Virtual Reality in Entertainment: Gaming Sector Muhamad Haziq Syazwan bin Salim, Second year Cognitive Sciences Program, Faculty of Cognitive Sciences and Human Development, Universiti Malaysia Sarawak (UNIMAS) Abstract—The rapid growth and development of new technologies has open a way for Virtual Reality to immerse into our world. This new technology has been use widely by different kind of sector. In this paper, our focus will be in application of Virtual Reality in entertainment fields. We will look on further on how Virtual Reality works in entertainment fields, the type of immersion use, devices that had been created for Virtual Reality that can be used for entertainment fields and examples of games that use Virtual Reality. We will …show more content…
The full definition of VR is an artificial environment which is experienced through sensory stimuli provided by a computer and in which one's actions partially determine what happens in the environment. Entertainment is something that give us pleasure, amusements, or diversion to our life. So, VR in entertainment is an artificial environment that affected by our response in the environment through our sensory stimuli to give us amusement, pleasure or diversion. (Virtual Reality: Merriam-Webster, n.d.) The application of VR in this sectors had been widely use and there are devices that had been developed for this purpose. II. BACKGROUND History of VR can be traced back to 360-degree murals (or panoramic paintings) from the nineteenth century. These paintings were intended to fill the viewer’s entire field of vision, making them feel present at some historical event or scene. The example of the 360-degree murals is Battle of Borodino, 181. (History Of Virtual Reality: Virtual Reality Society,
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
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A common misconception is that virtual reality is just for entertainment. As we contemplate about some of the technology involved in virtual reality, entertainment is generally the first thing a lot of people think of when virtual reality springs to mind, but here we will talk about some of the other areas that virtual reality has made some substantial differences.
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.
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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 the past the field of view was not that much and a user could not look more than 170 to 210 degree. But now the companies have focused on making the VR gears to be for a whole 360 degree experience. Star Wars game is also one of the best example in this regard as it makes you feel like you are the soldier who is in the game and you are in that battlefield.
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In order to effectively create a 3-D environment for the user, virtual reality combines the elements of immersion and interactivity. Immersion is the user's contact with the virtual reality with as many senses as possible including; sight, hearing, and touch.
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Cognitive Psychology is focused on learning based on how people perceive, remember, think, speak and problem-solve. The cognitive perspective differs in...