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Virtual Reality Interview Questions
Virtual Reality(VR) can be considered an Artificial Environment that provides you with a real-life environment and experience. There are many software and techniques available that can create a simulated environment. This is a different experience than the traditional user interface. Using VR, the user will be able to interact with the 3D world. VR experience can be created by altering as many senses as possible to make the VR experience much better and powerful. It allows you to create those things via a computer that does not exist, but you can feel them as they are real.

Virtual Reality
Virtual Reality(VR) development is a huge creative and technical challenge, so it’s important to have a strong sense of how a VR developer approaches that challenge. After giving them a brief overview of your project and your overall business goals, let the developer walk you through how they would approach it in a freeform manner. Are they anticipating the right challenges or coming up with innovative ideas you hadn’t considered? If so, they’re likely to be strong.
The focus of Virtual Reality(VR) is on simulating the vision. The user needs to put a VR headset screen in front of his/her eyes. Therefore, eliminating any interaction with the real world. In VR, two lenses are placed between the screen. The user needs to adjust eyes based on the individual movement of the eye and its positioning. The visuals on the screen can be rendered by using an HDMI cable connected to a PC or mobile phone.
Uses goggles, speakers, and sometimes handheld wearables to simulate a real-world experience. In virtual reality, you can also employ visual, auditory, and haptic (touch) stimulation, so the constructed reality is immersive.
Here are the pros/benefits of Virtual Reality :
* Immersive learning
* Create an interactive environment
* Increase work capabilities
* Offer convenience
* One of the most important advantages of VR is that it helps you to create a realistic world so that the user can explore the world.
* Virtual reality in the education field makes education more easy and comfortable.
* Virtual reality allows users to experiment with an artificial environment.
Here are the cons/drawbacks of Virtual Reality :
* VR is becoming much more common, but programmers will never be able to interact with virtual environments.
* The escapism is commonplace among those that use VR environments, and people start living in the virtual world instead of dealing with real-world issues.
* Training with a VR environment never has the same result as training and working in the real world. This means if somebody done well with simulated tasks in a VR environment, there is still no guarantee that a person doing well in the real world.
Here are the important applications of Virtual Reality(VR) :

1. Healthcare : The healthcare industry has been a big adopter of virtual reality technology. It helps their professionals train and prepare for real-world scenarios, including surgery. Teams can plan out complicated procedures. They can even diagnose and treat computer-generated patients.
VR is also being used to explore mental health treatment. It has been used to treat issues including alcohol addiction, claustrophobia, depression, and more. Because people can use headsets in their own homes, it can provide a safe and more cost effective option for many clients.
2. Space & Military : The International Space Station(ISS) Experience is an immersive VR series filmed over multiple months to document different crew activities, from science conducted aboard the station to a spacewalk. The series uses special 360 cameras designed to operate in space to transport audiences to low-Earth orbit and make viewers feel like astronauts on a mission.
The military in the UK and the US have both adopted the use of virtual reality in their training as it allows them to undertake a huge range of simulations. VR is used in all branches of service: the army, navy, air force, marines and coast guard. In a world where technology is adopted from an early age and children are accustomed to video games and computers, VR proves an effect method of training.
3. Education / Training : Virtual reality can improve education by providing students with memorable and immersive experiences that would otherwise not be possible. What’s more, it can all take place within the classroom.
VR is accessible to every student and can be easily monitored by teachers. Virtual experiences have the power to engage and inspire students in a unique and powerful way. 
Given the growth of VR within education, and the positive response from schools, we wouldn’t be surprised if VR made it onto the curriculum at some point in the future. Curriculum aligned content and structured VR lesson plans have already been developed and are available in the UK.
4. Automotive : North America is the biggest shareholder of the global automotive VR market. While Tesla advertises its cars by offering customers virtual rides, Ford Motor Company develops a VR training tool for polishing the skills of its technicians. Germany continues to be the leading automotive VR adopter in Europe, with Volkswagen reducing design costs via virtual prototyping, BMW increasing sales thanks to immersive showrooms, and Audi enhancing the safety of self-driving cars manufacturing by performing testing in virtual reality.
The key drivers of the increasing automotive VR popularity are technological advancement and the need to reduce engineering costs.
Virtual reality technology can become a sales-boosting mechanism for car manufacturers and dealers. They have the opportunity to raise online sales via virtual showrooms, where potential customers will inspect 3D cars’ exterior and interior and have a test drive – all without leaving their homes.
5. Architecture : Using VR, architects can not only envision what they’re building but understand how it feels as well. This allows them to experience the space before it is built and make real-time changes to deliver customer satisfaction. 
6. Sports : VR is revolutionising the sports industry for players, coaches and viewers. Virtual reality can be used by coaches and players to train more efficiently across a range of sports, as they are able to watch and experience certain situations repeatedly and can improve each time. Essentially, it’s used as a training aid to help measure athletic performance and analyse technique. Some say it can also be used to improve athletes' cognitive abilities when injured, as it allows them to experience gameplay scenarios virtually. Similarly, VR has also been used to enhance the viewer’s experience of a sporting event. Broadcasters are now streaming live games in virtual reality and preparing to one day sell virtual tickets to live games so that anyone from anywhere in the world can ‘attend’ any sports event. Potentially, this could also allow for those who cannot afford to spend money on attending live sports events to feel included as they can enjoy the same experience remotely, either for free or at a lesser cost.
7. Retail / Fashion : Online shopping is convenient, but it often means we must buy then try. But with VR, you can preview furniture in your own home or try out makeup on your own skin. This helps create a better experience for customers and minimize returns.
By taking VR to the next level, retailers can dive engagement with current and potential customers. They can gather information to market and tailor the shopping experience to each specific user. etc,.
While some Virtual Reality(VR) Developers also bring substantial design and animation skills to the table, the odds are they’ll be working alongside a larger creative and development team. What matters here is that they have a process and can stick to it.
Today, virtual reality applications are in high demand. Many companies are using this technology to boost their business. Basically, virtual reality deals mainly in the gaming section.

Many programming languages are available that allow you to create VR apps like- C#, C/C++, Java, JavaScript, Swift, Visual development tools and Python. Python is to be preferred more over other languages.

Python will help you generate the most attractive apps with less code and easily transition to C#.
Total immersion means that the sensory experience feels so real, that we forget it is a virtual-artificial environment and begin to interact with it as we would naturally in the real world. In a virtual reality environment, a completely synthetic world may or may not mimic the properties of a real-world environment. This means that the virtual reality environment may simulate an everyday setting (e.g. walking around the streets of London), or may exceed the bounds of physical reality by creating a world in which the physical laws governing gravity, time and material properties no longer hold (e.g. shooting space aliens on a foreign gravity-less planet).
VRML (Virtual Reality Modeling Language) — VRML (pronounced as “V-R-M-L” or “ver-mal”) is a modeling language which helps to create platform-independent 3D objects and interactive scenes on a web page. It was first introduced in 1994 at the first World Wide Web conference by Mark Pesce, Tony Parisi, and others. VRML had initially stood for Virtual Reality Markup Language. The VRML files are known as worlds and have “.wrl” extension. A VRML world is built using nodes. Nodes describe the geometry, sound, properties of the world, and more.  
Three versions of VRML are :  VRML or VRML 1, VRML 2.0, and VRML 97. At the time when VRML was introduced, most of the businesses as well as other users were accessing internet through slow dial-up connections. The lack of bandwidth proved to be a major hindrance in increasing the popularity of VRML. VRML was used as a data-exchange format for 3D models, particularly in CAD (Computer Aided Drafting) programs. In 2001, X3D was introduced as an XML encoding of VRML.
It is a markup language. It is a modeling language.
It creates 2D documents. It creates 3D worlds.
HTML is not case-sensitive. VRML is case-sensitive.
All HTML versions are backward compatible. No backward compatibility among VRML versions.
It uses markup tags. It does not use markup tags. 
Files have .htm or .html extensions. Files have .wrl extension.
Virtual Reality Cloud is the use of a cloud service provider's infrastructure to render Virtual Reality (VR) code on a remote server before streaming the programming to an end user's virtual reality headset. The goal of VR cloud is to lower the total cost of experiencing VR programming by removing requirements for powerful graphical hardware and compute resources to be installed locally.
Typically, the cost of a virtual reality headset is only a third of the total cost of a high-end VR experience. In addition to the special headset that many people associate with VR experiences, there are also significant processing requirements to render 3D images and make them viewable on the headset.
Long associated with hardcore gamers and specialized training for vertical industries such as healthcare, VR and augmented reality (AR) are expected to play increasingly significant roles in industries ranging from real estate and retail to manufacturing. Goldman Sachs estimates the combined AR/VR market will be an $80 billion market by 2025, which is roughly the same size as the PC market at the time of this writing.
High end graphic processing units (GPUs) can cost upwards of $1000, and while the top end is not required, the best experience is usually delivered by distinctly high-end cards. Computer processing unit (CPU) requirements for VR programming can also be high, but rendering the scene on a remote server and then streaming it to a headset eliminates the need for the expense of a powerful CPU.
One of the crucial components of VR applications is locomotion, which is used for moving the viewpoint of user in virtual environments. Locomotion in VR is expected to have a direct effect on user experience in terms of effort, enjoyment, frustration, motion sickness and presence. To date, many locomotion techniques for VR have been studied. However, these techniques were primarily evaluated in large tracked areas (larger than 16 ft by 16 ft). On the contrary, emerging consumer VR systems typically track within smaller room scales. In this study, eight VR locomotion techniques were investigated in a room-scale tracked area (8 ft by 8 ft).

These eight locomotion techniques are : redirected walking, walk-in-place, stepper machine, point & teleport, joystick, trackball, hand flapping and flying. A user study was performed with 15 participants. Results indicated that point & teleport, joystick and redirected walking were suitable VR locomotion techniques for room scale tracked areas whereas hand flapping and flying were not suitable.
Sensors can be thought of in two categories, those associated with geometry and one for sensing time.
The list of sensors is :
* CylinderSensor
* PlaneSensor
* ProximitySensor
* SphereSensor
* TouchSensor
* VisibilitySensor
* TimeSensor
The sensors can respond to various conditions such as proximity to an avatar,mouse clicks, mouse movement or whether an object is in the field of view of the user.
In addition, cylinder, sphere and plane sensors move the geometry associated with them when they are active.
Do not place a sensor in the same transform node as the geometry as this can result in undefined behaviour