...“The Pros and Cons of Virtual Reality in Psychology” Technologies of virtual reality in psychology of sport of great advances is a mixture of theories, practice, and perspectives that consist of using a virtual experimental technology in psychological research. The importance of this new experimental technology is to allow more man power within the field that will allow a virtual reality source to act as his/her own body movement, not only as the static but also dynamic visual features which is for decision making purposes. A much needed technology in the field of medicine. Throughout the last decade, the researches of the visual perception were going hand in hand with the study of the agreement between sight and motorial acts of a subject. Ask yourself, can a virtual reality experimental technology display emotions like a physical human being can? This technology lacks several essentials such as practical intellect and emotional intellect; complex problems without any solutions. Nowadays the research of perception and bodily movement acts have increased in number of the experimental data in the field of neurophysiology, cognitive neuroscience and psychophysics. This proves that these behavior patterns are closely connected. There are two methods to human’s process information and these methods are ventral and dorsal. This technology has evolved to the point where electronics can be programmed with cognitive response. This may very well excel 20 years from now. At the...
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...education, communication and entertainment. In this paper I explore three types of advanced Virtual Reality, Augmented Reality and Tele-immersion technologies compare some distinguish characteristics between them as well as some of the ramification of these technologies on current and future life. Virtual Reality This topic was a sub-topic discussed in week 5 of the ISYS100 course which briefly introduced what Virtual Reality is about and how people perceive this new trend and concepts of inventing and sharing a virtual space in the future. The term of "virtual reality" is described as new interactive software programs which allow the user to immerse into a 3D surreal environment that is generated by a computer. The sight and sound from the three-dimensional monitor stimulates senses of reality; even the users are able to feel and touch the objects (Human Factors and Ergonomics Society 2006). The ultimate immersed experience is when the users are allowed to move around, touch things, and talk in this virtual environment. Virtual Reality (VR) −Virtual −Interactive −Immersive Familiarity with Virtual Reality Most ordinary people may consider themselves to be acquainted with virtual reality experience through television and movies such as Star Trek: The Next Generation, The X-Files, Minority Report and The Matrix (Koltko-Rivera 2005), whereas for online cybers, virtual reality engaging them through gaming activities such as Second Life which has number of visitors...
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...Virtual Assistive Technology Two of the biggest challenges currently faced by both special and general educators are to diversify instruction in order to make core content area curriculum available to all learners and to keep the learners involved and interested in the learning process. The No Child Left Behind Act (NCLB) and the 2004 reauthorization of the Individuals with Disabilities Act (IDEA) mandate that statewide tests be used to measure and evaluate student progress. This leaves educators striving to adapt their instruction to accommodate the needs of students in terms of learning styles and ability. It has been suggested in the literature that virtual reality (VR) has the potential to assist educators in accommodating individual differences in terms of learning style, ability, and engagement (Muscott & Gifford, 1994; Chen, Toh, & Ismail, 2005; Neel, 2006; and Tiala, 2007). Virtual reality can be defined as a text and graphics-based environment that is created by a computer. Today’s students are proficient in using technology; ninety percent of children in the U.S. between the ages of 5 and 17 use computers on a regular basis (DeBell & Chapman, 2003). It stands to reason that integrating virtual reality technology into lessons would improve student motivation and engagement. Levels of Virtual Reality The educational community in general has been slow to embrace virtual reality as an assistive technology. This is most likely to due to its cost and its complexity. Many...
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...emergence and development of Virtual Reality leads to the loss of the ‘real reality’ in the future. II. Body A. Virtual Reality (VR) is an artificial three-dimensional environment created by computer technology and presented to the user in such a way that he/she almost accepts it as a real environment (Rajvanshi, 2005). 1. The way VR works a. Virtual reality immersion b. Virtual reality gear 2. Immersion and interactivity a. Requirements of a successful VR experience B. Human beings are endowed from their nature with a rich imagination. 1. Refuge from real life problems a. Imagination utopia b. VR utopia 2. Illusion of comfort created by VR C. Communication between people has been technologically modernized and in the future this tendency will probably continue. 1. Technologically modernized way of communication a. Telephone, internet today b. VR in future 2. Negative impact of technology a. Psychological, physical damages b. ‘Second Life’ influence c. Degradation of students D. Virtual Reality will cause a number of significant changes in people’s life and activity. (Cline, 2005) 1. Influence of technologies on behavior and interpersonal communication 2. Communication between people 3. Migration to virtual space 4. Degradation of mankind III. Conclusion In conclusion it can be said that the development and integration of such new technologies as Virtual Reality into everyday life are...
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...interactions of individuals on the web. Social networking sites such as Facebook and Twitter are welcoming the increasing number of users and are changing to big virtual community spaces where members interact with their friends and their acquaintances without any cultural or geographical boundary. Nowadays, virtual communities or social networking sites have become a part of our day to day life. However, they affect people’s relationships and may enhance or damage their real life experience. The relationships are focused on friendships and love romantic relationships. It is interesting to analyse how virtual communities and social networks interact with people’s relationships in reality, where pros and cons exist. Social networking sites have become very popular in today’s world. It is enough to take a walk through offices and trains and observe what people do in these environments to understand the level of importance these sites present to people. It is also enough to walk through parks, cities and restaurants during the late afternoon or evening to realise the absence of what once used to be a buzzing environment populated with people making or maintaining friendships. It is quite rare to see teenage kids play, run around, make friend and love relationships. These activities seem to have descended into the virtual world where these same teenagers today spend time socialising and playing games with friends online, some even finding love online. For instance, my cousin...
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...Learning Virtually Everything: VR in Education Virtual Reality has been one of this generation’s most promising technologies, with BBC labeling it as one of the most exciting technologies of 2015 as a result of its ubiquity in various different fields ranging from video games, education and even broadcasting. The current generation of virtual reality devices have been influenced by devices of the late 80s and early 90s, with similar head mounted-devices such as Virtuality and the Sega VR-1 headsets being particularly innovative in being able to deliver low latency, stereoscopic immersive experiences, though with the technology at that time these devices were only able to display low resolution, unrealistic graphics that were plagued with performance issues. Their high price tag has also made this technology relatively restrictive, and despite predictions dating back to 1992 stating that virtual reality would become affordable within the next two years, it took over two decades for devices like the technology I will be focusing on in this essay, the Oculus Rift, to largely solve issues pertaining to its graphics, performance and most importantly, the price is expected to be under 300 USD – a far cry from the 76000 USD price tag for a Virtuality system. This can largely be associated to the exponential increase in processing power as a result of Moore’s law, alongside the development of organic light emitting diode (OLED) technology that vastly improves upon contrast and color...
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...Company Background First Class Realty (FCR) in Orland Park, IL is an independently owned and operated real estate organization with over 200 sales agents and associate brokers, as well as a 6-person administrative staff. Operating and servicing the real estate needs of South Suburban Chicago, Illinois since 1990, they have the largest amount of real estate agents in the area; and currently service approximately 35% of the market share. Their philosophy is to be loyal to their clients, cooperate ethically with their competitors, and be truthful in their statements and advertisements and to not interfere with the exclusive contracted relationships that other agents have with their clients. In addition, FCR makes a conscious effort to attract and retain the very best of agents by offering the maximum commission plans available in the area; and sharing in company operating fees and overhead costs; all while offering the freedom to agents to operate their business independently with advanced support services. FCR stresses personal development among its agents; training is offered often and strongly encouraged so that everyone can be their best rather in a sales, management or support role. In addition; several discounts and services are available for agents to promote themselves individually as well. Initially, First Class Realty worked only the residential-side of the business, offering real estate listing and sales assistance - marketing single-family and town-homes, condos...
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...and controlling standards for a business's strategic initiatives. This paper is Part 1 of my strategic plan descriptive analysis of mission and vision of V-Gym, and how all these statements will help V-Gym to separate itself from its rivals. In addition to that, the paper likewise discuss V-Gym's values, which are represented by its vision and mission statements, and how these values guide the organization's strategic directions, which thus will help the organization to fulfill its stakeholders, expand productivity, and separate itself from its rivals. V-Gym Analysis My business plan is focusing on developing a virtual Gym, Known as V-Gym. Basically V-Gym, is a combination between internet Gym and Virtual reality imaging provided by the latest invention of the virtual glasses named "Oculus Rift". "The Oculus Rift, a ground-breaking virtual reality headset for immersive gaming" (Oculus, 2014). This Internet and feature gaming business will provide value added services to its...
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...10/09/2011 APPLIED RESEARCH PROJECT MISCELLANEOUS: * Computer Ethics * Virtual Reality * Multimedia * Telecommuting * Data Security * International Issues * Computer Based-learning After reviewing several options for my discussion, I decided that exploring a publishing company, Design Space Media Group, LLC would be an excellent and diversified approach to the many miscellaneous aspects present within an organization. Design Space Media Group began publishing 7 years ago as a Chicago based Architectural Publication, and shortly after, expanded to several countries around the world. As the company cultivated its publications into several multimedia developments, Tranzit Magazine, a lifestyles by-product was launched along with several other new ventures. There were certain challenges that came with expanding, and the organization would have to adjust in order to thrive in a rather competitive, yet questionable economy. Computer Ethics According to Kenneth C. Laudon and Jane P. Laudon “Ethics refers to the principles of right and wrong that individuals, acting as free moral agents, use to make choices to guide their behaviors”. Computer ethics is set of moral principles that regulate the use of computers. With these simple moral principles, there are some common problems of computer ethics that includes intellectual property rights such as copyrighted electronic content, privacy concerns, child abuse, fraud and how computers affect...
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...ft), where all residents can enjoy exercising. The gym has games and artificial environments to make fitness enjoyable by utilizing virtual reality. One way that the indoor gym utilizes this technology is by giving residents the feeling of the nature when running on the treadmill. People exercising in the gym can choose to not use the VR and instead work out in the gym atmosphere, or choose from many settings, like running on a beach, a mountain trail, or through a city area. There is also an area where residents can put on a VR suit and play games that require physical activity. They can choose from a large variety of actions games including sword fighting, fighting off zombies, racing, boxing and running games where players dodge and jump over obstacles. Yoga and dance workshops add even more fun aspects to the...
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...significant turning point in improving learning environments and getting students ready for a digital world that is changing quickly. The goal of educational technology in the future is to create an adaptive, networked learning environment that can accommodate students' varied demands, not just tossing devices and software into the classroom. Modern educational technologies like virtual reality, artificial intelligence, and personalized learning platforms have the power to...
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...Augmented Reality – Where it Started from and Where It’s Going Veronika Szucs, Silvia Paxian and Cecília Sik Lanyi Additional information is available at the end of the chapter http://dx.doi.org/10.5772/59796 1. Introduction This study provides an overview of augmented reality (Augmented Reality, AR) and some of its important and popular areas of application. Augmented reality technology integrates 3D virtual objects into a real 3D environment, in real time. This book chapter presents the areas of everyday life where AR can be used (including, but not limited to): medical informatics, production repair, visualization, route planning, entertainment and military applications, marketing tasks and education. The basic characteristics of AR systems, the need for compro‐ mise in their applicability, and optical and video mixing approaches are presented in the chapter. The chapter introduces the two main areas of sensor errors, which are considered as a basic problem during the design of efficient augmented reality systems. We summarize how the current devices are able to solve these problems. The expected future direction of AR technology developments and the areas where further research is needed are simultaneously introduced. 1.1. Aims In the course of preparing the study, the actualities of augmented reality technologies have been reviewed. Questions associated with differing scope of application, design and imple‐ mentation problems of augmented reality systems...
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...Course Essay Instructions Our Health In The Digital Age Instructions: We’re approaching the end of the term. You’ve learned how to think at a higher level this term and how to weigh information based on its level of credibility. You will now put your new thinking skills to good use. This assignment involves watching a credible FRONTLINE documentary online, and then discussing its content related to health. As you watch, you will find questions below to help you sort the information. You should pause the program to think about and write your answers in detail. If you don’t, you may end up spending time returning to rewatch portions of the program. The last question of the worksheet will ask you to use the other worksheet answers to compile a comprehensive essay discussing the program’s content and its implications on health. There is no “right” or “wrong” answer here. However, if you fail to provide a balanced perspective or if you state opinions void of justification or thorough discussion, you will earn a poor score. This program points out the positive and negative impacts of the digital age on our lives. In the end, you will need justify based on what you learned in Health 104 this term and based on the program’s information how you think technology is helping us and hurting us in terms of health. You probably already think you have an answer, but slow down…the program will bring up ideas that you couldn’t possibly have thought of on your own, but that must...
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...who define one’s virtual identity, the identity that counts” (506). Turkle is stating that when people gather they cannot leave cyberspace and that virtual reality is more important. Basically, she is building credibility as the writer because the audience can see that she is experienced in business, and aware of what goes on in the business world. By sharing this account she is trying to convince the audience that technology influences their identity. The first “trouble” she shares is with technology and society in the 1990s, Turkle said, “the Internet provided spaces for the projection of self” (507) where people are able to be whoever they want, they could create the perfect life, but this blurs the boundaries between ourselves and the outside world. She adds, “online life provides an environment where one can be a loner, yet not alone” (507). Many people have become addicted to living in these virtual worlds, and as a result, can forget or neglect their responsibilities or loved ones in real life. Her example is extreme when she addresses online role-playing as if everyone uses technology to enter virtual realities. When she talks about online gaming and how people go into virtual lives, she states that “players admitted that virtual environments owed their holding power to the opportunities they offered for exploring identity” (507). Many had online relationships that had emotional importance. Turkle says, “it is easier to express intimacy in the virtual world than the real...
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...The world is committed to the pursuit of long term business success both by example and by creation of business products and solutions. IBM’s Virtual World initiative has received much academic attention. Dodgson, Gann & Phillips (Organization Science, Online, Feb. 2013) concluded as late as Feb., 2013, that it was good for Meetings, Rehearsals and Brain-storming. Press reports reveal out of 400000+ IBMers about 5000 use Virtual Worlds. In other words it does not establish a culture for Organizational Learning (OL). Such a culture is essential to sustain the pursuit of success for the following reasons: • A learning culture is needed to overcome human Folly that is endemic in human nature and undermines judgment. See paper on Systems Thinking and Organizational Learning presented by Senge and Sterman at the Conference on Transforming Organizations, Sloan School of Management, MIT, May, 1990. Specifically, they have said: “For systems theorists, the source of poor performance, organizational failure, and inability to adapt is often to be found in the limited cognitive skills and capabilities of individuals compared to the complexities of the systems they are called upon to manage. A vast body of experimental work demonstrates that individuals make significant, systematic errors in diverse problems of judgment and choice. Training and repeated experience often do not help. Market mechanisms and financial incentives do not eliminate the errors.” They go on to say “Regardless...
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