Introduction A description of Virtual Reality can be a bit tricky, and the semantics might be at variance in relation to what age group you ask, for instance, a children’s site describe computer simulated environment as tools which let you to experience and interact with images in a simulated 3D environment, for example, you could plan an area at home on your computer machine and really believe that you are walking around in it, although it was never constructed. According to Aurich, Virtual Reality is a broad and extensively developed scientific conception, which is broadly put into operation for scientific visualisation, teaching and training, process in risky surroundings, exploration, hobby, etc (Aurich, et al., 2012). A familiar explanation by Sutherland is as follows, ‘a system that can display information to all senses of the user with an equal or bigger resolution than the one that can be achieved in a natural way so that the user cannot say that the artificial world is not real’ (Aurich, et al., 2012). Virtual Reality has three different types which are CAVE Fully Immersive Virtual Environment, Semi-Immersive Virtual Environment, and Non-Immersive Virtual Environment (Virtual Reality Systems: Types of virtual reality systems). In this report, advantages, disadvantages, uses, and the relationship of Virtual Reality, Gamification, Big Data, and Gesture Control will be discussed. Types of Virtual Reality CAVE Fully Immersive Virtual Environment: refers to when the user is place in a computer simulated environment with head-mounted displays, data gloves and other body sensors that track user movements. The standard settings of CAVE Fully Immersive Virtual Environment include videos, cameras, wall projection, down projection,... ... middle of paper ... ...s to experience and enjoy real life moments outside houses. However, with Virtual Reality they eventual have good experience of the things that happen in real life. These people can travel around the world through virtual environments as a second life, a Virtual Reality community on the Internet, exploring virtual town as well as more fantastic environments. Virtual Reality also lends a hand to patients in order to recover from injuries such as a stroke. Doctors are utilising Virtual Reality to assists muscle movement to get back to normality, for instance, “walking and grabbing as well as smaller physical movements such as pointing”. The doctors use the malleable automated situation to enhance or reduce the movement which is required to hold or shift an item. This also assists in recording accurately, the speed of how fast a patient is learning and getting better.
...xperience machine, it would still seem that people should not want to log on to second life when they could be experiencing things in reality. However, Second Life boasts that millions of accounts have been created (Second Life Official Site). It remains to be said just why they are doing this, but it appears that the conclusion one could draw from this is that virtual experiences do have meaning to us, insofar as people will choose them over certain real life experiences.
It could first be argued that abandoning their reality for the virtual one is actually a blessing for these people. For instance, the main character of this novel, Wade, feels freedom form his previous restrictions and an escape from the pain of his reality. Wade, being a boy only have grown up into a society with the OASIS understands that it “was much more than a game or an entertainment platform. It had been an integral part of our lives for as far back as we could remember. [They’d] been born into an ugly world, and the OASIS was [their] one happy refuge” (Cline 34). This statement characterizes the OASIS as their escape and safe place to exist instead of having to otherwise activity acknowledge and deal with the pain of their actual lives. People in our own society when faced with difficult circumstances already naturally try to leave their unhappiness and struggles in favor of whatever will make them feel better. According to Monica Kim’s Article “The Good and the Bad of Escaping to a Virtual Reality”, she states that “it is possible that instead of simply escaping reality by focusing on a TV show, for example, people may choose to replace an unhappy reality with a better, virtual one.” This shows that this concept of mental escape is not a foreign one and is actually being found more and more often.
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.
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.
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'.
In contrast, virtual reality supplants physical reality and replaces it with something fictional, at least at the visual and auditory level. This supplanting imposes physical constraints on VR. Its use
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).
According to Oxford dictionaries, “Augmented Reality” is a technology that provides the user a computer produced image of the real world (“Augmented Reality”). A source states that augmented reality in programing language is the process of combining images and videos from the real world with computer generated data. The development of the new computers has made it possible to engage data with augmented reality. The practical uses of augmented reality started with military instruments such as real time video displays that were being used in airplanes and tanks to detect targets accurately. Augmented reality was also used in video games to increase the realism of the game. Thus, a lot of militaries have used that method to train their soldiers using augmented reality masks by adding equivalent real life time field and enemies (Hosch).
"What to Expect in the Future." What to Expect in the Future for Virtual Reality Games. N.p., n.d. Web. 02 Mar. 2014. .
The advancements of technology over the last 20 years have been incredible to observe. Now, Virtual Reality (VR) has given us a new way to observe this technological revolution. Virtual reality is usually thought of as an artificial, computer-generated simulation or a recreation of a real life environment or situation that immerses a user by experiencing the simulated reality firsthand, primarily by stimulating their vision and hearing through Head Mounted Displays (HMD). (1) However, there is a new inverse reflection of VR known as Augmented Realty (AR). AR is a technology that layers computer-generated enhancements over an existing reality; making it more meaningful through the ability to interact with it. (1) Interestingly, Both VR and AR can be combined to create a mixed reality through the use of HMD’s or three dimensional (3D) glasses. Two examples of such devices that make this technology possible are Microsoft’s HoloLens and the ZSpace 300.
...an be beneficial to children games that “could perform particular scene and plots and they explore aspect of character and identities including their gender” such as Sims allow a child to investigate and explore society in a virtual world, they are able see cause and effect with real life situation such as building a family unit, going to work and earning money also life and death.
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.