyzing all (not just a handful) of relevant vSphere performance metrics to ensure there are no performance or capacity blind spots. Furthermore, to automatically correlate and expose the bottlenecks (with associated metrics) along with best practice remediation, vSphere with Operations Management ensures accurate management alignment that supports and further leverages our customers investment in VMware.

Advanced analytics easily identifies and shows root-cause to problem areas

Finally, vSphere with Operations Management raises the bar by redefining what operations management needs to be in todays dynamic infrastructure. Cloud customers simply were not finding effective solutions from their traditional, legacy IT management frameworks, or even 3rd party tools that are built on the same premise. Even when considering other hypervisor / cloud products, the management ecosystem is at the heart of truly enabling the platform. VMware vSphere with Operations Management clearly demonstrates the next step in simplicity of both cost and value through reliable, proven and innovative technology.

Going to VMware Partner Exchange 2013? Be sure to check out these sessions on VMware management and the competition: MGMT1238, MGMT1369 & CI1523.

Twitter: @benscheerer

The idea of introducing multiple hypervisors into your data center and managing them seamlessly from a single tool might sound appealing, but in reality, products claiming that ability today cant deliver on that promise. You introduced virtual infrastructure to simplify operational tasks for your IT staff, so why would you want to handicap them with a management approach that adds costs and complexity? A study recently completed by the Edison Group and commissioned by VMware shows that is exactly what you will be doing if you introduce Microsoft System Center 2012 Virtual Machine Manager (SCVMM) with the hopes of using it to manage VMware vSphere hosts.

Microsoft touts SCVMM as a heterogeneous management tool with the ability to manage VMware vSphere and Citrix XenServer hosts in addition to those running Hyper-V. IT managers might find Microsofts claims that they can, easily and efficiently manage applications and services across multiple hypervisors, enticing. The suggestion by Microsoft is clear: dont worry about complicating the jobs of your system administrators by introducing Hyper-V into a VMware environment because SCVMM provides a do-everything single-pane-of-glass control panel. Are their claims true? Can Microsoft SCVMM really let you operate a multi-hypervisor data center without the cost penalties that come with staffing, training for, and operating across the isolated islands of management that would otherwise exist?

To find the truth behind Microsofts promises, we asked Edison Group to test VMware vSphere in their labs using both vCenter and the vSphere Client and Microsoft SCVMM 2012 to complete a set of 11 typical management tasks. Edisons analysts used their Comparative Management Cost Study methodology to measure the labor costs and administrative complexity of each task. The tasks Edison Group studied were those that any vSphere administrator performs on a regular basis, such as provisioning new vSphere hosts, deploying VMs, monitoring system health and performance, configuring virtual networks, etc.

Higher costs and complexity when managing vSphere with SCVMM 2012

The results were clear and conclusive managing VMware vSphere is much more efficient using vCenter than when attempting to manage it with Microsoft SCVMM 2012. To complete the 11 typical management tasks Edison Group tested took 36% less time and required 41% fewer steps using vCenter and the vSphere client compared to SCVMM 2012.

Figure 1 Managing vSphere using vCenter takes 36% less administrator time than with SCVMM 2012

Figure 2 vCenter management of vSphere requires 41% fewer steps than SCVMM 2012

Jack of some trades, master of none

Its not hard to understand why vCenter and the vSphere Client make life so much easier for vSphere administrators. As my colleague Randy Curry wrote, Microsoft SCVMM 2012 just doesnt do a very good job of enabling vSphere management. SCVMMs incomplete or missing support for even basic tasks forces administrators to constantly jump over to the vSphere Client to get any real work done. Microsoft was apparently more interested in being able to check the box for multi-hypervisor management when they built SCVMM 2012 than they were in providing a truly usable vSphere management tool. As Edison Group said in their report (available here or here):

Managing hypervisors using tools that are not specifically optimized to control all aspects of their operations risks impairing reliability, elegance, and ease of management, with potential adverse impact on the bottom line. Creating a truly successful solution requires deep integration and expertise in development.

Adding different hypervisors? Proceed with caution.

Multi-hypervisor IT shops are a trend that may be growing, but dont expect a simple single-pane-of-glass management experience if you bring in a different hypervisor. The testing by Edison Group clearly shows that management costs and complexity will be substantially higher if you attempt to use a partially implemented heterogeneous management tool like Microsoft SCVMM 2012 to manage a vSphere infrastructure. We at VMware realize that operating a 100% vSphere environment is not always possible and weve recently introduced our own multi-hypervisor management features with vCenter Multi-Hypervisor Manager and vCloud Automation Center to accommodate those cases. Rather than positioning those solutions as enablers of permanent multi-hypervisor environments, were offering them to help our customers manage heterogeneous pools of infrastructure until they can migrate their workloads to a VMware platform where they can benefit from our exclusive software-defined datacenter capabilities.

If youre weighing possible benefits of introducing a second hypervisor, you may want to take the advice of Gartners Chris Wolf and stick to a single hypervisor unless you want maintain and pay for separate islands of management:

Multi-hypervisor has serious tradeoffs if its the end goal for the production server workloads in your data center. Additional hypervisors for one-off siloed initiatives is often practical, but becoming less standardized in your data centers is anything but efficient.

Chris Wolf repeated that message at a session on heterogeneous virtualization we attended at the recent Gartner Data Center Conference. In fact, he stated there that no Gartner clients have succeeded in adopting a single-pane-of-glass multi-hypervisor approach. Thats refreshingly frank advice that should be heeded by anyone lured by Microsofts promises of multiple hypervisor nirvana.

Microsoft has published a blog article claiming that VMwares Cost-Per-Application Calculator admits VMwares costs are higher.

VMwares Cost-Per-Application calculator is designed to rebut Microsoft claims that Hyper-V is five to ten times cheaper.It shows that the acquisition cost with even VMwares highest edition vSphere Enterprise Plus is at parity with Microsoft and actually beats Microsoft for most configurations. For example, the blog shows a comparison result from the VMware calculator using servers that have 64GB RAM. A comparison using servers with 128GB RAM, the more common configuration, shows that the total cost with VMware is at parity with Microsoft.

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Virtual Reality - Setting the Record Straight One Post at ...

Immersion (virtual reality) – Wikipedia

Immersion into virtual reality is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where a "visitor" (Maurice Benayoun) or "immersant" (Char Davies)'s awareness of physical self is transformed by being surrounded in an artificial environment; used for describing partial or complete suspension of disbelief, enabling action or reaction to stimulations encountered in a virtual or artistic environment. The degree to which the virtual or artistic environment faithfully reproduces reality determines the degree of suspension of disbelief. The greater the suspension of disbelief, the greater the degree of presence achieved.

According to Ernest W. Adams, author and consultant on game design,[1] immersion can be separated into three main categories:

Staffan Bjrk and Jussi Holopainen, in Patterns In Game Design,[2] divide immersion into similar categories, but call them sensory-motoric immersion, cognitive immersion and emotional immersion, respectively. In addition to these, they add a new category:

Presence, a term derived from the shortening of the original "telepresence," is a phenomenon enabling people to interact with and feel connected to the world outside their physical bodies via technology. It is defined as a person's subjective sensation of being there in a scene depicted by a medium, usually virtual in nature (Barfield et al., 1995).[full citation needed] Most designers focus on the technology used to create a high-fidelity virtual environment; however, the human factors involved in achieving a state of presence must be taken into account as well. It is the subjective perception, although generated by and/or filtered through human-made technology, that ultimately determines the successful attainment of presence (Thornson, Goldiez, & Le, 2009).[full citation needed]

Virtual reality glasses can produce a visceral feeling of being in a simulated world, a form of spatial immersion called Presence. According to Oculus VR, the technology requirements to achieve this visceral reaction are low-latency and precise tracking of movements.[4][5][6]

Michael Abrash gave a talk on VR at Steam Dev Days in 2014.[7] According to the VR research team at Valve, all of the following are needed to establish presence.

Immersive virtual reality is a hypothetical future technology that exists today as virtual reality art projects, for the most part.[8] It consists of immersion in an artificial environment where the user feels just as immersed as they usually feel in consensus reality.

The most considered method would be to induce the sensations that made up the virtual reality in the nervous system directly. In functionalism/conventional biology we interact with consensus reality through the nervous system. Thus we receive all input from all the senses as nerve impulses. It gives your neurons a feeling of heightened sensation. It would involve the user receiving inputs as artificially stimulated nerve impulses, the system would receive the CNS outputs (natural nerve impulses) and process them allowing the user to interact with the virtual reality. Natural impulses between the body and central nervous system would need to be prevented. This could be done by blocking out natural impulses using nanorobots which attach themselves to the brain wiring, whilst receiving the digital impulses of which describe the virtual world, which could then be sent into the wiring of the brain. A feedback system between the user and the computer which stores the information would also be needed. Considering how much information would be required for such a system, it is likely that it would be based on hypothetical forms of computer technology.

A comprehensive understanding of which nerve impulses correspond to which sensations, and which motor impulses correspond to which muscle contractions will be required. This will allow the correct sensations in the user, and actions in the virtual reality to occur. The Blue Brain Project is the current, most promising research with the idea of understanding how the brain works by building very large scale computer models.

The nervous system would obviously need to be manipulated. Whilst non-invasive devices using radiation have been postulated, invasive cybernetic implants are likely to become available sooner and be more accurate. Manipulation could occur at any stage of the nervous system the spinal cord is likely to be simplest; as all nerves pass through here, this could be the only site of manipulation. Molecular Nanotechnology is likely to provide the degree of precision required and could allow the implant to be built inside the body rather than be inserted by an operation.

A very powerful computer would be necessary for processing virtual reality complex enough to be nearly indistinguishable from consensus reality and interacting with central nervous system fast enough.

An immersive digital environment is an artificial, interactive, computer-created scene or "world" within which a user can immerse themselves.[9]

Immersive digital environments could be thought of as synonymous with virtual reality, but without the implication that actual "reality" is being simulated. An immersive digital environment could be a model of reality, but it could also be a complete fantasy user interface or abstraction, as long as the user of the environment is immersed within it. The definition of immersion is wide and variable, but here it is assumed to mean simply that the user feels like they are part of the simulated "universe". The success with which an immersive digital environment can actually immerse the user is dependent on many factors such as believable 3D computer graphics, surround sound, interactive user-input and other factors such as simplicity, functionality and potential for enjoyment. New technologies are currently under development which claim to bring realistic environmental effects to the players' environment effects like wind, seat vibration and ambient lighting.

To create a sense of full immersion, the 5 senses (sight, sound, touch, smell, taste) must perceive the digital environment to be physically real. Immersive technology can perceptually fool the senses through:

Once the senses reach a sufficient belief that the digital environment is real (it is interaction and involvement which can never be real), the user must then be able to interact with the environment in a natural, intuitive manner. Various immersive technologies such as gestural controls, motion tracking, and computer vision respond to the user's actions and movements. Brain control interfaces (BCI) respond to the user's brainwave activity.

Training and rehearsal simulations run the gamut from part task procedural training (often buttonology, for example: which button do you push to deploy a refueling boom) through situational simulation (such as crisis response or convoy driver training) to full motion simulations which train pilots or soldiers and law enforcement in scenarios that are too dangerous to train in actual equipment using live ordinance.

Computer games from simple arcade to massively multiplayer online game and training programs such as flight and driving simulators. Entertainment environments such as motion simulators that immerse the riders/players in a virtual digital environment enhanced by motion, visual and aural cues. Reality simulators, such as one of the Virunga Mountains in Rwanda that takes you on a trip through the jungle to meet a tribe of mountain gorillas.[10] Or training versions such as one which simulates taking a ride through human arteries and the heart to witness the buildup of plaque and thus learn about cholesterol and health.[11]

In parallel with scientist, artists like Knowbotic Research, Donna Cox, Rebecca Allen, Robbie Cooper, Maurice Benayoun, Char Davies, and Jeffrey Shaw use the potential of immersive virtual reality to create physiologic or symbolic experiences and situations.

Other examples of immersion technology include physical environment / immersive space with surrounding digital projections and sound such as the CAVE, and the use of virtual reality headsets for viewing movies, with head-tracking and computer control of the image presented, so that the viewer appears to be inside the scene. The next generation is VIRTSIM, which achieves total immersion through motion capture and wireless head mounted displays for teams of up to thirteen immersants enabling natural movement through space and interaction in both the virtual and physical space simultaneously.

New fields of studies linked to the immersive virtual reality emerges every day. Researchers see a great potential in virtual reality tests serving as complementary interview methods in psychiatric care.[12] Immersive virtual reality have in studies also been used as an educational tool in which the visualization of psychotic states have been used to get increased understanding of patients with similar symptoms.[13] New treatment methods are available for schizophrenia[14] and other newly developed research areas where immersive virtual reality is expected to achieve melioration is in education of surgical procedures,[15] rehabilitation program from injuries and surgeries[16] and reduction of phantom limb pain.[17]

Simulation sickness, or simulator sickness, is a condition where a person exhibits symptoms similar to motion sickness caused by playing computer/simulation/video games (Oculus Rift is working to solve simulator sickness).[18]

Motion sickness due to virtual reality is very similar to simulation sickness and motion sickness due to films. In virtual reality, however, the effect is made more acute as all external reference points are blocked from vision, the simulated images are three-dimensional and in some cases stereo sound that may also give a sense of motion. Studies have shown that exposure to rotational motions in a virtual environment can cause significant increases in nausea and other symptoms of motion sickness.[19]

Other behavioural changes such as stress, addiction, isolation and mood changes are also discussed to be side-effects caused by immersive virtual reality.[20]

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Immersion (virtual reality) - Wikipedia

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Everything around you exists in a 360 degree field of view, our scenes are exactly half of that. WankzVR records and displays a field of view wider than the human eye so you can turn to the left or right, look up or down and see additional content that was not previously on screen.

Head Tracking

Head Tracking is technology that enables your VR device to determine where you head is within the virtual environment. Using this information, WankzVR can sense when your head changes direction or location and adjust what you see on screen accordingly.

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Binaural recordings reproduce sound the way human ears hear it. The word binaural literally means using both ears. When you listen to a WankzVR scene through headphones, you perceive distinct and genuine 360 sound.

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WankzVR scenes are recorded with two separate cameras placed the same distance apart as a humans eyes, each video is shot from a slightly different angle, then delivered to each of your eyes. This creates three dimensional depth, just like in real life.

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Everything around you exists in a 360 degree field of view, our scenes are exactly half of that. WankzVR records and displays a field of view wider than the human eye so you can turn to the left or right, look up or down and see additional content that was not previously on screen.

Head Tracking

Head Tracking is technology that enables your VR device to determine where you head is within the virtual environment. Using this information, WankzVR can sense when your head changes direction or location and adjust what you see on screen accordingly.

Binaural Sound

Binaural recordings reproduce sound the way human ears hear it. The word binaural literally means using both ears. When you listen to a WankzVR scene through headphones, you perceive distinct and genuine 360 sound.

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WankzVR scenes are recorded with two separate cameras placed the same distance apart as a humans eyes, each video is shot from a slightly different angle, then delivered to each of your eyes. This creates three dimensional depth, just like in real life.

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Everything around you exists in a 360 degree field of view, our scenes are exactly half of that. WankzVR records and displays a field of view wider than the human eye so you can turn to the left or right, look up or down and see additional content that was not previously on screen.

Head Tracking

Head Tracking is technology that enables your VR device to determine where you head is within the virtual environment. Using this information, WankzVR can sense when your head changes direction or location and adjust what you see on screen accordingly.

Binaural Sound

Binaural recordings reproduce sound the way human ears hear it. The word binaural literally means using both ears. When you listen to a WankzVR scene through headphones, you perceive distinct and genuine 360 sound.

Shot In 3D

WankzVR scenes are recorded with two separate cameras placed the same distance apart as a humans eyes, each video is shot from a slightly different angle, then delivered to each of your eyes. This creates three dimensional depth, just like in real life.

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Everything around you exists in a 360 degree field of view, our scenes are exactly half of that. WankzVR records and displays a field of view wider than the human eye so you can turn to the left or right, look up or down and see additional content that was not previously on screen.

Head Tracking

Head Tracking is technology that enables your VR device to determine where you head is within the virtual environment. Using this information, WankzVR can sense when your head changes direction or location and adjust what you see on screen accordingly.

Binaural Sound

Binaural recordings reproduce sound the way human ears hear it. The word binaural literally means using both ears. When you listen to a WankzVR scene through headphones, you perceive distinct and genuine 360 sound.

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WankzVR scenes are recorded with two separate cameras placed the same distance apart as a humans eyes, each video is shot from a slightly different angle, then delivered to each of your eyes. This creates three dimensional depth, just like in real life.

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Everything around you exists in a 360 degree field of view, our scenes are exactly half of that. WankzVR records and displays a field of view wider than the human eye so you can turn to the left or right, look up or down and see additional content that was not previously on screen.

Head Tracking

Head Tracking is technology that enables your VR device to determine where you head is within the virtual environment. Using this information, WankzVR can sense when your head changes direction or location and adjust what you see on screen accordingly.

Binaural Sound

Binaural recordings reproduce sound the way human ears hear it. The word binaural literally means using both ears. When you listen to a WankzVR scene through headphones, you perceive distinct and genuine 360 sound.

Shot In 3D

WankzVR scenes are recorded with two separate cameras placed the same distance apart as a humans eyes, each video is shot from a slightly different angle, then delivered to each of your eyes. This creates three dimensional depth, just like in real life.

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Road to VR – Virtual Reality News

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Virtalis is a world-leading Virtual Reality (VR) and advanced visualisation company.

Our products and systems enable real understanding of information and data, with 3D interactivity giving every project a new dimension.

Advanced visualisation, simulation and VR offer an immersive experience, as well as delivering a valuable return on investment.

Virtalis will arm you with an essential set of tools to improve your competitiveness.

ARE YOU READY TO MAKE VIRTUAL A REALITY?

"LEYLAND TRUCKS PROTOTYPES NOW ROLL OFF THE PRODUCTION LINE DESIGNED ENTIRELY WITH THE USE OF ADVANCED SIMULATION AND VIRTUAL REALITY (VR)."

Ian Cure, CAD System Manager LEYLAND

AT LEYLAND TRUCKS WE HAVE EXPERIENCED SAVINGS IN EXCESS OF 40% WHEN INVESTING IN THE RESEARCH AND DEVELOPMENT STAGE OF BRINGING A NEW TRUCK TO MARKET.

Eureka Magazine Dec 2016

VIRTALIS Awarded Contract to provide Virtual Reality Helicopter Training

VIRTALIS launches VR4CAD

AGU Fall Meeting 2016

Geological Remote Sensing Group (GRSG) 27th Annual Conference

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VR, Virtual Reality | Virtalis

Virtual Reality – Virtual Reality

Virtual Reality

Welcome to Virtual Reality Society (VRS). A one-stop information and news resource for virtual reality and its related technologies. Here you will find a wide range of information on the exciting world of virtual reality, from comprehensive material for beginners to interesting and deep discussions of virtual realitys problems, implications and applications.

Our mission is to become the definitive source of virtual reality information and we constantly strive to achieve this goal. Be sure to bookmark us and check back regularly for new features and new sections on our site.

Virtual reality is essentially the use of technology to create the illusion of presence in an environment that isnt really there. It works by sending information to various senses, such as sight and hearing, that fool our brains into experiencing something virtual. The illusion is often completed by the presence of interactivity, in other words the virtual world responds in some way to your presence.

Of course, generating such virtual worlds by technological means is quite a complex process and requires advanced computer hardware and software to accomplish, not to mention the complexity of peripheral devices that perform virtual reality specific functions themselves.

Its this historical cost of virtual reality that has confined its application to areas where it is either infeasible to simulate something in another way or the danger of doing so would be too great. Aviation and medicine, for example, have made use of virtual reality to allow pilots and surgeons to train in their respective professions in a highly realistic manner without risking life, limb or infrastructure.

There have been attempts to translate these high-end virtual reality technologies to the consumer space before, but the technological limitations of the day meant that not only were these products not particularly good, but many were actively unpleasant to use. Issues such as motion sickness brought on by slow and laggy visuals, for example, would be enough to put anyone off from trying the technology a second time.

Today however, thanks to the march of technological innovation, virtual reality is set to undergo a renaissance in the consumer world. Virtual Reality (VR) and its close cousin Augmented Reality (AR) are going to become ever more common features in daily life, just like smartphones and the internet. Youll likely find that no matter the area you work in, virtual reality will have some impact on it in the near to medium term. So, dont get caught out by the next big consumer technology revolution! Join us in exploring the state of the art as well as the past and future of virtual reality.

We have series of articles about the various applications of this technology and the equipment used, for example, VR glasses (or goggles as they are sometimes called). This is where you can find out more about the two types of virtual environments:

Both of these result in very different types of experiences.

A virtual environment needs to place the user at its centre and ensure that he or she has a productive experience which they are likely to repeat. But a common problem with virtual reality systems is motion sickness which is caused by poor ergonomics and a lack of awareness of the physical needs of the user. This, as one of the disadvantages of virtual reality, is something which needs to be addressed.

There are many other sections to discover here at VRS, so feel free to explore every part of the site. If you have any questions or comments you can find us on the contact page.

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Virtual Reality - Virtual Reality