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Virtual Environments - Essay Example

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This work called "Virtual Environments" describes a summary of VE technologies. From this work, it is clear about a comparison of their characteristics, and the benefits of using VE technologies in the design, construction, and maintenance of buildings…
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Virtual Environments
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Extract of sample "Virtual Environments"

Virtual Environments Affiliation 0 Introduction Virtual environments (VE) refer to a computer-generated system, whichare three dimensional in nature. The user assumes to be within the system, and has the ability to manipulate various elements within the systems with a particular result in mind. The virtual reality, which is provided by the system for the user, enables the user to determine certain aspect such as design process, construction methods, and best practices when maintaining a building. This essay will discuss various characteristics of VE systems as they are used in the field of architecture. The essay will discuss a summary of VE technologies, a comparison of their characteristics, and the benefits of using VE technologies in the design, construction, and maintenance of buildings. 2.0 Body 2.1 Summary of VE Technologies Virtual environments are also referred to as virtual realities or immersive multimedia. The purpose of these technologies is to simulate physical presence in an environment that exists in either the real world or one that has been developed out of pure imagination. Virtual reality has been found to simulate experiences in the real world, including physical sensory experiences such as smell, touch, and sound (Schmorrow, Cohn, Nicholson, & Praeger Security International, 2009). However, it is important to note that current virtual environments are mostly based on systems that provide the visual aspect of reality without the other sensory features. VEs were originally used in the gaming industry to provide its users with a close to reality experience of the games they participated. Virtual environments are used for many purposes, including the military training, environmental simulations, and other training facilities such as flight simulations. When used on architectural applications, VEs provide designers and developers with the ability to model buildings without the need for doing it in reality. VEs have been found to move towards three-dimensional representation of the realities in question. This provides the user with an experience that is close to the reality on the ground. In this case, the development of a building is as close to the reality of the actual building process as possible. 2.1.1 Application The original application of VEs was in the gaming industry. However, the advancement of VEs to 3D has brought with it several advantages that have seen the military adopt it. Military training can be expensive and perilous, but when the training takes place in the virtual environment, the risks that personnel face are reduced. Virtual environments have also been used in the advertisement industry to develop advertisements that provide imagery that would otherwise not be available in the real world (Cudworth, 2014). The software and hardware aspect of the system is what ensures that the three dimensional environment is critical in its applicability. Without these elements, it would be difficult to provide the necessary ideography included in the final product. Modern applications of VEs include medical, military, gaming, architectural and applications. These and many more systems make use of virtual environments to provide a user with the experience that is similar to that of their real world. For instance, in the medical field, virtual environments can be used to simulate an operating procedure. The student who is learning learns about the various steps that are needed to complete an operating procedure successfully. If the students were to make mistakes while working on the virtual patient, then the effects of the operating procedure will not be adverse as this is not the real operating procedure. This also applies for the other simulations as they use the same components. 2.1.2 Components Virtual environment are only functional with haptic systems. The VE has a system that ensures interpretation any information fed to it through the input devices in the right way. In advanced systems, there are gloves fitted with sensors (Steinicke, Visell, Campos, & Lécuyer, 2013). Depending on the type of VE, input devices may include a gear and pedals. In the case of an architectural designing VE, the system would have an output system such as a 3D screen. Other systems make use of a visor that presents the images as required to the user. 2.1.3 User’s Interaction This (user interaction) refers to how the user communicates with the virtual system to receive the required feedback. In the case of an architectural VE, the input would be a mouse and/or an electronic pen. The input from the mouse would provide the virtual environment system with the necessary instructions that is would need to develop an image representation of the design. Such a system, therefore, depends highly on the ability of the user to either draw or have the correct imaginative capacity. The input provided by the user should be displayed via a 3D screen or any other output system such as the helmet (Schroeder & Axelsson, 2006). However, it is important to have a user trained on how to use such a system before being able to effectively use it. 2.2 Comparison of their Characteristics 2.2.1 Resolution Resolution refers to the pixilation and screen size of an output device that is supposed to provide feedback to a user. Depending on the screen of choice, the resolution can vary from as small as a 2-inch visor, which is fitted as goggles on the user or a 52-inch 3d screen with high pixilation. The size of the screen is rendered irrelevant in the case of the visor as it provides a close up view (Hodge, Collins, & Giordano, 2011). The 52-inch screen, on the other hand, can provide output to more than one person in comparison to the visor. This means that more than one person can appreciate the designing process, which is a crucial element in any form of architecture. 2.2.2 Immersive Nature The term immersion refers to the perception of a user being physically present in a virtual environment. An advanced architectural system should be able to provide the user with the ability to design the building, and walk from inside if possible. This requires the user to provide several forms of input and receive several other outputs from the system. Some of the input includes the user’s physical movement (Sharon, & Calongne, 2009). The user turns to the right while the output of the virtual environment corresponds to the view that is on the right hand side. The VE should also allow the user to open and close doors, among other physical movement aspects associated with architecture. 2.2.3 Field of View Field of view refers to the area in front of a user (within the virtual environment), which is visible to the user while in the virtual environment. In case the users in the VE can view themselves in a piece of land that is about to be developed for a construction, then the normal view of the horizon should be possible to them (Ertl, 2010). Technically, a system’s field of view is highly dependent on the type of environment that the user is located. For instance, in the architectural view, the field of view is limited to the four walls of the building in question; that is, (the view by the user via the VE) unless they are designing from the outside of the building. 2.2.4 Viewing Devices Several viewing devices are used for VEs. One of the most commonly used viewing devices for virtual environment is the visor. However, other virtual environment systems have been known to use three-dimensional screens. In all the cases, the screens are developed such that they correspond to the user’s motion. This means that if the user walks in a certain direction, the view of objects in that direction should increase in size, which corresponds to their movement (FaVE, Lehmann-Grube, & Sablatnig, 2010). The visor is one of the smallest viewing devices available for this kind of a project. However, incorporation of other functionalities makes the visor a complex viewing device because they are often incorporated with motion sensors, allowing the user to determine the kind of image they are viewing; only from their motion. 2.2.5 Multi User Interaction Multi users in the gaming world influenced the need for the introduction of a multiuser interface in the VE. In the gaming world, a multi user system allows several users to identify other users within the system. In the vase of an architectural system, the users are be able to interact with the system and follow users in the design process of a building (Wang, & Tsai, 2011). This means that the development team can have more than one user work on a single design, thus making the turn-around much faster than the contemporary design process. Having more than one user working on a single system ensures that productivity and efficiency is enhanced. 2.2.6 Prices The prices of VE systems vary depending on the components that are in use and the software at the back of the hard ware. For instance, a visor can cost anything from $500 to $1000. A working system that includes all the hepatic hardware and the software would cost close to $5000 (Vincenti & Braman, 2011). Around the world, few individuals and companies make use of VE systems. This is because development of working VE systems has rarely been successful. This makes it quite expensive investing in such systems. However, the returns that are expected can only be compared to reality (Vincenti & Braman, 2011). This is because it help in cutting down on time and risks involved in the actual development of systems that are the product of the design process. 2.3 Benefits of VE Systems to Various Design, Construction, and Maintenance 2.3.1 Benefits During Design of Buildings Using a virtual environment during the design of a building is advantageous in that it allows the design team to have more than one member, which ensures that the design process is fine-tuned to produce the highest quality design. It also allows the designers to produce high quality designs. In addition, the design team can determine any possible problems that may come up in the actual development of the building (Ertl, 2010). The design process can also be diversified since there is a possibility of developing more than one design. This makes it possible to provide the management with several designs on a shorter period. With several designs available, the design that is found to be appealing to the management is selected, making it appropriate for individuals who want to have several designs to choose from. 2.3.2 Benefits During Construction During the construction process, several issues may come up. Since actual physical labor is used, if the design process does not turn out as it is supposed to be, then the lives of people may be at stake. A design that has been completed as it should have been completed in the first place will ensure that the development of the actual building is safer for those working on it. A cheaper design when using VE is possible when the design team is able to anticipate the cost of the construction process and, therefore, minimizing on the costs of developing the building (Hodge, Collins, & Giordano, 2011). Other than minimizing on the cost, and reducing the risks incurred by the workers, the construction process benefits because the planning process of the building process is made easier. This also makes the completion of the building to take a shorter time in comparison to designing a building using a physical design. 2.3.3 Benefits During Maintenance Once the building is completed, maintenance process takes place once in a while. The VE can help in determining the best course of action without actually having to physically visit the building. This reduces on the labor that would be necessary to complete such a task. It also ensures that those who work on the maintenance process are secured from any dangers that they may face (Cudworth, 2014). With the VE, the numbers of virtual maintenance processes that can be conducted is unlimited, which happens without interfering with the people who would be using the building at the time of the virtual maintenance process. 3.0 Conclusion The use of virtual environments is gradually increasing around the world. This is because it provides the user with a wide range of choices and flexibility that would otherwise not be available to those who decide to use it. The architectural industry, in particular, benefits from using VEs. As it has been discussed, the VE of choice depends on several factors. However, one thing that is common with all VEs used in architecture is that it enhances turn-around and productivity. Since development around the world is picking up pace, such a system would be readily welcomed by the industry. However, implementation should gradually change from the current physical design to the complete use of virtual environments. This will ensure that the use of these systems will become both reliable and efficient. 4.0 References Cudworth, A. L. (2014). Virtual world design: Creating immersive virtual environments. Boca Raton: CRC Press. Ertl, B. (2010). E-collaborative knowledge construction: Learning from computer-supported and virtual environments. Hershey, PA: Information Science Reference. FaVE (Conference), Lehmann-Grube, F., & Sablatnig, J. (2010). Facets of virtual environments: First international conference, FaVE 2009, Berlin, Germany, July 27-29, 2009, revised selected papers. Berlin: Springer Verlag. Hodge, E., Collins, S., & Giordano, T. (2011). The virtual worlds handbook: How to use Second Life and other 3D virtual environments. Sudbury, Mass: Jones and Bartlett Publishers. In Steinicke, F., In Visell, Y., In Campos, J., & In Lécuyer, A. (2013). Human walking in virtual environments: Perception, technology, and applications. New York, NY: Springer. Schmorrow, D., Cohn, J., Nicholson, D., & Praeger Security International. (2009). The PSI handbook of virtual environments for training and education: Developments for the military and beyond. Westport, Conn: Praeger Security International. Schroeder, R., & Axelsson, A.-S. (2006). Avatars at work and play: Collaboration and interaction in shared virtual environments. Dordrecht, the Netherlands: Springer. Sharon, T., & Calongne, C. (2009). Identity, learning and support in virtual environments. Rotterdam: Sense Publishers. Vincenti, G., & Braman, J. (2011). Multi-user virtual environments for the classroom: Practical approaches to teaching in virtual worlds. Hershey PA: Information Science Reference. Wang, X., & Tsai, J. J.-H. (2011). Collaborative design in virtual environments. Dordrecht: Springer. Read More
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