Evolution of virtual reality

Published: November 21, 2015 Words: 2666

Evolution of Virtual Reality in Today's World

This research focuses on an overall average from everyday personal computer use. It is not a new invention, but it dates back more than 40 years. Virtual reality is a technology which allows a user to interact with a computer-simulated environment. It creates a realistic looking world that responds to the user's input such as gesture, verbal command, and so on.

The meaning of virtual reality is real time interactivity which means that the computer is able to detect a user's input and modifies the virtual world instantaneously. As most human beings, they like to witness the changes around us. Virtual reality is able to project that and the senses of artificial stimuli. This can be used to create imaginary worlds that can be simulated on a computer (Rheingold, 2001). It is important that people understand what the concerns are now, so they can better prepare themselves for the future. One of the major concerns expressed by participants that were engaged in an experiment that virtual reality might be physically harmful was the degree to which the head-mounted displays have been found to cause disorientation, vertigo and nausea (Cartwright 23-26).

Due to the advancement of technology the use of virtual reality will become easier for pilots to manage. In the government' prospective, the use of virtual reality is very beneficial and proves to be useful. An example is described as follow; supposing that the United States got into a war, instead of using real pilots, virtual reality pilots can be used and that along can reduce the number of casualties. Burdea stated that “the Pilots would fly their aircraft from a remote location via video and audio equipment in the form of virtual reality”. Interactivity and its captivating power “contribute to the feeling of immersion of being part on the action on the screen”, which the user experiences as has been stated (Burdea & Neuman, 1996). But virtual reality pushes this even further by using all human sensorial channels. Indeed, users not only see and manipulate graphic objects on the screen; they also touch and feel them as well (Vol. 17 Issue 78)

Many researchers have found that theses sensorial modalities of smell and taste are less used at this time. On the other hand, virtual reality is high end user computer interface that involves real time simulation and interactions through multiple sensorial channels. In recent study, it shows that these sensorial modalities are visuals, auditory, tactical, smell and taste. It can also be viewed at this point as a unifying realistic. (Codella, Satava, et al. 1993 and Grady, Kazdin, et al. 1998)

In 1962, Sensorama Simulator was invented by Morton Heilig which was the first virtual reality video arcade. This early virtual reality workstation was an actual experience into reality. “It has three dimensional 3D video feedback obtained with a pair of side by side 35 mm cameras, motion, color, stereo sound, aromas, wind effects using small fans placed near the user's head, and a seat that vibrated”. The three I's of virtual reality is when the user becomes fully involved and into the fantasy imaginary world and this can evaluate the performances of simulation. A good scenario would be the Mafia war games most teenagers are playing these days. For example, the game involved a rider riding his bike on the highway. It was possible to simulate a motorcycle ride through New York, where the rider sensed the wind and felt the pot holes of the roads as the seat vibrated. The rider could even smell food when passing by a store”. A true virtual reality system needs to be truly immersive. A believable environment needs to render proper three dimensional and interactive three dimensional graphics. The scientific community has been working in the field of virtual reality for decades, having recognized it as a very powerful human computer interface.

Although, it is very important to know the basic steps in the simulation application, but it is equally important to realize that not every problem should be solved using simulation. In the past, Seymour (2002) described that simulation required a specialized training of programmers and analysts who are dedicated to very large and complex projects. Nowadays, due to the large number of software availability, simulation at times is used “inappropriately by individuals lacking the sufficient training and experience”. They stated that when simulation is applied inappropriately, the study will not produce meaningful results. “The failure to achieve the desired goals of the simulation study may induce blaming the simulation approach itself when in fact the cause of the failure lies in the inappropriate application of simulation” (Gallagher, pp 458-464)

The development in computer graphics and network technology have increased in demand from real life applications which made it a requirement to develop more realistic virtual environments. Reigler stated that autonomous virtual humans have been of particular interest in last few years. (Reigler & Peschl, 2001) “Apart from avatars in shared virtual environments, applications can be found for virtual storyboards, virtual salespersons and assistants”. In this talk the author discussed the issues involved in the autonomy of such virtual humans and considerations involved in the communication (Biocca, 1995) with them. Most of the time, the focus is usually on the emotional aspect of the autonomous virtual humans.

One concentrates on the evolution of the emotional state of the virtual actor through dialogue. The Psychological Perspective on Virtual Realty journal by Kreitler state that “the personality of an emotional autonomous virtual actor is defined to help the evolution of emotional state in a dialogue”. Therefore, the “talk provides an analysis of the nature of virtual reality from the point of view of psychology”. In final concepts, one can interpret this view in a way that the actor to show their emotion through virtual reality is highly respected within the context of cognition, meaning and consciousness or awareness (Magnenat-Thalmann, 2010). Abstracts of Virtuality Cognition are presented as a meaning processed and meaning-processing system, whose contents and processes are determined by its meaning generated organization. The order of the system organization affects cognition and other systems and functions, for example, emotion and the self. Reality is a product and function of consciousness. The purpose of the talk is to analyze virtual reality in terms of the meaning system, which would enable characterizing it in a stable theoretically bound form. The results of preliminary studies of the nature and experience of virtual reality are presented as follow by Kreitler. There is a similarity of virtual reality to regular reality is emphasized to the point where the use of this similarity for research and therapy in the psychological framework are elaborated and illustrated.

Lastly, the quality and the condition that create tension between experience and cognition or between the inside and outside views of virtual reality are presented and their impact is illustrated. In order to recognize the correct simulation one must be able to solve a particular problem and evaluate before conducting a study.

The following step must be evaluated before conducting the study to correct the approach to simulation

Below is an illustration on the emotional distress or disorder between two young individuals, player I and player II playing mortal combat video game for 7 hours straight with minimal breaks. This psychological experiment was performed over the holiday weekend. Both boys, age fifteen love to play video games. One is an addict, meaning that he is very serious and constantly playing video games. On the other hand, the other boy does not play as often and likes to play just for the fun of it. In contrast, developing the simulation model for the addicted player I took more hours to complete. However, one of the elements contributing to a particular scenario is when one is performing direct experiments to a degree in which the system will be disturbed. If a high degree of disruption to the real system will occur, then another approach may be necessary.

The basic steps and decisions for a simulation study are incorporated into a flowchart as shown below:

Steps and Decisions for Conducting a Simulation Study

Military simulations are seen as a useful way to develop tactical, strategically and doctrinal solutions, but critics argue that the conclusions drawn from such models are inherently flawed, due to the approximate nature of the models used. These military tactics are the art of organizing an army, and are the techniques for using weapons or military units in combination for engaging and defeating an enemy in battle. Changes in philosophy and technology over time have been reflected in changes to military tactics. Even surgeons are aware and considering the successful integration of virtual reality training program which is a great learning practice of minimally invasive surgery (MIS) makes unique demands on surgical training programs. A decade ago Satava proposed virtual reality surgical simulation as a “solution for this problem” only recently have robust scientific studies supported that vision. (203-205)

Simulation when integrated into a well structured curriculum has the potential to be a very powerful training and assessment tool when properly applied; “inappropriate application of simulation will lead the user to the erroneous belief that simulation does not work” (Gallagher). One must know the instruction and educate oneself on how to apply simulators appropriately in order to set training (Healy, 2002, p.10-12). At the same time, they could be acquiring basic laparoscopic skills training on a skills generalization focused virtual reality trainer. They would practice their skills on simulated tasks incorporating the principles of shaping and fading, with tasks becoming progressively more difficult (Gallagher and Satava 2002). It stated that trainees would not be able to perform their next task until they could perform and reach their level of criteria. These proficiency criterion scores will have been defined using the objectively assessed performance levels of expert MIS surgeons working in the same field either locally, nationally, or ideally internationally. Knowledge and psychomotor performance would both be objectively assessed, and the trainee would only progress to further advanced training or indeed into the operating room when they had achieved the predefined proficiency criterion levels.

The Virtual Science article (Virtual and Knowledge Acquisition in Science and Cognition) stated that it becomes increasingly important in the field of natural science in the form of simulations and virtual experiments. The attempt to find an answer to the question of whether simulation can be an information source for science, and to validate the computational approach in science, leads to a new interpretation of the nature of virtual models. This new perspective renders the problem of "feature extraction". (Peschl and Riegler, 2001)

Training surgical skills in virtual reality trainers holds promise for successful skill acquisition. Virtual reality can simulate complex procedures, present varied physiology, and provide detailed performance feedback. However, virtual reality trainers have not gained wide acceptance as a dominant training modality. Simple mechanic "box trainers" are still used more widely for training basic skills, with the possibility of training more complex skills using more sophisticated physical models of physiology. (Neuman, 1996)

Combining both virtual reality and mechanical box trainers in a unified curriculum can capitalize on the strengths of virtual reality and the strengths of simple mechanical trainers in an integrated program of practice and feedback. Diagnostics from performance on virtual reality trainers can be used to develop a personalized curriculum for practice on box trainers, with detailed feedback provided through intermittent virtual reality sessions. This integrated approach can increase resource utilization, improve training efficiency, and may lead to better transfer of training to the patient-care environment.

The figures below can define three main modes of combining reality with virtual reality (see appendix A):

Simulated world is like being in that simulated world, but seeing simulated object augmented reality.

Below is some information about the real world based on a computer services: http://future.wikia.com/wiki/Virtual_reality.

APPENDIX A

Acquisition of data Create 3D models from

from aerial photos photo collections

Acquisition from street Manual content creation

level photos

3D city models in interactive maps,

Virtual Earth 3D

The close the distance between reality and virtual reality we need a method to convert objects from physical reality into digital models and back. This will have much wider implications than just more realistic games; this is going to gradually change what we consider reality. It is the ultimate dream to merge real world and the virtual world into a totally seamless experience. Most of these technologies already in placed; laser scanners and small objects (Grady, 1994).

A real time strategy or tycoon game simulates the social dynamics and resource processing to some extent, but ignores the physics of individual characters moving around. But the big trend is that the engines all games use become more and more similar. Nowadays a strategy and a shooter game can use the same graphics engine; the same physics engine and look and feel rather similar compare it with Dune 2 vs. Doom 2). Carmack believes that “universal engines will emerge around 2010-2015 and he will probably program only two more generations of custom game engines”.

The Future Surgery has been at the forefront of the assessment and integration of simulation into the medical curriculum.

The problems that led surgery to consider simulation as a training solution will continue, both in surgery and other interventional disciplines. The Monthly Review of Surgical Science stated that as advanced technologies such as robotics will radically change how surgery is practiced but will usher in other problems. For example, it “does not make economic sense for a junior resident to acquire his or her basic robotic skills on a machine that costs around one million dollar” (Gallagher et al, 2005). In contrast, in the Objective Evaluation of a Laparoscopic Surgical Skill Program for Residents and Senior Surgeons, when it comes to general surgical training, the learning and teaching models are poorly understood. The only reasonable solution seems to be simulation (Rosser et al., 1998, p. 657-661)

Gallagher emphasized that “Societal demands for greater accountability in medical performance and professional requirements for uniformity in training, particularly within the European Union and United States of America, are major driving forces”. Optimizing patient safety is also a major consideration. The demands of this technology have increased in the professional world which creates major pressure to mobilize technologies to support the competence and integrity of the profession. As these advanced technologies emerge, it is important that the medical profession as a whole work to understand and harness them.

In theory, a two-dimensional system is allowed an infinite plane of flat space to use. This has proven unusable and most operating systems do not allow the user to access the two dimensional plane that is outside the monitors view. Humans lose that sense of space when allowed an infinite plane to work with. Information that is found outside the view of the monitor is forgotten or lost. The step after that will be the integration of these worlds with input and output technologies, such as virtual reality goggles and brain-computer interfaces. In the near future, we can expect that with this kind of technology, most people will be spending great amount of their lives in virtual reality playing, communicating, working, and even having sex. Eventually, uploading will make feasible a full migration into virtual reality, while robotic bodies will make the reverse possible.

In conclusion for virtual reality user interface to be feasible, it must be easy to use, it must be more useful than current the way it is now. It must be safe and it must be relatively inexpensive to implement. A virtual reality user interface is the next logical step in the evolution of user interfaces. The technology that we currently hold gives us the capability to create this new and innovative type of user interface. While the technology is not yet perfect, the creation of a virtual reality user interface would be a worthwhile endeavor to encourage the perfection of the technologies that are inherent in such a system.