Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR technology. Further an attempt is made to gain an insight on the psychological mechanism underlying experience in using VR device. Methods: Our literature survey is based on the research articles, analysis of the projects of various companies and their findings for different areas of interest. Findings: In our literature survey we observed that the recent advances in virtual reality enabling technologies have led to variety of virtual devices that facilitate people to interact with the digital world. In fact in the past two decades researchers have tried to integrate reality and VR in the form of intuitive computer interface. Improvements: This has led to variety of potential benefits of VR in many applications such as News, Healthcare, Entertainment, Tourism, Military and Defence etc. However despite the extensive research efforts in creating virtual system environments it is yet to become apparent in normal daily life.Looking at the popularity and usage of virtual reality, the need for a user-friendly and cost effective platforms and tools was felt. The aim was to let the users and developers in prototyping, development, testing and debugging of VR applications and immersive systems. This section describes the design of various VR Platforms and Toolkits, and discusses how these help in the creation and execution of immersive applications.
VR Platforms
Distributed Interactive Virtual Environment (DIVE):It is a heterogeneous Virtual reality platform works on UNIX and Internet Networking Protocols 13 , which provides the VR environment where different users and applications can enter the platform and leave anytime. DIVE hierarchical database consists of entities to describe its data and behaviour. To reduce the latency, some part of database is replicated so that applications can access the DIVE database directly from memory. It uses peer to peer communication and multicast protocol to increase the scalability thus allowing multiple applications in the DIVE world. DIVE system is scalable with respect to number of applications and to the distance between applications on heterogeneous network. MASSIVE: MASSIVE is the "Model, Architecture and System for Spatial Interaction in Virtual Environments", a distributed virtual reality system to support interaction among several concurrent users through graphics, audio and text interfaces. It is based on the spatial model of interaction to facilitate scalability and control the spatial interaction between objects. Each object in a virtual world has an aura to define the extent to which interaction can happen with other objects. When aura of two objects collides, objects become aware of each other and interaction becomes possible by establishing peer to peer connection. Thus scalability depends on the object's aura which limits the number of in...