Virtual Reality Technology: Theory, practice and research

Introduction

Virtual reality makes using the senses to communicate with and manipulate the external environment created by computers. Magnetic tracking is utilized to track the movement of the surrounding. In the near future ultrasonic waves are employed to track the movement.

In the present, the technology has been extensively used across a variety of areas. In the medical field, it’s been utilized to treat phobias, as well as providing medical education (Vince 2004). In the field of education, as well using virtual labs and virtual museums have been accomplished.

Training and simulation for military personnel has also been incorporated into the use of this tech while in the industrial field, testing for automobiles has been simplified with the help of the technology of virtual reality. For clothing, industrial shopping is made easier by virtual reality. In the realm of entertainment, this technology is used in games on computers. The next phase of development will see development of the use technology of VR in all the previously mentioned fields as well as other (Dixon 2011, 2011).

Virtual reality as a means of entertainment

Virtual Reality has had an important part in entertainment. For example, in games particularly video games and computer games, the virtual world has offered gamers with the best thrilling gaming (Burdea & Coiffet, 2003). The increasing popularity of computer games shows the how much influence virtual reality.

These games have proven to be stimulating and addictive for the players, and the proof is in the person’s intense reaction to various situations. The growth of video games is also attributable by virtual reality. The first videogames were not very entertaining. In time, these game have improved their terms of participation. One example of this is Spectre supreme, which runs on Macintosh as well as IBM PC that allows multiplayer games via a network.

Virtual reality plays a crucial part in the fitness and sports. By creating realistic simulations, the levels of engagement in indoor exercises can be increased. Simulations can help improve an athlete’s performance in actual game by forming effective strategies for mental training.

Virtual reality can be utilized to challenge people physically. For instance, playing racquetball which is carried out by Autodesk the cyberspace program. It gives the individual a platform to build both physical and mental fitness and, consequently, provide a fundamental entertainment.

The future fitness and sport virtual reality experience is promising and is expected to be improved starting from the quality of devices, to the optimal degree that users are engaged (Lainema 2009). It is also anticipated that issues related to the virtual environment will get addressed objectively such as complex scenes and sensory feedback, high rendering speeds and sound quality.

In general, in the near future, the best sound and graphics are expected to be included in video games, as well as simple command entry in game on computers. With the launch of Sega’s Virtua Virtual Reality goggles and release of high-power graphics processors designed for gaming, The future for virtual reality seems bright.

Virtual reality in the industry

Virtual reality is contributing significantly to the advancement of the industry. For instance, in the apparel sector, specifically the clothing on-line industry, the majority of firms are turning to virtual worlds to maximize their profits and sales (Shumaker 2007).

The fashion industry is currently making limited utilization of technology like virtual reality but the emergence of the virtual changing rooms will aid in improving the quality of the garments. The process involves taking a picture of the body of the customer and the scan will be projected on the clothes will look like on the individual. This will let people try on clothes from home in the comfort of their own homes.

The automotive industry has also adopted the concept of virtual reality. Virtual prototyping is the most significant concept in the automotive industry. Utilizing databases and CAD software have proven essential in the design of cars. Users have accessibility to databases so that the 3-dimensional model of the desired automobile can be viewed as if it right there.

The model’s interaction is , therefore, more realistic. Future developments will allow more usage in virtual reality. Evidently, testing for automotive will make it easier and more efficient to pass pre-automotive tests to ensure safety and ease of serviceability. This Mitsubishi Live Drive project will enable virtual drivers to drive an actual car on a test course. This will enhance customer service through bringing test rides to their home.

Virtual reality in the classroom

Virtual reality is also employed as an educational tool. Because the technology is highly interactive, it can be used to teach. degree of participation, students will gain a better comprehension of their subjects. Learning is currently accomplished through real-time simulation.

Children with disabilities are taught motor skills using virtual reality. By using realistic simulators, deaf and blind children can experience enhanced mobility. For example, in physics experiments can be conducted in a virtual reality labs, where students are in control of the properties of objects that they encounter and they may have a three-dimensional view of the object.

In social studies and in history, students can participate in realistic simulations of historical events, such as the first world war or virtual tours that allow students to virtually journey to another country to view the historical places and discover everything they can about them without ever leaving the classroom (Taylor1997).

In the biological sciences students can perform dissections without actually taking animals to slaughter or using costly equipment. Virtual reality’s future in the field of education is awesome. The radical changes to the way learning will be conducted are exciting.

The majority of education institutions will benefit from the development and expansion that virtual reality offers. Virtual laboratories will become more sophisticated , and the quality of interaction is likely to be extremely high. With this, virtual reality could be an important step towards creating an ideal learning environment’ that is centered on the student instead of the teacher.

The level of interaction or immersion is raised, there won’t be any distractions from learning, students will be focused and can be a great help in overcoming any disruptive behaviour. It is evident that virtual reality will increase the happiness of students and make them smarter.

Virtual medical reality

Virtual reality is also extensively utilized in the field of medicine. For example in medical education, anatomy classes are taught in a virtual reality. The realistic simulation in 3D allows for exploration and visualization of organs from all angles. This allows doctors and students to gain a deeper understanding of crucial physiological concepts. Planning and simulation of surgery can also be performed in a the virtual world.

A randomized trial with virtual training in reality (Minimal Invasive Surgery Trainer) is used to teach learners in laparoscopic techniques. The design of neuro-surgical and surgical procedures is performed in a the virtual world.

The virtual reality system is utilized because they can combine different scan images into an interactive and easy 3D projection. Virtual reality has led to a decrease in the use of animals in surgical training since the process is cheaper and can be carried out in a virtual reality environments (Edgar 2003).).

Virtual endoscopy can also be thought of as a virtual reality procedure. Because endoscopic procedures have been proven to have negative effects on patients, virtual endoscopic procedures could provide solutions to these issues. Simulation of the organs affected will be conducted and later 3D models of the organs will be projected. This can significantly lower the risks and costs associated with current procedures (Edgar 2003).).

Neuro psychological assessment and rehab is accessible via the virtual world. It is anticipated that its usage will grow in the future with application in cognitive rehabilitation as well as the empowerment of psychotherapy.

In the near future, dynamic models that are created in virtual reality can be used to show how organs and systems function under various conditions, for instance normal or diseased, or in the face of external pressures such as burns, cuts and the like (Edgar 2003).

Conclusion

It is clear the fact that VR is among the devices that have been employed to transform the world such as entertainment, medicine and automobile. The present assessment of various industries shows the necessity for using virtual reality. It is obvious that the use of virtual reality technology will be the dominant technological advances across all industries.

It is essential to learn as much about virtual reality as they can to help facilitate rapid adoption of this technology. Virtual reality is currently being used can be considered an extremely useful tool for entertainment, medical diagnosis in education and widespread industrial usage. Virtual reality is without doubt the next thing to be discovered following the advent of computers.

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