Tuesday, May 8, 2007

Item 2: Essay

Item 2: Academic Essay: Virtual Reality


Virtual reality (VR) is a product of the advance in human innovation and technology. Since the days of the cave man era, man has made the most of the materials they have had to convey forms of communication, whether it was a cave painting, to the present forms of a fully equipped virtual computer. VR innovation dates back to the 1916 U.S Patent head based periscope and when the first electronic digital computer was introduced by ENIAC University of Pennsylvania in 1946, VR advances became more possible and were initially used for military operations for the U.S Army (Sherman & Craig 2003, p.24). Morton Heilig introduced the ‘stereoscopic-television’ apparatus in 1960 which resembles the first HMD (Head mounted device) for VR technology. Clearly, with such innovation in technology there are many advantages and potential disadvantages that may arise over time.

The advance of 3D animation graphics and computer technology has helped VR to advance to a new multi-dimensional level. Aspects of VR can be seen vividly in the video game industry, which is stated to be one of the most lucrative industries in the world. The potential for VR networking is seemingly limitless because of the internet, which allows multiple participants to collaborate with each other on a global scale. In this realm, VR has made games more interactive and interesting, thus enhancing the virtual presence.

Today VR is used in many areas and professions. One advantage of realistic simulation is the fact that we can learn to combat virtual representations of real life scenarios with no danger and complications to people, machinery and infrastructure. For example, VR is used to train pilots to fly a plane. This situation would eliminate the chance for physical harm caused by mistakes or inexperience of the pilot and the cost of the machinery. In the medical profession, trainee surgeons use VR to practise their techniques in surgery and how they would solve problems that may arise during this operation in real time. The building and architecture industries have implemented VR to simulate 3D images of their proposed building plans with the option of a virtual tour. This enables them to visually illustrate their plans to potential buyers with the blue print of the buildings in the correct dimensions and proportions. Science has used VR to view relationships between objects and matter. Virtual imaging of biological molecules, gives us an insight of how certain reactions occur. Thus, with the increase of VR technology in society, we see the benefits of this new medium.

However, with the good also comes the bad. Negative repercussions related to this technology can be seen in the gaming industry and has had a negative effect on certain minority groups. The explicit nature of certain games encompasses themes such as war, killing and the use of weaponry. Often scenes are very gruesome with violent images of death and carnage. Within the game stages, these actions are encouraged in order for the player to advance to the next level of the game. Problems occur when these minority groups get so engrossed into these fictional scenarios that they lose the ability to differentiate from fiction and reality (Subrahmanyam et al., 2001, p.8). This was an unexpected side effect of VR that has arisen where people were acting out what they had seen on different forms of media (Funk et al., 2004, p.24). It can be seen that VR application designers have the power to create and manipulate real world information in unnatural ways. It can therefore be argued that this type of activity can add to the problems of undistinguishing reality from cyber technology. Conversely, if VR technology fails to adequately portray reality, then this alone would defeat the purpose for which VR was created.

In addition to these problems, scientists and psychologists state that in order for total immersion of VR technology to be achieved; all five of the human senses must be implemented in addition to the standard use of vision and audio (Seidel and Chatelier, 1997, p.81). A question then stands as to how emotion can also be encoded as information bits.

Another side affect which results from immersion in VR can be seen as similar to motion sickness symptoms. A problem known as ‘simulator sickness’ has been linked to VR technology. This occurs because the signals transmitted from the visual system, vestibular and non-vestibular systems are in conflict with one another. Nausea, pallor, flushing, cold sweating, headaches, eyestrain and abdominal discomfort are a result of simulator sickness (Seidel and Chatelier, 1997, p.81). Another physical disadvantage is the feeling of disorientation whilst in virtual enviroments. The participant often gets confused due to the unfamiliarity of the environment.

In a world tainted by terrorism, the concepts of VR in the wrong hands could prove to be to society’s detriment. This technology could be the means of a virtual training ground for terrorists to practise their planned attacks on society. The power to communicate these ideas on a global scale to increase terrorist participation is a likely outcome. However, we do not know for sure, if they have already grasped this concept and are using technology for these purposes.

As it can been seen, VR has changed the way that society has viewed technology. VR continues to develop and shows promise as a medium capable of impacting the way we communicate, think, learn, and do business. It is inevitable that technology will only improve to bigger and better things. Computers will be more powerful and will have the ability to process more information at faster speeds. Improvements to resolution and sound quality, in addition to the inventions to apply the sense of touch, smell and taste will enhance the overall virtual experience. The future may also see the price of VR technology become more affordable for the average consumer to purchase. In terms of the negative aspects associated with VR, it is imperative that more safeguards be implemented in order to control the potential for harmful side affects resulting from its usage. As VR is embraced more by society, we will become more VR literate, exposing this experience to a vast population of users rather than to only a select few.

References and Bibliography


Funk, B., Baldacci, H., Pasold, T., Baumgardner., 2004, ‘Violence, exposure in real life, video games, television, movies and the internet: is there desensitization?, in Journal of Adolescence Vol 27, pp. 23-29. See http://www.lionlamb.org/research_articles/study%202.pdf

Rheingold, H., 1991, Virtual Reality Australian Print Group, Australia

Seidel, R., and Chatelier, P., 1997, Virtual Reality, Training’s future? Perspectives on Virtual Reality and Related Emerging Technologies, Defense Research Series Vol 6, Plenum Press, New York.

Sherman, W., and Craig, A., 2003, Understanding Virtual Reality: Interface, Application and Design, Morgan Kaufmann Publishers, California.

Stevens, L., 1994 Virtual Reality Now, MIS:Press, Inc. New York.

Subrahmanyam, K., Greenfield, P., Kraut, R., Gross, E., 2001 ‘The impact of computer use on children’s and adolescents’ development’, in Applied Development Psychology Vol 22, pp. 7-30. See http://www.cdmc.ucla.edu/downloads/impactcomputer.pdf



Web Resources


http:Understanding Virtual Reality: Interface, Application, and //www.psychology.iastate.edu/faculty/caa/abstracts/2000-2004/04A.pdf

http://www.sciencedaily.com/releases/2007/03/070301100807.htm

http://www.totse.com/en/law/justice_for_all/vrlawen.html

http://ei.cs.vt.edu/~history/Mitchell.VR.html

http://ei.cs.vt.edu/~history/Tate.VR.html

http://archive.ncsa.uiuc.edu/Cyberia/VETopLevels/VR.History.html

http://www.cs.jhu.edu/~cohen/VW2000/Lectures/History.color.pdf

Word Count: 1030

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