Effects of Virtual Reality
Virtual reality has become easily accessible and goes beyond our wildest imagination, but it has older origins than one may think. Virtual reality programs, or devices, allow anyone to see an interactive world in a different dimension and experience events that may not be accessible in real life. One of the earliest attempts at virtual reality was a 360-degree mural like the one in The Sistine Chapel. “These paintings were intended to fill the viewer’s entire field of vision, making them feel present at some historical event or scene” (Hist. of VR, 1). Today, we have moved away from creating immersive worlds with paint and canvas, technology now processes endless realms of realities. In “Virtual Reality: History, Applications, Technology and Future”, Mazuryk and Gervautz discuss the hunger for more captivating realities other than our own. Over 20 years ago, they stated that, “people always want more. They want to step into a world and interact with it – instead of just watching a picture on the monitor” (Mazuryk, 2). As virtual reality pushes beyond purely entertainment, business and social applications, it will greatly improve work and everyday life, but in the long run will have negative effects on physical and mental health.
One way that virtual reality helps in business is for companies, like Procter & Gamble, that use virtual reality for early product developments by creating virtual prototypes for testing and predicting a product’s success
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.
The fear of heights can sometimes leave people frozen in terror. There is large amount of evidence suggesting that virtual reality therapy has successfully helped alleviate conditions similar to PTSD. This is accomplished by slowly increasing the amount of stressors, as to not overload the patient with irrational fear. For example, with fear of heights, researchers can gradually increase the difficulty of the simulation, so that the height of the platform increases after every session. In a similar case study, 49 patients had volunteered to participate in a virtual reality treatment for their fear of flying. Results showed, “By the 6-month follow-up, 90% of treated participants had flown since completing treatment” (Anderson 2001). Effectiveness also hugely depends on plausibility and affordability. We need to consider if this treatment is convenient for
The examples support the idea that VR is effective because it reliably gives the user the illusion of control. The writers responsible for this paper wanted to take that idea and push it to the limit. They believed that true effectiveness of virtual reality depended in part on the perception in our minds of what our actions are in direct comparison to how true the actions or movements in the VR scenario. The less cognitive dissonance between the users intended actions and the simulated actions, the more effective the simulation was in accomplishing whatever it was set to do. The researchers wanted to test dissonance in their experiment and see the outcome of how effective the virtual reality was.
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
Randy Pausch was a teacher, who taught his students valuable lessons dealing with Virtual Reality and also with life. He spoke countless lectures in multiple colleges, like the University of Virginia , and Carnegie Mellon University, where he went to obtain his Ph.D. Pausch was most known for his book, The Last Lecture. This book is based on a lecture he spoke on called, “Really Achieving Your Childhood Dreams,” which happened to also be his very last lecture. In September of 2006, Randy was diagnosed with pancreatic cancer and in August of 2007 he was given a terminal diagnosis of “ 3 to 6 months of good health ” (Pausch 62). In The Last Lecture, Pausch makes a distinction between “people” and things” through lessons like pouring soda in
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.
authors showed that virtual reality (VR) is one of the best new technologies that can be applied
Virtual-reality also poses a significant threat/opportunity towards us within the creative industry, especially us who use audio and video. The eyes and ears translate what I create. Films are good at immersing people into created universes and stories. However, VR, Interaction, and sensory feelings like touch and smell may be included in the standard formula for immersive entertainment.
Imagine a world, that is anything and everything. Race a dream car. Meet a superstar. Go to Paris, New York, London, or even see the Great Pyramids. A virtual reality - an idea that is coming to life, an idea that will change the world, whether it be good or bad. Ernest Cline, the author of Ready Player One, warned us that virtual reality is going to change the world. Ready Player One is a story about a teen named Wade, in a world where video games are everything. A virtual reality world called the OASIS changed the world into a place where people are antisocial and don’t care about the world anymore. Change with VR can already be seen with the invention of the TV, the phone, the iPhone, and numerous other inventions, It’s already happening - the world is blowing up over Vive, Oculus, Hololens, and more, and VR is going to make things happen: such as solving problems. Is change happening? Are problems going to be solved? Yes, we can already see change.
Once the technology had been developed to a point where it could actually be utilized, VR was often seen as more of a tool than a new method of entertainment. The technology was fine-tuned and then used in flight simulators during the 70s to train pilots before they got into a real plane. The technology then made its way to the entertainment industry during the video-game boom of the 80s. Since its inception, Virtual Reality technology has found a wide range of uses in very unpredictable ways. The military, the space program, medical students and even driving schools use virtual training environments that take place in a version of Virtual Reality.
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
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.