Oxford Dictionary defines virtual reality as “The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.”
Wikipedia says “Virtual Reality (VR), which can be referred to as immersive multimedia or computer-simulated life, replicates an environment that simulates physical presence in places in the real world or imagined worlds. Virtual reality can recreate sensory experiences, which include virtual taste, sight, smell, sound, and touch.”
As with the definition goes,Virtual Reality (VR) in simple way to define I would say it is the use of computer technology embedded with many different sensors which mimics the natural environment and make us feel as if
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Haptic systems that provide physical feedback or allow a fully articulated presence within an environment are clumsy and can cause problems during use. The type of hardware that even simple head-mounted displays use can break the sense of immersion as adjustments to the device need to be made and components such as wires and headphones turn into obstacles to natural movement.Socially, some of the disadvantages of using virtual reality as entertainment have already started to surface, even without an experience that fully removes a person from his or her surrounding stimuli. One issue is social isolation, in which the user of virtual reality relies more on interactions that take place in a virtual world than on experiences in the real world. This lack of true, physical interaction has the potential to create incorrect associations that are not part of real social settings. The isolation could eventually cause depression, disassociation and other conditions, if it is severe
Virtual reality systems are used for simulating different real life situations on the computer which looks approximately same as the real world. In these tools, user need to wear some special cloths which has sensors attached, these sensors observe and record all the activities and responses of the user. These tools are very useful in training of many technologies like in pilot training of Boeing dreamliner, or some new technology etc.
Although this specific program will likely not become available to average consumers, the same foundations for the simulation will be available on the marketplace while being affordable at the same time. In time, applied use of virtual reality such as the Oculus Rift will become mainstream and accepted in everyday life not only due its entertainment value, but also due to its affordability for consumers everywhere. Thoughts of virtual reality often resemble fantastical scenarios reminiscent of scenes in movies with similar themes like Gamer, The Matrix, Total Recall, and Inception. After one delves into the VR technology in products such as the Oculus Rift, one will begin to believe, and he or she will brace themselves for the tidal wave that is the paradigm shift of virtual reality.
Human experience in VR is typically distilled into the words presence and immersion, though immersion is a term used to describe only the technological aspect of VR (Slater & Wilbur, 1997). Instead, the subjective feelings associated with VR are measured in terms of the amount of presence felt in that environment. Intuitively, one would think that photo-realism is paramount to the feeling of presence in a virtual environment, but research has shown that this is not necessarily the case (Zimmons & Panter, 2003), with factors such as bodily representation (Slater & Usoh, 1994) and freedom of body movement (Slater & Steed, 2000) having a greater impact. Interestingly, belief that the virtual environment and real-world environment occupied by the participant are the same increases the feeling of presence in that virtual environment (Bouchard et al., 2012). Some have suggested that, ultimately, cues from other modalities, such as audio and haptic feedback, are necessary for our brain to believe VR experience (Ravassard et al., 2013); however, somewhat surprisingly, strong feelings of presence in VR can be achieved during fMRI, where the head is fixed, and loud noises are occurring (Hoffman et al., 2003). As mentioned, though, presence is greater when the participant has the ability to freely move (Slater & Steed,
Virtual reality, also known as VR or computer simulated reality, is a new computer technology that mimic an real or imagined environment, VR simulates a user's physical presence and environment.it does this in a way that allows the person to touch and interact with it. VR aims artificially create a sensory experience for the user, which can include touch, Sight, Smell, and Hearing.
The pros of virtual reality outweigh the cons of virtual reality. Virtual reality help a lot of people that are lonely and giving them some help, maybe boosting their confidence or even providing them with information on how to do something like getting a date. According to the source: “ ‘A lot of people are lonely.’ Anderson admits. ‘ They want some sort of entertainment or companionship or a little bit of both.’” (Article 2, Page 8) This shows how, virtual reality can be used to help out the lonely people, the people that don't have confidence. Virtual reality is more of like a voice for the voiceless. Also, another way virtual reality shows how it has many pros, and those pros beat out the cons the following shows this from the text (My Virtual Girlfriend) : “I’ve been in a real relationship for almost a year and , in some ways, playing My Virtual Girlfriend reminded me of what my boyfriend and my early dalliances felt like.” Furthermore, both quotes support the claim of how people are struggling and disabled people, letting people believe, and it gives a pro over a con. It doesn't let people struggle, it gives people options, and you may ask how? Well, virtual reality allows you to believe that you are this, you are good at this that feeds into your mind and you begin to build your confidence to get that entertainment to go out
Virtual reality(VR) is a relatively new frontier in the technology industry. So new in fact, that, at its current stage, what it is and its potentials are unfamiliar to the general public. VR originally started gaining momentum as a new platform to game on, but its potential must be analyzed broadly in more than just one vocation. Because of the immersion VR provides, it has an immense capacity to benefit the educational field. Everyone is unique in the way they learn best; some people learn best by reading, some people learn audibly better, and, some people learn visually.
Virtual reality is an interesting topic. Today, technology develops so rapidly, and it becomes a vital role in society.
Medical Applications of virtual and augmented reality: Virtual reality is an interactive simulation that makes you feel like you are somewhere you are not. It is now starting to be used in the medical field. For patients that are in pain, virtual reality can be used to make it seem like they are in a different happier place. Studies show that it has the same effectiveness level as morphine, possibly even more effective. For therapists who help people with different fears, virtual reality can help conquer the fear. For example, a virtual reality for people suffering arachnophobia allows people to experience what it is like to have spiders surrounding them. Virtual reality can also be used for surgical training. Surgeons can practice surgery without the fear of hurting or injuring an actual patient. This is helpful because if they mess up, they do not have to deal with the consequences that come from surgical mistakes. Virtual reality is a very new and upcoming idea, and in the near future it has the potential to become much more common in a healthcare
Virtual Reality was an invention that revolutionized the world of entertainment. So basically, here are 3 quotes from Tom’s Guide. First one is “What was once the stuff of Hollywood fantasy has now become reality.” So virtual reality made everything that was only real in movies reality. The second quote is “With its high refresh rate and low latency, most people shouldn't experience motion sickness in theory.” What it is saying is that you won’t get motion sickness from playing on a VR system. The final quote from Tom’s guide is “Filmmakers have begun to experiment with the Oculus Rift to make an audience member feel like he or she is part of the film.” Basically, the Oculus Rift virtual reality headset will not just do games, but also TV shows and movies once they are able to. In conclusion, virtual reality can be very helpful for most kinds of entertainment.
* A virtual world that appears real to any observer, seen through an HMD and augmented through three-dimensional sound and tactile stimuli
This subject was suggested as a possible topic from the course outline. As it is an area of much interest and controversy was chosen as the direction of study for the paper. Previous research into Virtual Reality (VR), coupled with a particular interest in its architectural application also proved motivating. However, although the direction of the initial research appeared straightforward, after further investigation it became obvious that there were in fact two distinctly different interpretations that could be drawn from the area of Virtualism in Architecture. This division was between whether VR was used FOR architecture (VR used as a tool to aid in architectural design). Or whether it was used AS
(96) Virtual reality (VR) is define as a cybernetic simulation of 3D surroundings which can be interactive through auditory, sensory and visually stimulating equipment, i.e. gloves, headgear or headphones. VR is an incredibly recent development in technology and such has much room to progress with, I believe that VR is the future of animation as the key aim is to transport the viewer into the world we have created, VR being the next logical step as it creates this suspension of belief as well as activating all of the senses we use to perceive the real world.
VR is more than an upgraded version of Cinerama or a theme park ride, as it achieves not only a greater sense of presence, but through the use of computer technology, the capacity to direct one’s gaze and movements so that one can explore and move around inside the illusory flow of images [3]. The main imperfection in simulation at present comes from the difficulties inherent in presenting a sufficiently convincing computer generated image. Presenting a convincing visual input to a human being requires a computer which can handle a vast amount of information. This is both difficult and expensive with existing technology.
Virtual reality defined as to produce and create the effect of an interactive 3D world in which the objects have a sense of spatial presence by using computer technologies. Our perceptual and cognitive system will be presented by precise clues in order for our brain to interpret and understand those clues as outside object in 3D world. In addition, virtual reality suggest a lot of benefits and advantages to education of technical such as delivery information through multiple active channels, addressing of dissimilar learning styles, experiential-based learning and so on ( Bell & Fogler, 2004, p 217).
Seeing is believing, these words are the best combination to understand the meaning of Virtual Reality (VR). VR is one of the best asset and aspect of our future. No other technology has seen such a revolution like VR has. It is practically in use in almost every field such as entertainment, gaming, defense, robotics, medical, healthcare, military, education, fashion, heritage, business, engineering and many more fields. VR sometimes called Virtual Environment has drawn much attention in the last two decade. Extensive media coverage causes the much more rapid increase in the interest of the masses. Very few people, however, really know what VR is and what are its open problems are. In this report a historical overview of virtual reality is presented, basic terminology as an introduction are listed, followed by applications of this technology in science, work, and entertainment areas. Its present developments are thoroughly discussed in this report. Finally, the future of VR is considered in two aspects: technological and social. New research directions, technological frontiers and potential applications are pointed out. The possible positive and negative influence of VR on life of average people is speculated.