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The Virtual Reality - Research Paper Example

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The paper "The Virtual Reality " highlights that generally, massive changes in job market requirements show that there is a need for efficient integration of new and advanced learning tools that will be utilized for improving the skills of future professionals…
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The Virtual Reality
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? Full Paper Introduction The virtual reality (VR) in other words science of illusion delineates as “a new means of man-machinecommunication” (Beutel,). The major distinctiveness of the virtual reality is this that it provides such devices that are close to human senses. For example the stereoscopic display system provides its users a true perception of computer generated three dimensional (3D) images. In addition, data gloves provide the users the feeling of being submerged into the virtual environment, to feel spontaneous and natural interaction. At some point in 1990s other terms related to VR appears such as, virtual environment or synthetic environment (Mario Gutierrez, F Vexo, & Thalmann,). Virtual reality is considered as the most powerful human-computer interface. However a number of TV shows, magazines, newspapers and discussions have described virtual reality in many different as, well as in confusing ways (Burdea & Coiffet, 2003). In terms of functionality, virtual reality is defined as the simulation of computer graphics in order to create the real looking world. The three I’s of virtual reality is immersion, interaction and imagination (Burdea & Coiffet, 2003). Some people link virtual reality on the basis of devices such as the head mounted displays also known as goggles are considered as the simulators however, in recent year’s virtual reality is not conducted via head mounted displays but it is done through huge projection screens or desktop PCs (Burdea & Coiffet, 2003). In the same fashion, sensing gloves i.e. another example of virtual reality device is now being replaced by the trackballs and joysticks. Hence, virtual reality cannot be defined on the basis of devices as, new devices are being manufactured and improvement in technology is being escalated every year therefore, replacing the previous technology and devices (Burdea & Coiffet, 2003). In medical science also virtual reality provides tornography, medical resonance, and 3D ultrasound and other 3D imaging resources. There are five basic fundamentals that control the level of realism of virtual reality in medical applications, as mentioned below (Beutel,): Fidelity – high resolution graphics. Display of organ properties – deformation from morphing or kinematics of joints. Display of organ reactions such as bleeding from an artery. Interactivity between objects such as surgical instruments and organs. Sensory feedback – tactile and force feedback. Definition Virtual reality is defined as the transfer of information effortlessly, efficiently and fluently from the device to the operator by means of a well-organized man made computer interface. The specific components such as head-coupled virtual images, stereoscopic displays, hap tic interfaces and position-tracking systems characterize virtual reality as a technological system. Virtual reality as illustrated by Kalawsky as: “Virtual environments are synthetic sensory experiences that communicate physical and abstract components to a human operator and participant. The synthetic sensory experience is generated by a computer system that one day may present an interface to the human sensory systems that is indistinguishable from the real physical world” (Beutel,). Another book named The Silicon Mirage defines virtual reality as “Virtual reality is a way for humans to visualize, manipulate and interact with the computers and extremely complex data” (Beutel,). The above definitions state that the virtual reality is a group of technologies as, well as the new example of human interaction and manipulation of information. In other words, virtual reality offers its users to navigate, act together in a three dimensional computer generated environment in actual era. History The history of virtual reality starts in the late 1960s. Virtual reality (VR) was narrated as the multisensory simulation of the real world. Morton Heilig a cinematographer constructed a multisensory vehicle simulator in 1962 which was named as ‘Sensorama’ (Mario Gutierrez, F Vexo, & Thalmann,). The sensorama allows the users to select a vehicle that is already recorded in the system for example motorcycle, bicycle or helicopter. After the selection has been made the user sits in front of a simulator screen that contains 3D photographic sides, generates sound and has an effect of wind as well. In this system user was an inactive observer and has no interactivity with the simulator. Ivan Sutherland is also known as ‘Father of Virtual Reality Systems’ created a head mounted display in 1968 that allows the users to view the computer generated 3D sights (Mario Gutierrez, F Vexo, & Thalmann,). This allows the users head to move in order to update the descriptions thus providing the users an effect of being in virtual world. Moreover, firm 3D object intuition was generated via stereoscopic. The computer-aided drafting (CAD) programmers i.e. sketchpad is also invented by Sutherland. In 1978, researchers from MIT such as A. Lippman, Scott Fisher and other developed an application named ‘Aspen Movie Map’ that permits the users to view a simulated ride containing photos of Aspen city street Colorado. In the middle of 1980s a proper virtual reality (VR) system was created by using different technologies. The researchers Scott Fisher, Stephen Ellis, Michael McGreevy and Warren Robinett at NASA Ames Research center created a pilot training system for manned space mission later on Virtual Interface Environment Workstation (VIEW) has been developed. This workstation consists of the wide-angle stereoscopic display unit, glove-like devices for multiple degree-of-freedom tactile input, speech-recognition technology, gesture-tracking devices, 3D audio, speech synthesis, computer graphics and video image creating tools (Mario Gutierrez, F Vexo, & Thalmann, ). The VR helmets at that time were too heavy but now they are made less heavy and are continuously in use by the virtual reality (VR) systems. Benefits The advantages of virtual reality are accepted in almost every field for instance in healthcare, virtual reality exposure therapy (VRET) is being utilized in order to treat patients suffering from phobia (Brahnam & Jain,). Assumed as one of the primary assumptions, that are quoted as core differentiators, associated with virtual worlds, applicable on traditional technologies, concludes to uniqueness of virtual worlds (Wasko, Teigland, Leidner, & Jarvenpaa, 2011). Likewise, virtual worlds provide a dynamic and immerse experience. Moreover, a primary future of virtual reality is that it may engages deeply, as per the numerous theories of rich media, 3D environment provides synchronous contact, visual environment, objects and environmental design that enables social cues, multiple channel communication and audio/visual text (Wasko, Teigland, Leidner, & Jarvenpaa, 2011). In the current business environment, where competition is at its peak, organizations are seeking ways to meet the requirements in an efficient, adequate and cost effective way (Hormann, 1995). Likewise, these factors can be directed towards a robust and comprehensive training program. Virtual reality is becoming a dominant driver that provides unlimited opportunities of realistic training that is risk free, safe and cost effective (Hormann, 1995). For instance, a pilot can demonstrate a flight in a virtual environment and learn to tackle several situations such as heavy weather, fire, emergency landing etc. moreover, students operating in a virtual environment are facilitated to make decisions and practically take actions on them without risks. Similarly, tutors can also evaluate the actions of the students and prompt them for any mistakes, moreover, students can also learn from their mistakes (Hormann, 1995). These characteristics make virtual reality an ultimate option for organizations to train their employees in a virtual world with a cost effective way. Some of the training that is operational with Virtual training methods includes (Hormann, 1995): Military Training Law Enforcement Training Pursuit Driving Firearms Training High-Risk Incident Management Incident recreation Crime Scene Processing Scientific Challenges The problems that restrain the development of virtual reality (VR) applications and technologies are: Digital models The problem is that it is not possible to copy digitally any given object in the physical world. In order to model the given object it should be completely understood by the developer, the difficulty and computability of a specific model must be recognized by the developer. For instance, it is not easy for the developer to model fluid simulation because it is extremely difficult to resemble fluids naturally visibility as compare to the rigid objects. In addition, there is still a doubt that the human thinking can be modeled or not (ZHAO, 2011). Complexity The complexity of the object model can be evaluated but we have to understand that the numerous real objects cannot be easily or completely be modeled. In order to make simpler the research has been done by scientist affirming the less perfect models. For example, the short and simple conceptual wave is easy to model as compared to the ocean-wave dynamics (ZHAO, 2011). In addition, there is no weather model is made that is perfect but simplified weather forecasting model is developed by the meteorologists. Another example that shows the direct relation of complexity with the model ability is that the VR developers are far away from the physical laws of geometry models therefore, they find difficulty in creating geometry models. To cope with the model complexity issue an advance research is required (ZHAO, 2011). Model credibility The model credibility can be measured? This issue needs to be resolved through further research. However, full immersion of the users’ model is not required in complex scenes. Model similarity The measurement of model similarity has become an elementary problem that is related to the acknowledgment and repossession of the model. The presented methodology of measuring model similarity is not agreeable. While creating model two major difficulties can be observed i.e. there is no accepted theory related to the binary relation of similarity for example axiomatic definition of properties and due to the complexity of the model, no united treatment is available (ZHAO, 2011). Image quality Initially, there are no standard available for evaluating similarity in images, recognition of images and retrieval of images. Humans can detect similarity among images and the deformation of images but recognition via computer vision is still unanswered (ZHAO, 2011). Therefore, there are no such measures taken to solve the image similarity issue efficiently or to solve the image distortion. Real-time fidelity A system's real-time performance is directly proportional to the fidelity of virtual environment. However, the real objects and models are always being conflicted. For example, if the triangles of object geometry are modeled more intense, a less difference is examined among the real and virtual image. Although, it takes longer time to deliver that image. The virtual reality researches must contain a theoretical proof of the duality between fidelity and real-time performance, as well as identify its origin, VR developers would more likely be able to achieve a proper balance between them in applications (ZHAO, 2011). Basic (meta) elements The basic elements that help to determine the physical behavior of real objects are for example, in geometry the objects that are considered for modeled can be created by using these elements such as, lines, points, shapes. The similarity between the real objects and the virtual objects can be determined by the deployment of same processing units and graphical process. Material and behavior models Scientist is demanding the answers of the behavior that are responsible for the development of model or object. In addition, what models of P-hard, NP-hard and NP-complete are associated with the material movement and human behavior? What are incomputable? These questions need to be answered through advanced research. Image integration The fundamental questions such as graphics-based models and image-based models can be integrated effortlessly? The image-based environments and geometry models can be incorporated smoothly? And other questions are needed to be answered for better implementation of virtual reality (ZHAO, 2011). Performance evaluation Some of the performance indexes do not have metrics for measuring the Virtual reality systems in spite of availability of rough classifications. Likewise, a research is required for constructing technologies for the future along with associated toolkits that are required for accomplishing practical results. Future Aspects One of the reports published that 60% of students studying in high school will do jobs that are currently not available today. Likewise, massive changes in job market requirements show that there is a need for efficient integration of new and advanced learning tools that will be utilized for improving skills of future professionals (Smith & Saunders, 2009). Likewise, learning from these tools will enable a reduction of gaps in between industry experts and newly graduate students (Smith & Saunders, 2009). However, to make it a conclusive statement, there is a present and critical requirement of augmenting communication between industry experts and student industry via efforts focusing on enhancing engineering courses and syllabus that will align with future requirements of the workforce (Smith & Saunders, 2009). By integrating dual architecture, building can be appeared in a differently to everyone, as it will enable marketers a different marketing channel altogether that will focus on diverse customer groups by creating shopping malls, parks and other entertainment places visually interesting. Moreover, computer games will also be blended effectively with shopping experiences and transparency will be applied to the walls for special offers displayed on them, so that the shoppers will review offers before visiting the shopping mall. Hence, the real world will eventually become only a foundation platform that will hold numerous overlays that will be established with varying degrees. However, along with virtual worlds, other type of overlays will be seeking a design. Moreover, there will be requirement of many types of 3 dimensional interfaces for user navigation, interaction and effective usability. Currently, there are few products that portray virtual reality such as Nintendo Wii, as it has blended real world in to games, however, players are still bound to a physical playing room. The more advanced version would be a dual 3 dimensional environment that will provide opportunities to players everywhere. References Beutel, J. Handbook of medical imaging Bellingham, Wash. : SPIE Press, c2000-. Brahnam, S., & Jain, L. C. Advanced computational intelligence paradigms in healthcare 6: Virtual reality in psychotherapy, rehabilitation, and assessment (studies in computational intelligence) Springer. Burdea, G., & Coiffet, P. (2003). Virtual reality technology . Hoboken, N.J.: Wiley-Interscience. Hormann, J. S. (1995). Virtual reality. FBI Law Enforcement Bulletin, 64(7), 7. Mario Gutierrez, F Vexo, & Thalmann, D. Stepping into virtual reality Springer. Smith, S. S., & Saunders, K. P. (2009). Virtual reality for future workforce preparation. Computer Applications in Engineering Education, 17(4), 429-434. Wasko, M., Teigland, R., Leidner, D., & Jarvenpaa, S. (2011). Stepping into the internet: New ventures in virtual worlds. MIS Quarterly, 35(3), 645-652. ZHAO, Q. (2011). 10 scientific problems in virtual reality. Communications of the ACM, 54(2), 116-118. Read More
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