Future of Technology – Virtual Reality

 




What Is Virtual Reality?

Virtual reality (VR) refers to a computer-generated simulation during which an individual can interact within a man-made three-dimensional environment using electronic devices, like special goggles with a screen or gloves fitted with sensors. During this simulated artificial environment, the user is in a position to possess a realistic-feeling experience.

Virtual reality (VR) creates an immersive artificial world which will seem quite real, via the utilization of technology. Through a computer game viewer, users can search, down, or any which way, as if they were actually there. Computer game has many use-cases, including entertainment and gaming, or acting as a sales, educational, or training tool.

Understanding computer game (virtual reality)

The concept of computer game is made on the natural combination of two words: the virtual and therefore the real. The previous means "nearly" or "conceptually," which results in an experience that's near-reality through the utilization of technology.

Software creates and serves up virtual worlds that are experienced by users who wear hardware devices like goggles, headphones, and special gloves. Together, the user can view and interact with the virtual world as if from within.

To understand computer game, let's draw a parallel with real-world observations. We understand our surroundings through our senses and therefore the perception mechanisms of our body. Senses include taste, touch, smell, sight, and hearing, also as spatial awareness and balance.

The inputs gathered by these senses are processed by our brains to form interpretations of the target environment around us. Computer game attempts to make an illusory environment which will be presented to our senses with artificial information, making our minds believe it's (almost) a reality.

Virtual Reality Concepts and Features

VR relies on a 3D, stereoscopic head-tracker displays, hand/body tracking and binaural sound. VR is an immersive, multi-sensory experience” and “Virtual reality refers to immersive, interactive, multi-sensory, viewer-centered, 3D computer generated environments and therefore the combination of technologies required building environments”.

Specifically, immersion concerns the quantity of senses stimulated, interactions, and therefore the reality’s similarity of the stimuli wont to simulate environments. This feature can depend upon the properties of the technological system wont to isolate user from reality.

Higher or lower degrees of immersion can depend by three sorts of VR systems provided to the user:

• Non-immersive systems are the only and cheapest sort of VR applications that use desktops to breed images of the planet.

• Immersive systems provide an entire simulated experience thanks to the support of several sensory outputs devices like head mounted displays (HMDs) for enhancing the stereoscopic view of the environment through the movement of the user’s head, also as audio and haptic devices.

• Semi-immersive systems like aquarium VR are between the 2 above. They supply a stereo image of a 3 dimensional (3D) scene viewed on a monitor employing a perspective projection coupled to the top position of the observer.

• Higher technological immersive systems have showed a closest experience to reality, giving to the user the illusion of technological non-mediation and feeling him or her of “being in” or present within the virtual environment.

• Furthermore, higher immersive systems, than the opposite two systems, can give the likelihood to feature several sensory outputs allowing that the interaction and actions were perceived as real.

Toward a replacement categorization of reality-virtuality technologies

Once the boundaries among realities are established, our second goal is to classify the big variety of associated technologies.

Dix (2017) extended the concept of human-computer interaction, stating that Human-Technology Interaction (HTI) is that the knowledge area focused on the method during which technologies and humans are the most agents, through completing actions that participate within the interaction.

Following this approach, our classification of technologies is predicated on three factors directly associated with HTI: a technological factor (embodiment), a person's dimension (presence), and a behavioral factor derived from the interaction between technology and therefore the human (interactivity).

1. Embodiment because the technological factor






These technologies are included within the users' personal space to enhance their experiences and extend their sensory, cognitive and motor functions.

In his theory of human-technology mediation, regarded embodiment as situations during which technological devices mediate the users' experience and, as a consequence, the technology becomes an extension of the physical body and helps to interpret, perceive and interact with one's immediate surroundings.

The maximum level of technological embodiment can generate a human-technology symbiosis, leading users to a state where the technology is an unnoticeable a part of their bodies.

Both ownership (feeling that the technological tool belongs to the body) and site (coincidence between the location of the technological device and its equivalent within the body) are essential elements to elucidate this state of disappearance of the technology.

As embodiment increases, the technology becomes a part of the user's actions (e.g., information visually displayed is taken into account as their own vision) and improves their capacities (perceptual skills: vision, etc.).

2. Presence because the human factor





Presence is defined because the user's sensation of being transported to a definite environment outside the important physical body. For this research, presence is considered a psychological stage (not associated with a selected technology) and therefore the medium is just the thanks to reach that stage.

Presence is often triggered by reading a book, taking note of a song, watching a movie or playing a video game. Although the medium has relevancy in inducing presence, the user's psychological interpretation of what's ahead of him/her is vital to developing a way of presence

This psychological approach has been previously adopted within the literature. Lombard and Ditton (1997) stated that perceptual presence features a subjective nature, as long as it depends on different sensory, cognitive and affective processes.

Presence is said to transportation within the sense that users' consciousness is being transported to an alternate place, completely different from where they really are, and that they feel and act as if they were during a real place.

3. Interactivity as the behavioral factor





For the present research, interactivity is defined as the users' capacity to modify and receive feedback to their actions in the reality where the experience is taking place.

We specialize in what Hoffman and Novak (1996) called human-machine interactivity, where the participants interact with the mediated environment, which responds consistent with their actions. Steuer (1992) described interactivity because the “extent to which users can participate in modifying the shape and content of a mediated environment in real time”.

Thus, interactivity may be a behavioral think about that users have the power to regulate and manipulate the environment that's ahead of them. This behavioral approach regards interactivity as a dynamic process supported the interaction between two main agents: users and technologies.

Consequently, this perspective implies the integration of both technological and perceptual standpoints. As for the technological perspective, the structuralist or mechanistic approach (Mollen & Wilson, 2010) considers interactivity as the response to the attributes of the technology and proposes that it can be enhanced through the event of those technologies.

Virtual Reality Use Cases

The simplest example of VR may be a three dimensional (3D) movie. Using special 3D glasses, one gets the immersive experience of being a neighborhood of the movie with on-spot presence.

The leaf falling from a tree appears to float right ahead of the viewer, or the shot of a speeding car going over a cliff makes the viewer feel the chasm's depth and should give some viewers the sensation of falling.

Essentially, the light and sound effects of a 3D movie make our vision and hearing senses believe that it's all happening right in front of us, though nothing exists in physical reality.

Technological advances have enabled further enhancement beyond standard 3D glasses. One can now find VR headsets to explore even more. Aided by computer systems, one can now play "real" tennis (or other sports) right in their living room by holding sensor-fitted racquets for playing within a computer-controlled game simulation.

The VR headset that players decline their eyes gives the illusion of being on a court. They move and check out to strike depending upon the speed and direction of the incoming ball and strike it with the sensor-fitted racquets.

The accuracy of the shot is assessed by the game-controlling computer, which is shown within the VR game accordingly—showing whether the ball was hit too hard and went out of bounds or was hit too soft and was stopped by internet.

Sellers of land also can use VR-aided walkthroughs of a home or apartment to offer a pity a property without actually having to physically be at the situation with a potential buyer.

Other developing uses are training astronauts for spaceflight, exploring the intricacies of miniature objects, and allowing medical students to practice surgery on computer-generated subjects.

 

Written by – Shaikh Umme Amara


Post a Comment

0 Comments