Introduction Traveling the world and experiencing in a different world without moving out of the house was a thing in the past until modern technology made it into reality. Virtual reality is one of the recent groundbreaking technologies takes the perspective of an individual and change the environment in an instant. The purpose of this essay is to talk about how the technology is involved, significance of virtual reality, ethical and legal issues, security concerns, social problems, and further improvement for the future of virtual reality.
Background
Virtual reality is a recent groundbreaking modern technology that involves head tracking and depth perspective. Virtual reality works by creating a 3D mapping of the environment to give a realistic
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The significance of education in virtual reality is the simulation. The medical department takes full advantage of virtual reality for the simulation of medical emergency. One of the major simulation that are mostly used is surgery. According to CMAJ, those who were trained using virtual reality shows significant improvement than those who have no training (Palter). Stevens says that medicals use VR to see parts of the body to study, obtain accurate picture during surgery, perform types of surgery, and interacts with molecules (Stevens). The second significance is the usage of video games. Because of how virtual reality uses 360-degree video, surround sound, and depth perspective, it can give the user a good atmosphere of a horror scene or a shooter game. Such video games can give a much more awareness to their surrounding when it comes to these types of games. Lastly, virtual reality can give different scenery to those who cannot travel due to their medical situation. Those who prolonged to go to different world or around the world now have the chance to experience it. Smedley states that virtual reality program allows students with physical disabilities to participate fully in science experiments and activities (Smedley). This shows that virtual reality helps even those who are in special …show more content…
In healthy risks, users using virtual reality for a long period of time would develop disorientation and nausea. The author of Virtual or Real? The mind of cyberspace, Cartwright, has concluded that it’s possible to put them at a certain “at risk” in mental or emotional peril (Cartwright). The users who are in much more at risk are drug users, schizophrenia, and those who are emotionally unstable or have mental illnesses. Privacy is another social issue for Virtual reality users. When the user uses the headset, their perspective outside of virtual reality would put them at vulnerable situation such as hitting objects, walking towards the edge, or even receive a burglary. The users cannot see beyond virtual reality since their senses would be too focused inside the virtual
The adjective "virtual," practically unheard-of a few years ago, has without a doubt become the number one buzzword of the nineteen-nineties. Virtual reality has become a catch phrase for the interactive multimedia technologies that have supplanted desktop publishing at the cutting edge of personal-computer graphics technology. The virtual communities which for years have flourished in comfortable obscurity on the Internet, have recently been thrust into the glare of publicity as commercial gateways have opened up the net to the public, while virtual corporations have transformed the world of business.
Virtual reality can be used as an educational tool to assist not only students but teachers as well. Another major benefit of virtual reality is its use in the healthcare field. It can be used to treat several medical conditions such as anxiety disorders, mental health issues such as phobias, and it can even be used as a pain reliever (Matheison, 2017).
It is easy to confuse the concepts of "virtual reality" and a "computerized model of reality (simulation)". The former is a self-contained Universe, replete with its "laws of physics" and "logic". It can bear resemblance to the real world or not. It can be consistent or not. It can interact with the real world or not. In short, it is an arbitrary environment. In contrast, a model of reality must have a direct and strong relationship to the world. It must obey the rules of physics and of logic. The absence of such a relationship renders it meaningless. A flight simulator is not much good in a world without aeroplanes or if it ignores the laws of nature. A technical analysis program is useless without a stock exchange or if its mathematically erroneous.
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 visualization part refers to the computer generating visual, auditory or other sensual outputs to the user of a world within the computer. This world may be a CAD model, a scientific simulation, or a view into a database. The user can interact with the world and directly manipulate objects within the world. Some worlds are animated by other processes, perhaps physical simulations, or simple animation scripts. Interaction with the virtual world, at least with near real time control of the viewpoint, is a critical test for a 'virtual reality'.
Stanney, K. (1995). Realizing the Full Potential of Virtual Reality: Human Factors Issues That Could Stand in the Way. Orlando: Virtual Reality Annual International Symposium.
Augmented Reality and Virtual Reality are close cousins. Both of the technologies have gained much research and attention these days as well as promised substantial improvement. Though they both have the enormous capacity to alter our awareness of the world, they are distinct from each
I. The Revolution of Our Reality Most of us believe that we have a good sense of our surroundings. However, this belief is changing. Augmented reality, one of the most hostile technologies, is penetrating our lives. We were familiar with our surroundings, but not anymore. “Pokemon Go”, the latest AR app for smart phones published by Nintendo, has established a new dimension on our existing world.
The extent of escaping reality has been presented to us with electronics as we are an electronic world forever evolving and it is only going to get more intense. For example the new Samsung gear virtual reality goggles. “Virtual Reality (VR) is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds.” by Emily Moss in which she published on 24 November 2016. Just when you think electronic devices couldn’t get any worse, we are confronted with virtual reality goggles that allow you to interact with a 3D world. It is sad because companies like this, do not realise how more distant away from reality they are pulling us away from and there only target is to make money. Devices like this can ruin your life, draining time away from your loved ones and make you less appreciative of the real world in front of you. Living life behind these screens, are you really living at
Virtual reality is a new exploration in science and technology using advanced and complex mechanics. Virtual reality allows for users to go far beyond simply looking at a computer screen. Instead, the user puts on a special suit or gloves equipped with fiber-optic sensors. These fiber-optic sensors are able to interpret body positions. The user also wears special goggles that have video screens and audio attachments. This equipment allows for the user's complete immersion into a 3-D, computer generated, model of reality (Carr 37). The use of a two-way data transfer is what enables this interaction with an alternate reality to occur. Fiber-optic and electronic cables are attached to the virtual reality equipment in order to record the user's movements (Newquist 93). These cables then send this information, called motion data, to workstations which modifies the graphics in the model. The new information is then sent back to the users headset, displaying a graphic and audio world that is time with his or her movements. It is because of this cabling process that the action/reaction information is continually updated (93).
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 virtual self, by Nora Young is a book about self-tracking, the obsessive recording of the daily life online. The obsession with data. How is this data is altering the world. Many People are obsessed with this data. Sometime you don’t even notice that you are gathering a lot of data. Data can be pictures online, having a smartphone nowadays is enough to gather the data for you, Google android if enabled, has a website where you can see what do you do daily by showing you your journey, where you have been throughout the day. She is talking about the virtual self as a doppelganger that you wish to portray to other. She want us to take control of the data and then, think about how are we using this data, and not just use them. Being acknowledgeable I think is what defines this books, she certainly drops out a lot of significant word. I want to identify some technology of self tracking and answering their uses and why many people are obsessed with this technology.
In 1838, Charles Wheatstone developed that the brain can process distinct two-dimensional images from each eye into a single three-dimensional object. Through a stereoscope, the individual is given a sense of and immersion by looking at both side by side stereoscopic pictures (“History Of Virtual Reality”, n.d.). (This has eventually advanced into the View-Master (F). In the 1930s, the first sources to a more modern idea of virtual reality came from a science fiction writer, Stanley G. Weinbaum which is the short story “Pygmalion’s Spectacles”. It explains the concept of a pair of goggle-based virtual reality system with a holographic recording of the fictional world such as smell, taste and touch.
Virtual environment technologies are developed with intended purposes and goals to achieve. Virtual environments are intended to advance various fields and efforts made in the development of virtual environment technologies are expected to bear fruits. Nevertheless, these expectations are not always met as some of the virtual environment technologies end up not realizing their intended purposes, and consequently, they do not meet expectations. In his article, Stanney (1995) acknowledges that often, virtual environments fail to realize their full potential. According to the article, this can be attributed to various human factors, issues that hinder the virtual environment technologies from achieving the intended purposes. In the article, the