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Virtual Reality - Research Paper Example

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There is a massive development and rampant innovations in the field of computer science and Information Technology. One of the most significant innovations is the development of Virtual Reality (VR) system. …
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? Virtual Reality There is a massive development and rampant innovations in the field of computer science and Information Technology. One of the most significant innovations is the development of Virtual Reality (VR) system. Since the invention of this technology, there have been various transformations in technology through its applications. These applications range from educational to health systems. However, the technology also has harbored some disadvantages due to its application. This paper delves into the topic of Virtual Reality. It examines some of its uses, its disadvantages as well as challenges that hinder its effective application. Introduction Virtual reality is a three-dimensional environment. One can only view it on a computer screen or through special goggles. Besides, one can relate with the virtual world as if one is part of it using specially designed equipment (Owens, 2010). According to Isdale (1993), virtual reality is a means for individuals to manipulate, interact and visualize with extremely complex data and computers. In this case, visualization part talks about the computer producing auditory, visual or other sensual outputs to a human being within the computer. This world could be a scientific simulation, a view into a database, or a CAD model. Conversely, the user can relate with the world and directly and control objects within the world. In addition, other processes like simple animation scripts or physical simulations animate some worlds. With virtual reality, there is a likelihood of custom-designed while the three-dimensional environments permit instinctive “transparent” boundaries such that the computer interface is imperceptible to the user. In addition, virtual reality allows for considerably improved three-dimensional perception and interaction over conventional three-dimensional computer graphics because of its interaction capabilities and three-dimensional display (Bryson, 1996). On the other hand, VR can also be useful in an advanced user interface to three-dimensional simulation models in simulation terms (Barnes, 1996). Moreover, there are various fields in which VR applications have significant potential including medicine, industry, education and training, commerce, entertainment industry, scientific research and the space. On the other hand, to make innovations that use VR technology effective, there should be a thorough exploration. However, VR is still immature both as a technology and as a field of research. As a result, there should be considerable research to be done to realize the full potential of VR (Barrett, 2004). This is the reason the electronic and computer engineers are pursuing new ways of improving the virtual reality experience. Presently, computer and electronic scientists and engineers are developing a system that will incorporate the sense of taste (Lee, 2011). Applications and equipment for Virtual Reality Several technologies are requisite for the creation of a virtual world each of which, have advanced technologically and independently. The heart of virtual reality is a combination of software, hardware and electronics. These three computers related technologies merge to make virtual reality work. In addition, three imperatives are essential to help virtual reality work including special software, the individual user and a computer. Moreover, there are several input devices to improve the virtual reality experience and enable it to work. These input devices help in recording, measuring electronic signals, and converting them into a physical world. On the other hand, the output devices allow the user's brain to process the computer-generated physical world created. However, the reality engine is the main power of a virtual reality system. This engine helps create the virtual world and process information. It comprises either a group of computers or one powerful computer because the reality engine is supposed to create complex graphics (Lee, 2011). However, the virtual reality equipment could range from a small pair of glasses to a dome-shaped environment. The uses of the dome environments could include simulating driving or flying an airplane. Since some glasses are slim, they could connect to an iPod while others could be slightly large enough to ring the eyes wholly and give a sense of total immersion in an environment. The station from which the participant relates with the environment through body motions is the virtual reality simulators. In addition, the virtual reality software and gaming systems could offer interaction with the environment created on a television or computer screen (Owens, 2010). Creation of the images is one of the most time consuming application in a Visual Reality system. For a long time, there has been an extended market requirement for hardware acceleration. This is because speedy computer graphics generates several other programs besides Virtual Reality applications. Moreover, the most simple control equipment is a common mouse, trackball or pointing device. Even though these are two-dimensional gadgets, innovative programming can utilize them for six-dimensional applications. Due to the introduction of the Virtual reality applications, there has been an introduction of contemporary three-dimensional devices such as trackball and pointing devices. Another major three-dimensional device for Virtual Reality, which is very common, is the instrumented glove. For instance, most people in the United States use a glove to control objects in a computer. For easier utilization of such gloves, they have sensors on the fingers and a generally direction tracker (Isdale, 1993). In general, the major Virtual Reality devices comprise those that generate the perception of the human on the Virtual Reality world. A major example of this type of equipment is a pair of stereo glasses utilized by three-dimensional movies. In this regard, the purpose of these glasses is for the concurrent direction of two synchronized images, in to separate eyes. In addition, computer monitor can generate the two images, and then a set of Virtual Reality glasses interprets the images displayed on a three-dimensional view to the human. Another useful device for Virtual Reality application is the remote mouse, which permits much superior view. Another crucial device is a Binocular Omni-Orientation Monitor (BOOM, which permits the user to shift the viewing gadget itself with periscope-like movements. In this regard, the computer records the movements and transforms the outlook position and direction. In addition, there is the introduction of some desktop gadgets that merge 3D viewing and view control aspects. Moreover, there is a tracker, which permits the computer to control the position of the human and to change the Virtual Reality perception consistent with the movements of the human (Barnes 1996). The virtual reality gadgets offer sensory data concerning the Virtual Reality applications to the human. The purpose of these features provided by the devices is to generate a perception to the user that he or she is a partaker of the applications of the Virtual Reality. These gadgets arouse the senses of the human to raise the impression of actual participation. In addition, the aim of the innovation is to attain a level of human participation with the Virtual Reality applications that is appropriate to the intended function. This creates the impression that when the human cooperate with the Virtual World, it becomes very significant just as it is vital for response of information by the human senses. In addition, the Virtual Reality devices permit the alteration and direction of the Virtual Reality applications by the human (Barnes, 1996). Uses and Benefits of Virtual Reality In contemporary technological world, there are numerous uses of Virtual Reality applications. For instance, applications of virtual reality provide a unique form of entertainment, different from that provided by traditional applications. A human can get in to an entire new world and experience various occasions without being present. This means that it provides a real experience to the user. In addition, Virtual reality provides new exploration strategies to scientists and offers a new level in gaming. This technology also offers a new teaching approach to teachers as well as providing new insights in the health profession. The applications of virtual reality are also useful in training of armed forces. Through flight simulators, Virtual Reality also provides adequate and real training conditions for pilots (Owens, 2010). Chavis (2011) adds that the applications of Virtual Reality are appropriate aiding several professions as well as teaching strategies. In addition, Virtual Reality helps in attaining eminence research using digital imaging. This means that the applications of Virtual Reality can be useful in almost all programs. This is because there is a possibility of altering and manipulating the Virtual Word to attain the desired application. There are enormous uses of Virtual Reality in the education sector. This is in the form of the application of three-dimensional graphics for various educational applications. For instance, three-dimensional resources are useful in helping students to recognize and closely observe various shapes and objects. In particular, these applications are appropriate for younger students as well as students who are slow-learners. In addition, coordinated features augment the interests of the student and make learning more interesting. In addition to better perception of shapes and objects, three-dimensional graphics teach students diverse processes and methods for performing precise tasks (Monahan et al., 2008). Another use of Virtual Reality is in architectural applications. The applications of Virtual Reality are useful in establishing various forms of architectural plans and buildings prior to the commencement of building. Besides providing initial construction models, Virtual Reality is useful in providing models for collapsed objects and buildings that require reconstruction. Moreover, it offers models for the establishing the cause of collapse and strategies required to prevent such an occasion in the future. In addition, forecasters can exploit different virtual reality applications to process data generated from satellites and radar dishes, and generate models that reproduce the forecasted effects of weather. This application can also examine earlier weather patterns with comparable states to establish better the future products of atmospheric occurrences (Chavis, 2011). Another common use of Virtual Reality is the application of various computer games. These Virtual Reality controlled games permit the users to using the VR devices to see and shift within a three-dimensional VR application. In such an application, it is also possible for the user to carry out certain specific tasks in this Virtual Reality application. In such games controlled by VR applications, the user can actually feel real involvement in the actual game. This is due to the capability of the VR devices stimulating the senses of the user and makes him feel a real participant in the game (Barnes, 1996). Another major use of Visual Reality is in Electronic learning. In this regard, there has been an extension of VR and 3D graphics provisions to places of learning. Consequently, there has been a shift of e learning from the conventional text-base online learning environment to a more innate and immersive one. The main difference between 3D model and 2D model is that 3D model is more natural than 2D hence improving the interaction system. In addition, the fact that VR environment can hold several users there is promotion of collaborative learning where learners learn together and regularly from each other (Monahan et al., 2008). Virtual reality programs are important in different professionals. For instance, as part of its training process, the U.S. military use virtual reality programs. They help the soldiers recover from traumatic experiences, show the environment they will be or have been deployed and even as part of advanced exercises. Besides, virtual reality is useful in the medical field. The main use is to join the images given by other scans and combine them to give the details using medical imaging technology. Consequently, the doctors can detect problems with no surgery (Chavis, 2011). There is better understanding of the complex numerical representations of scientific concepts or results through the creation of visual images using computer graphics known as scientific visualization. The numerical representations or data sets are perhaps the output of numerical simulations as in geological or astronomical applications; as in visualization of topological arguments; recorded data, or constructed shapes, as in computational fluid dynamics (CFD) or molecular modeling. Since virtual reality gives a rich set of spatial and depth cues, it helps in the explicit display of these structures. Virtual reality applications permit prompt and instinctive examination of the data volume, facilitating the exploration of the phenomena at different places in the volume. In addition, this offers easy manipulation of the visualization setting by applications incorporated into the environment (Bryson, 1996). Moreover, there could be different virtual environments (VE) to accommodate the various needs of disabled children for example their literacy, language, physical and cognitive levels. Conversely, VR has freedom of movement hence permitting the children by offering them a sense of control over their environment. In addition, VEs can improve the strengths of an individual rather than let a disability to restrict their interactive abilities unlike many real world environments. Another advantage of VR is that it helps those children with disabilities to concentrate on their abilities, attain a sense of control and mastery and participate actively. Other social advantages of using VR for children with disabilities include increasing communication opportunities, giving the child a sense of control and empowerment, and providing the opportunity to develop prosocial skills in a non-threatening environment. On the other hand, there is evidence that VR could be a tremendous tool to aid develop prosocial skills in children with behavioral problems (Mccomas et al., 1998). Negative impacts associated with Virtual Reality In addition to its numerous merits, virtual reality has some limitations. In most cases, virtual reality interfaces can create the false impression that an individual is part of the game since the players’ movement could manipulate the virtual reality game. For example, there is a difference in both right and left turnings exhibiting different perspectives. This is because the goggles involve continuous, marginal view and there are no screen boundaries as in the television screen. Another disadvantage is the use of violence. There is pursuit of the enemy or shooting or an opponent in the virtual reality game player. The more the player is aggressive, the more successful he will be in performance. This could be dangerous to a person directly as there could be display of aggression in personal behavior. The direct and personal exposure to violent events could raise both arousal levels and aggression because of the immersive quality of the technology (Calvert & Tan, 1994). Another major negative effect of Virtual Reality is the case of Cyber sickness. This is an unintentional psycho physiological reaction due to contact with the perceptual delusions of Virtual Environments. The common symptoms associated with VR induced Cyber sickness include salivation, tiredness, stomach awareness, eyestrain, infrequent vomiting, burping, queasiness and dizziness, headaches, concentration difficulties, bewilderment and smudged vision. The initial symptoms might erupt when there is initial exposure to the Virtual Environment then there may be persistent of the symptoms (Barrett, 2004). Another consequence of cyber sickness caused by Virtual Reality is postural instability. This reduces the capability of the user to uphold balance. Postural stability depends on contribution from the visual, somatosensory and vestibular systems (Barrett, 2004). Another negative influence of Virtual Reality is escapism from the real world. It is apparent that since there is an overwhelming development in information technology, most people have adapted the technology of Virtual Reality for several applications. As a result, there has been a tendency of people escaping from the reality of life and adopting Virtual Reality since it stimulates the senses. This implies that most of the people using Virtual Reality live in the virtual world instead of living in the real world. Another implication for this tendency is that as development progresses, the Virtual Reality will be more interactive and entertaining. This will offer a good opportunity to those who desire to run away from real life. Another negative implication of Virtual Reality is its impact on culture. For many people, VR is becoming a standard way of life and behavior. Since the application of Virtual Reality is possible in various places such as in the bedroom, it has grown to be a lifestyle for many people. Family members who use Virtual Reality as just mere games find themselves entangled with a new way of life (Bennett, 2011). Challenges Affecting effective Application of Virtual Reality Despite the numerous applications and benefits of Virtual Reality, there are various challenges associated with the smooth application of this technology. The first challenge is that since Virtual Reality is a completely new technology, the conventional two-dimensional applications cannot use the program. As a result, the inventors of Virtual Reality have to work hard to develop and re-invent the human computer applications all over again, a task, which is very complex. Secondly, the system must generate superior performance for efficient development and attainment of Virtual Reality. For instance, there must be speedy update of the graphical images for the proper perception of object and self-motion as motion while the effects of user deeds have low latency (Bryson, 1996). The other major challenge hindering the successful application of Virtual Reality is the cost of the application. Due to the high-tech programs required to run the system, it becomes very expensive to generate an optimum Virtual Reality environment. Sometimes, the benefits of traditional technology override the benefits of Virtual Reality applications if for instance children find the VR programs impractical, insensitive or exasperating to use. In addition, this application becomes inaccessible to some people due to its cost. For instance, disabled children will not enjoy benefits of virtual reality if their families or guardians cannot pay for the new VR system (Mccomas et al., 1998). Bennett (2011) adds that the total cost of the equipment to generate a Virtual Reality application is similar to the price of a new modern car. In addition, since the application is still new and developing, users may not realize its full benefits. Another challenge is that training with a Virtual Reality application is not similar to training in the real world. Consequently, persons who engage in training with Virtual Reality might not perform well in the real World. Conclusion The use of Virtual reality offers many benefits and applications in contemporary world of technology. These uses include educational, health, scientific research and visualization, military applications as well as electronic learning. Despite these advantages, there are some disadvantages of using Virtual Reality applications for instance causing of aggressive behavior, cyber sickness as well as escapism from the real world. In addition, there are various challenges that may hinder effective application of Virtual Reality programs including high cost of the system, requirement of high performance as well as it is still experimental. This implies that for the successful realization of the benefits of this technology developers should carry out extensive research to develop new insights of the system. In addition, users of the technology should weigh the advantages and disadvantages of the application before they commence on using it. References Barnes, M. (1996). Virtual Reality and Simulation. Retrieved from http://www.informs-sim.org/wsc96papers/013.pdf Barrett, J. (2004). Side Effects of Virtual Environments: A Review of the Literature. Retrieved from http://dspace.dsto.defence.gov.au/dspace/bitstream/1947/4079/1/DSTO-TR-1419%20PR.pdf Bennett, W. (2011). Advantages & Disadvantages of Virtual Reality. Retrieved from http://www.ehow.com/info_8135619_advantages-disadvantages-virtual-reality.html Calvert, S.L. & Tan, S. (1994). Impact of Virtual Reality on Young Adults’ Physiological Arousal and Aggressive Thoughts: Interaction versus Observation. Journal of Applied Developmental Psychology, 15, 125-139. Chavis, J. (2011). Uses of Virtual Reality. Retrieved from http://www.ehow.com/facts_4830531_uses-virtual-reality.html Isdale, J. (1993). What is Virtual Reality. Retrieved from http://www.viz.tamu.edu/faculty/parke/ends489f00/notes/what_vr.html Lee, E. (2011). How Does Virtual Reality Work? Retrieved from http://www.ehow.com/how-does_4564063_virtual-reality-work.html Mccomas, J. et al. (1998). Current Uses of Virtual Reality for Children with Disabilities. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.46.5570&rep=rep1&type=pdf Monahan, T. et al. (2008). Virtual reality for collaborative E-learning. Computers & Education, 50, 1339-1353. Owens, C.S. (2010). Information about Virtual Reality. Retrieved from http://www.ehow.com/facts_6860305_information-virtual-reality.html Read More
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