Introduction
At the beginning, virtual reality try to make people understand that itself has the ability for a great medium, new entertainment and also very powerful type of art (Bates, 1991). Besides, according to Encyclopedia of Virtual Environments, 2006, they defined the virtual reality is a human-computer interface in which the computer creates a sensory-immersing environment that interactively responds to and is controlled by the behavior of the user. Virtual reality is popular in many areas such as education, architecture and entertainment. The most noticeable in virtual reality is in entertainment application. Through the idea that was presented by Ivan Sutherland, 1965, virtual reality can mimic our real life to make the world look real, sound real, feel real and realistically to the viewer’s actions. Virtual reality can immerse in 3D visual world (Jessica, 2002). Virtual reality with the computer can simulate the three dimensional image and environment. It can be seen real when it is interact with physical way by person that using electric equipment like gloves and helmet. Example of the game is kinect for xbox 360 that we can use our body to become the controller. Kinect sensor also can track our movement such as jump or dance. Besides that, it is like we can explore the game world like mountain, a long river and big aquarium. In addition we are allowed to choose which avatar we want. The movement of the avatar is the same as we do because the avatar can detect the movement of the real person through sensor.
Motivation behind the study
Growing industry nowadays react so fast to produce more software games that are targeted to children and adolescent who are fascinated by these games. Some of the games are mainly create...
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...on of the players. For example, the voice can do a command to start, stop and pause the game. Besides that, game designers need to create game complexity. The difficulty of level measures the player’s ability. The players need to choose which level they are able with. Plus, reward will give to them for each score they get. From that reward, it will boost up their courage to continue playing. Then, kinect is too expensive for some people. They cannot afford it. Government at least provide each kinect xbox to each University or school to entertain them for many benefits. Besides, kinect xbox also can provide for any patient that have problem with their movements. The importance of taking into consideration related human factors, such as patient satisfaction and motivation is the key to ensure patient involvement and to achieve a successful treatment [ Mendoca, 2007 ].
There are a number of ways it can be defined, such as augmented Virtuality, psychosomatic Virtuality and virtual reality (gaming), virtual is one of the most contributing factors to 2D and 3D animation which has come to also be known as "modeling through use of computer", with the use of specific modeling software to mold a three-dimensional
The main goal of virtual reality is to take its user into a virtual world. It provides a virtual space where almost everything is possible. Virtual reality works by tricking the parts of the brain that perceive motion.
There is a real fear the people will become addicted to virtual reality. There has not been many studies into the effects of Virtual reality on the brain. But Psychiatrist, Keith Albow, writes that Facebooks purchase of Oculus Rift will make virtual reality technology available to everyone, including teenagers. He fears that it will be highly addictive and it will make people psychiatrically ill. He has called on government to carry out trials on virtual reality to ensure that people are aware of the side effects which may include “addiction, depression, attention deficit disorder, anxiety or delusional thinking”. (Anon.,
Everyone’s industry change very fast, video game industry is also. From 2000 to 2007, the size of video game market increase from $24 billion to $58 billion, new platform, such as Sony PS3, Microsoft Xbox 360, and Nintendo Wii had incorporated faster processing speeds, digital and high-definition graphics capability, and online connectivity. Those characteristics can attract consumer to buy game-playing device and new game. There are more and more people spend more time to play video game, in the United States, game players spent time playing video game more than watching TV and movies on DVDS. Moreover, the age of game players are increase. Moreover, because of new technology, high-definition graphics, online connectivity, extend of online game, pop...
So now that we have gone through the history, let’s talk about what’s been going on with virtual reality today. What’s it currently being used for. Well like in the past it is still mostly used for entertainment and training purposes. For example when it comes to entertainment we already talked about “Google cardboard”. With the Google cardboard you can kind of go on a virtual tour of different places around the world. Another example of entertainment would be Sony’s Playstation VR which we also talked about earlier.
Definition of virtual reality is "A technology that assures participants that he was actually in another place by replacing the main sensory input with data received by the computer" [6] [10]. One of the key elements of the virtual reality of cyberspace; it is a space fantasy or simulation environment. Which is always linked here is a virtual world and immersion virtual reality, perception is born into the world of alternatives such as ethereal or other point of view of our world
The term Virtual Reality (VR) is used by many different people with many meanings. There are some people to whom VR is a specific collection of technologies, that is a Head Mounted Display, Glove Input Device and Audio. Some other people stretch the term to include conventional books, movies or pure fantasy and imagination. However, for purposes of this research, we restrict VR to computer mediated systems. We would define Virtual Reality as a way for humans to visualize, manipulate and interact with computers and extremely complex data.
Role-playing games are becoming increasingly popular in this age due the assistance of the Internet. In these types of game a person can assume a character and give this character a personality, physical features and “live” through them. All though in past years “pen and paper” types have dominated the rpg world, now MUDs are making it possible to role-play along with thousands of others A MUD is a network-accessible, multi-participant virtual reality that is primarily text-based. (Bruckman, 1992). Although the term “virtual reality” often refers to a computer-simulated environment that contains varying degrees of audio/visual interface, this form of virtual reality is mainly text-based. Elizabeth Reid further explains by saying:
Although still in its, infancy, virtual reality will have a substantial effect on our future way of life. Virtual reality already has made astounding progress in the world of commercial design, and it is predicted to have a tremendous impact on everyday life as well. Virtual reality, when more available, will have various uses ranging from recreation to basic communication. The applications of virtual reality into different fields of occupations and research will have both positive and negative effects on our society.
Today, video games have become the preferred choice of entertainment among children and teenagers. Research done in 1998 has shown that kids who own video games spend an average of 90 minutes a day playing them. Clearly, the video gaming industry is a profitable one. With the increasing competition between gaming companies, the advancement of technology and content of games began to change. One of the most significant and concerning changes in gaming is graphics.
Over the years society has changed in many different ways. In particular, technology has been the largest change that has occurred over the year. Only a few years ago the iPhone came out and it has forever changed the way people view their phone. Internet has also become very assessable resource. There are places everywhere to access a computer or free Wi-Fi. These changes have led to the alteration of the accessibility and use of technology in the education setting. The changes made to technology in the education setting have led to many positive outcomes that have allowed many types of people access to education that could not get it prior. There are however, many critics that refute these changes and say that virtual education can be biased and expensive. Although, there are many critics that do not agree with technology in education, have this can give access to many students with disabilities as well as people who have limited time or ability to further an education.
Virtual reality gives huge benefits in education and helps to improve student engagement. It’s one of the best ways to engage and helps the students to understand the subject through virtual reality system. Especially in the virtual reality game will bring significant impact to teenagers. The major three types of impact are social difficulty (socially impaired), physical and psychological difficulty. Even virtual reality is a great tool to learn, but it is not a universal learning method for all of the educational areas. Too much of virtual reality for students will cause social difficulties because an inescapable aspect of social life is the formation and maintenance of interpersonal relationships (Biocca and Levy 1995). Constantly using virtual reality will cause isolation from the societies because the person already made his or her own social area which only exists in the virtual world. VR will provide a communication environment in which the dangers of deception and the benefits of creativity are amplified beyond the levels that humans currently experience in their interpersonal interactions (Biocca and Levy 1995). It could lead to low self-esteem, feelings of worthlessness and insignificance, even self-destructive acts (Cartwright, 1994). VR games could mindlessly, energy sapping diversion, bring electronic isolation, a playground for immortality (Kershner 1995). Virtual Reality game brings physical and psychological difficulties when they over run and it could be called as cyber sickness. VR interventions were able to increase physical activity capacity and performance in children with CP (Cerebral palsy) or early brain injury. Cyber sickness is one of the physiological impacts durin...
The online gaming world has taken it a bit too far. The “games” are the becoming of fake avatars building worlds beyond realism. The author shows the outside world point of view. After reading the article I feel technology is today’s problem in separating a real in person interaction.
Augmented reality (AR) is the virtual object which is combination of 3D real environment in the real time. It is more interactive either with graphics or audio enhancing from what we can sense such smell, hear, see or feel it. In other words, it is duplicate the environment around the world in computer. There are applications in various areas in augmented reality and one of them is medical visualization more domain for augmented reality. The topic that discussed is augmented reality application in computer aided surgery and medicine. In research article (Tobias Sielhorst, Marco Feuerstein & Nassir Navab, 2008) medical augmented reality takes it motivation from the need of visualizing medical data and the patient within the same physical space. The reason for chose this topic because it is because this application more advance and the technologies always bring new visualization and interaction using augmented reality in 3D in surgery performing requirements. So, discussing these topics actually need many evaluations to perceive the result to the area of surgery and medicine in medical performance.
Virtual Reality allows designers and developers to create an experience that is not real, but gives the effects and the experience as being real, hence, a virtual reality! There are many ways in which this can be used such as for games, simulations, training, experiencing a distant location from the comfort of your home and so much more.