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
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
0 Comments