StudentShare
Contact Us
Sign In / Sign Up for FREE
Search
Go to advanced search...
Free

Virtual Reality - Literature review Example

Cite this document
Summary
This paper "Virtual Reality" presented a detailed overview of its history, evolution, functioning, and operability of virtual reality as well as type, architecture, and ethical issues regarding Virtual reality. Virtual reality can be used to demonstrate the imagination…
Download full paper File format: .doc, available for editing
GRAB THE BEST PAPER93.1% of users find it useful
Virtual Reality
Read Text Preview

Extract of sample "Virtual Reality"

?VIRTUAL REALITY Virtual Reality Affiliation Introduction Virtual Reality (VR) is a latest emerging trend which makes use of thegrowing power of computers to demonstrate real-world and artificial situations and environments with extensive practicality and interaction. In fact, the primary cause of attraction of virtual reality is its capability to generate tests and experiments near to everyday life with wonderful investigational power (Wyk & Villiers, 2009; Plancher, Nicolas, & Piolino, 2008). The virtual reality has been around us for many years. In view of the fact that it involves so many factors, hence it took a lot of time and efforts to build it what it is nowadays. In addition, the virtual reality is yet a great deal hyped term that carries people to consider on the eternal virtues of this rising technology and paradigm. However, with the passage of time we are observing a lot of real implementations of virtual reality appearing into life (VRS, 2009). This paper presents a detailed overview of virtual reality. In this scenario, this research will cover a lot of aspects which are related to virtual reality such as its history, its associated elements and advantages. History and Overview of Virtual Reality In the era of 80s and 90s, the trend of virtual reality started catching the attention of media and public, in particular the public interested in reading science fiction books. In this scenario, a number of researchers such as William Gibson, Vernor Vinge, Neal Stephenson, and many others offered an attractive and appealing vision of the modern world in which virtual reality (VR) technology was invasive. In fact, it was believed by readers that it would not take a lot of time when circumstances discussed by authors would turn into the fact instead of fiction. Additionally, this scenario formed the environment where everyone was looking for their own private Holodeck, and in light of the media coverage, the idea it was simply a matter of exercising a small number of facts until Holodecks would become actually accessible (Allison & Hodges, 2000). Basically, the term Virtual Reality can be utilized in different scenarios with a number of definitions. For instance, the majority of people consider VR as a specific set of tools and technologies such as a Glove Input Device, Head Mounted Display and Audio. Additionally, a large number of people use this phrase to add traditional books, pure fantasy, movies and thoughts. However, the most common use of this term is seen in computer science where we limit virtual reality to computer supported systems. In this scenario, virtual reality refers to a technique for computer users to imagine, control and communicate with computers and enormously complicated data and information. In this definition, we used imagination part for the computer generating images, audio or other physical outputs to the people of a world inside the computer. In addition, this world can be a computer aided design model, a view into a database or an experimental imitation. In this scenario, the people are able to interact with the world as well we openly control items within the world. Moreover, some worlds can be designed through other operations, for instance, simple animation scripts or physical simulations. Hence, the communication with the virtual world, as a minimum with close to real time control of the view is a vital test for a virtual reality (Isdale, 1998). In the past few years, virtual reality has emerged as a quickly developing technology which effectively makes use of the greater than ever potential and capabilities of computers to reproduce unreal and real-world situations and surroundings with a high level of interactiveness and practicality. In fact, this environment allows people to communicate and interact with the imaginary worlds or environments by making use of a wide variety of hardware devices and equipments (such as data gloves and joysticks). In this scenario, the feeling of in reality being in that virtual world or environment (fascination) can be established as well as improved by extraordinary auditory and visual equipments (for instance 3D graphics and sound and a head-mounted display devices). Historically, virtual reality was used to represent a completely imaginary environment, while it has since been utilized to explain systems lacking head-mounted displays and cybergloves. Basically, the environment based on the virtual reality makes use of a computer display device such as a monitor and people communicate with the environment by making use of a mouse, joystick or keyboard (Wyk & Villiers, 2009; Johnson, Thompson, & Coventry, 2010). It is an admitted fact that virtual reality technology is an instantaneous and synchronized computer imitation of the actual world, in which graphical demonstration, user interaction and communication, and object actions are believed to be crucial aspects. At the present, latest simulation systems based on virtual reality vary from tangible environments that actually demonstrate the actual world from side to side to entirely computerized illustrations. In this scenario, these computerized illustrations, artificial and three dimensional (3D) environments are commonly acknowledged as Virtual Environments (VE). In addition, in various scenarios people can communicate with the images and data that are generated by these automated and computerized display systems (Wyk & Villiers, 2009; Johnson, Thompson, & Coventry, 2010). However, the development and implementation of an inclusive virtual reality system is a complicated process that has need of adequate understanding and knowledge of numerous time-critical processes. Some of the important examples of time-critical processes can include real-time physics, computer graphics, network programming and Haptics, which need to be included in a latest virtual reality system. Additionally, each of these time-critical processes define a particular research area on its own as well as a huge material and literature is available that discuss the useful algorithms and methodologies to deal with particular VR related issues and problems. On the other hand, failing to effectively deal with these issues and problems can make development of a virtual reality system can actually make it a very complex and lengthy process. In order to avoid this situation, the development team should take into consideration essential design options as well as their impacts on the development process. Moreover, the decision regarding selection of the accurate tools for the application development is also a complex process, since general routines demonstrate how complicated is still to design and implement a robust and successful system (Tecchia, 2006). Applications and uses of VR In their research paper (Bennes, Bazzaro, & Sagot, 2012) discuss a number of uses of virtual reality applications. According to their viewpoints, virtual reality applications can play a significant role in establishing a connection between the actual prototype and digital reproduction by facilitating system developers to examine the potential system at full-scale. In this scenario, it can support them while changing its geometric pattern, changing and updating its colors and materials, and so on. In fact, virtual reality applications also facilitate system developers to set themselves in the position as well as opinion of potential system users for whom the system is being developed. At the present a large number of business organizations make use of virtual reality applications for decision making and design review. For example, they can use virtual reality application to make a decision about which untimely design proposition to build up among all those recommended by the creator (Bennes, Bazzaro, & Sagot, 2012). On the other hand, the adoption of virtual reality as a design review system, allows the organizations to get a non-codified picture of the potential application utilizing all the available details and making them easy to understand for all, which are not supported by other standard available applications used by mechanical engineers and architects for instance layout drawings or cross-section views. As discussed above, one of the biggest advantages of virtual reality is that it allows the organizations to simulate the predictable application of the expected tool or product by testing it into its working scenario. In this scenario, this imaginary setting minimizes the human efforts as this environment allows them to better assess their suppositions by placing themselves in the position of the imaginary model or setting they usually employ. The research has shown that virtual reality can also be used in the development of industrial products (Bennes, Bazzaro, & Sagot, 2012). However, with the purpose of following the acceptance and incorporation of virtual reality applications inside industrial product development lifecycle, there is need to follow a number of axes. In this scenario, the most important aspect involves positioning the virtual reality technologies as a central place for the product development cycles by presenting a frequent tool for all the tasks linked with potential product development. In this scenario, various virtual modeling environments have been developed by many developer for instance the one which was created by Fiorentino, facilitates product developers to develop designs straightforwardly inside the 3D area. There is another most commonly used virtual reality tool known as VRAD presents a virtual and multimodal user interface facilitating the developers to build surfaces, curves and solids. On the other hand, the majority of currently used imaginary modeling technologies do not have sophisticated features and functionalities and accurateness, as compared to typical CAD tool normally utilized in the industry (Bennes, Bazzaro, & Sagot, 2012). At the present, VR is used in many areas of life; some of them are outlined below (Bernatchez, 2004): Architecture Visualization Entertainment Gaming Manufacturing Augmented Reality In their research paper (Sherstyuk, Vincent, & Treskunov, 2009) discuss the role of virtual reality in the games industry. In this research the author spotlights the importance of games. Without a doubt, online virtual worlds, occupy a large portion of the entertainment area of the consumer market. In fact, they connect and off-the-rack, reasonably priced, target wide consumers. In this scenario, the use of virtual reality in games ensures cinematic quality. It is an admitted fact that the amount of 3D content presented on the Internet at the moment goes beyond the amount that can be viewed by a single person in his entire lifetime (Sherstyuk, Vincent, & Treskunov, 2009). Advantages of VR One of the most attractive features of virtual reality that makes it prominent in all other platforms is its supreme intelligence of presence, presented and supported by fascination and body tracking. In fact, it is capable of making people believe that they in reality are part of that environment. In fact, the virtual reality technology has become an excellent choice for military, medical and health care, and severe training applications (Sherstyuk, Vincent, & Treskunov, 2009). Disadvantages of VR The implementations of virtual reality technologies are believed to be very expensive for the reason that they need costly and customized hardware as well as software. In addition, these technologies are accessible and effective for limited users. In addition, the maintenance and upgradation of virtual reality systems are complex and time-consuming. Moreover, both the amount of virtual material and visual quality are normally lower than other applications and technologies (Sherstyuk, Vincent, & Treskunov, 2009). Conclusion Virtual Reality (VR) is a latest emerging trend which makes use of the growing power of computers to demonstrate real-world and artificial situations and environments with extensive practicality and interaction. In fact, the primary cause of attraction of virtual reality is its capability to generate tests and experiments near to everyday life with wonderful investigational power. Virtual reality refers to a technique for computer users to imagine, control and communicate with computers and enormously complicated data and information. Virtual reality can be used to demonstrate the imagination. This paper has presented a detailed overview of virtual reality. This paper has discussed its history, evolution, functioning and operability. This paper has also discussed the type, architecture and ethical issues regarding Virtual reality. References Allison, D., & Hodges, L. F. (2000). Virtual reality for education? VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology (pp. 160-165). Seoul, Korea: ACM. Bennes, L., Bazzaro, F., & Sagot, J.-C. (2012). Virtual reality as a support tool for ergonomic-style convergence: multidisciplinary interaction design methodology and case study. VRIC '12 Proceedings of the 2012 Virtual Reality International Conference (p. 12). Laval, France: ACM. Bernatchez, M. (2004, December 21). Applications. Retrieved March 15, 2013, from http://vresources.org/applications/applications.shtml Isdale, J. (1998, September 01). What Is Virtual Reality?: A Web-Based Introduction. Retrieved March 09, 2013, from http://vr.isdale.com/WhatIsVR/frames/WhatIsVR4.1.html Johnson, A., Thompson, E. M., & Coventry, K. R. (2010). Human Perception, Virtual Reality and the Built Environment. 14th International Conference Information Visualisation (pp. 604-609). IEEE. Plancher, G., Nicolas, S., & Piolino, P. (2008). Virtual reality as a tool for assessing episodic memory. VRST '08 Proceedings of the 2008 ACM symposium on Virtual reality software and technology (pp. 179-182). ACM New York, USA. Sherstyuk, A., Vincent, D., & Treskunov, A. (2009). Towards Virtual Reality games. VRCAI '09 Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry (pp. 315-316). Yokohama, Japan: ACM. Tecchia, F. (2006). Building a complete virtual reality application. VRST '06 Proceedings of the ACM symposium on Virtual reality software and technology (pp. 383-383). Limassol, Cyprus: ACM. VRS. (2009). Virtual Reality. Retrieved March 10, 2013, from http://www.vrs.org.uk/ Wyk, E. v., & Villiers, R. d. (2009). Virtual Reality Training Applications for the Mining Industry. AFRIGRAPH '09 Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa (pp. 53-63). Pretoria, South Africa: ACM. Read More
Cite this document
  • APA
  • MLA
  • CHICAGO
(“Virtual Reality Term Paper Example | Topics and Well Written Essays - 1750 words”, n.d.)
Retrieved from https://studentshare.org/information-technology/1470547-virtual-reality
(Virtual Reality Term Paper Example | Topics and Well Written Essays - 1750 Words)
https://studentshare.org/information-technology/1470547-virtual-reality.
“Virtual Reality Term Paper Example | Topics and Well Written Essays - 1750 Words”, n.d. https://studentshare.org/information-technology/1470547-virtual-reality.
  • Cited: 0 times

CHECK THESE SAMPLES OF Virtual Reality

The Virtual Reality

Full Paper Title Name University Introduction The Virtual Reality (VR) in other words science of illusion delineates as “a new means of man-machine communication” (Beutel,).... The major distinctiveness of the Virtual Reality is this that it provides such devices that are close to human senses.... 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)....
9 Pages (2250 words) Research Paper

Treating Phantom Limb Pain

HSBH5004 Bodily senses in health and disease Dr Tatjana Seizova-Cajic The Use of Virtual Reality in Treating Phantom Limb Pain By wsam ghandourh 430014060 Introduction This paper explores phantom limb pain and the use of treatment protocols that use of immersive Virtual Reality to treat the condition.... hellip; The idea to use Virtual Reality in the treatment of phantom limb pain builds on the use of the mirror for a similar purpose.... Discussion: Using Virtual Reality in Phantom Limb Pain Treatment As the name suggests, phantom limb pain is perceived pain arising from the non-existing, , amputated limb....
5 Pages (1250 words) Essay

Business Case for Virtual Reality

We suggest the client to make use of the Virtual Reality (VR) in the construction and development of the whole project.... Virtual Reality is a technology that gives the user an impression of the real world and facets, while exploring the computer based environment.... However, it was the year 1965 that saw its first breakthrough in the field of Virtual Reality, where the scientist Ivan Sutherland, published in his paper The Ultimate Display about how three dimensional objects could be conjoined to give an impression of a Virtual Reality to a human eye....
4 Pages (1000 words) Essay

Building a virtual reality game for people with learning difficulties

hellip; The purpose of this study is to create a virtual world where the individual could practice real world skills with the assistance of a trainer or expert agents, who could intervene as needed.... From this research it is clear that a computerized VR game has been developed that has been used to train children to learn the safety steps in a virtual world, and all participants were able to perform the steps correctly during real world simulation.... A virtual kitchen was developed for vocational training of people with learning disabilities....
16 Pages (4000 words) Essay

Phobias and Virtual Reality

Some newer research has shown that Virtual Reality therapy, in which the Phobias and Virtual Reality of the of Phobias and Virtual Reality Answer Answer 2 In both cases, the phobic individuals were avoiding the sources of their fears to utmost extent while they rated their fears differently in the initial session of virtual treatment.... Some newer research has shown that Virtual Reality therapy, in which the sufferer is exposed to virtual representations of spiders, may work as well as the older technique of gradually exposing the client to live spiders....
2 Pages (500 words) Essay

The future of virtual reality

Some of the ways in which Virtual Reality participates in business include, in providing virtual tours of a business environment, engaging… According to its rate of influence, it will take over the business world completely in the future (Lu, 2007). Producing of several versions of a product is time consuming and rather expensive The future of Virtual Reality THE FUTURE OF Virtual Reality Virtual Reality is the new way of carrying out business....
1 Pages (250 words) Essay

Realism to Virtual Reality

This is the work "Realism to Virtual Reality" of author Bruce Franklin about America's war....  REALISM TO virtual REALITYThis is the work of author Bruce Franklin about the America's war.... It's a review that displays the war in various media forms including photographs, and motion pictures....
1 Pages (250 words) Literature review

The Notion of Virtual Reality

This paper under the title "The Notion of Virtual Reality" focuses on the fact that Jim Blascovich and Jeremy Bailenson present an account of identity formation with reference to the Virtual Reality that can be put against the assertion of Andy Clark regarding the same.... Virtual Reality may help devise own representations of physical appearances (Blascovich &Jeremy 24).... While the authors do well to support this assertion, it emerges that, contrary to their notion, Virtual Reality tends not to be infinite....
6 Pages (1500 words) Assignment
sponsored ads
We use cookies to create the best experience for you. Keep on browsing if you are OK with that, or find out how to manage cookies.
Contact Us