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Virtual World

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Submitted By ceegee2010
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A Virtual World
Wirt Brumfield
December 19, 2011
INF/103
Lambert Fooks

A Virtual World
A man turns to find a Tyrannosaurus chasing him. Is it a dream or is it actually occurring? To the individual, it is actually occurring because he has entered the world of virtual reality. The world of virtual reality has endless possibilities to allow individuals to experience a new world. From its earliest uses to enhance gaming to its more developed use of training military personnel, the world of virtually continues to fascinate those who develop, use, and seek acceptance for it. The world of virtual reality is limited only by the imaginations of those who choose to enter its world.
Understanding Virtual Reality
Virtual reality (VR) involves an artificially generated environment created using software and hardware that allows the user to suspend belief and accept the environment around him or her as real. Virtual reality exists in two forms. The first involves the use of the virtual reality environment for educational and training simulations. The second involves the use of virtual reality in the interactive gaming and entertainment environments. If using a computer, the individual experiences virtual reality primarily through two senses: sound and sight. When an individual uses his or her personal computer, he or she is experiencing the simplest form of virtual reality known as 3-D imaging (Steuer, 1993). The user manipulates the keys or mouse to move the content of the image or to zoom in or zoom out. He or she may also use specially designed glasses, sensory gloves, or headphones to heighten the virtual world experience he or she has chosen to enter. As the user moves the gloves to interact with the scene, he or she experiences the movement in real-time with the movements on the screen.
Sophisticated applications of virtual reality involves more developed approaches such as entire rooms dedicated to the use of wearable full-body, sensory enhanced computers, wrap-around display screens, and the use of devices known as haptics. Haptic devices apply movement, force, or vibration to the user at specific points to enhance the virtual reality experience. The development of computer aided design software, head mounted displays, accelerated graphic hardware, and database gloves continue to push the science of virtual reality into new areas.
The History of Virtual Reality
The first use of what is currently referred to as virtual reality started with the passive audiences of movies experiencing smells, movement, and sensation with props (Strickland, 2010). From the earliest use of 3-D glasses, the world of virtual reality was imagined. In 1961 engineers at Philco developed a helmet called the Headsight that used a video screen and a tracking device linked to a closed circuit camera system (Strickland, 2010). In 1966, a computer scientist named Ivan Sutherland imagined what he termed the “Ultimate Display,” an interactive world that could be accessed with the help of a computer. From his early attempts the concept of virtually reality was formed. From this early concept, many engineers would continue to imagine the world of virtual reality and its possibilities. The term virtual reality would not be coined until 1987.
Although the basic technology existed to develop virtual reality in 1980, it could not be realized until computers that offered powerful imaging capabilities and high-performance were developed (Carlson, 2003). Although imagined, interactivity would never have been developed if high-performance computers had not been developed in the mid-1980s. With the development of smaller, user-friendly computers, many experts began to realize and imagine the uses that could be developed. Such advancements in computers provided developers, scientists, and programmers with the memory and speed to begin developing their imaginations into reality. These early pioneers developed visualization software programs that advanced virtual reality and visualization. Using such advancements, at the close of the 1980s, technology had brought about low-cost, high-resolution graphic workstations. These workstations were linked to high-speed computers, and thus allowed visualization technology to become widely accessible.
The Applications of Virtual Reality
Virtual reality has been presented as the newest and most dominant and newest improvement in computer technology. Virtual reality was developed with intention to be used in specific ways but has been developed into many versatile and innovative uses. Although early developers of virtual reality viewed it as a way to enhance entertainment, virtual reality eventually became recognized for its more advanced applications. Virtual Reality is currently used in the fields of businesses, medicine, education, military, and training venues.
Most businesses use virtual reality in the form 3D charts and graphs. Data presented in this manner are easier to follow and provides visual representation of often hard to understand numerical data. In other business uses, during the design stage programmers use simulations to develop and view products before beginning production. This allows them to identify issues and solve problems, saving valuable time and money (Reynolds, 1999). The automotive industry uses virtual reality as a way to test designs, assess safety factors, and evaluate comfort for passengers.
Commercial airlines use virtual reality as a way to train pilots, especially in with new equipment. Factories also use virtual reality as a way to train employees who will work with dangerous or unfamiliar equipment. The United States military uses virtual reality for simulated training in many areas (Reynolds, 1999). The National Aeronautic and Space Administration (NASA) have used virtual reality in simulations that prepare astronauts for any imaginable situation he or she may encounter in outer space. In these situations, the goal is to familiarize individuals with any possible situation or emergency that may occur. In doing so, the individual is better prepared and displays a higher confidence level (Reynolds 208). The benefits to the business are less loss of valuable equipment, improved performance, and less monetary cost associated with real world training.
The entertainment industry first used virtual reality in video games such as Nintendo, Atari, and games designed for a personal computer. Currently, many businesses (such as Dave and Busters) allow those waiting for food to use laser tag games that allow customers to follow others into virtual reality mazes. Educational forums use virtual reality to take tours of locations and scientific labs. Reynolds (1999) states, "If you can’t afford the time or the ticket to get to India and see the Taj Mahal (sic), slap on a pair of VR goggles and there you are" (p. 122). The use of virtual reality can allow individuals to learn about a site, travel to a site, and tour a site, without ever leaving their seat. Virtual labs also allow users to perform the dissection of animals without resorting to killing them. Experiments can be performed in virtual labs without the requirement of dangerous, costly tools and equipment.
The medical field uses virtual reality in various ways. Surgeons can perform complicated and potentially deadly surgeries in the virtual world before performing them on a living human. Risks can be evaluated and the least invasive ways can be developed. Surgeons can also learn how to use new technologies and tools before using them in the operating room. This allows the surgeon to be more comfortable with them and minimizes risks. Psychiatrists use virtual reality in the treatment of phobias (Reynolds, 1999). They can expose a patient to his or her fears in safe, risk-free environments.
The Future of Virtual Reality
The continuing development of innovative and new technologies in virtual reality will create important improvements and changes to one’s daily social and economic life. Accompanying these changes will be a number of topics among those in the fields of ethics, politics, and morality. Such topics will include the physical interaction of virtual users and the pitfalls (such as isolation) that could accompany advancements. The technology of virtual reality could alter the way humankind interacts with each other, the environment, nature, and with oneself.
The brain is responsible for how one sees things and what it sees does not always reflect the information it derives from receiving sensory input. Every individual lives in a world that his or her brain has interpreted in some way through the perception of sense and modification of the brain. What one experiences as taste, smell, and color, is created by the brain’s perception processes. For one to experience his or her world in a meaningful manner, the brain must serve as a filter and run interference between humankind and the "real" world. Virtual reality is also perceived differently by each individual. Many individual factors, such as one’s gender, age, fitness level, health, posture, and vision, influence how one perceives the virtual reality experience.
The National Aeronautics and Space Administration (NASA) is one entity very interested in the development of future virtual reality technology. It is studying interfaces for camera robots (such as AERCam, short for Autonomous Extravehicular Robotic Camera) (Homan, 2011) . These robots are spherical, free-flying robots currently in development for use to inspect, assess, and trouble –shoot spacecraft. The AERCam design calls for it to float and hover outside a spacecraft. It uses small, xenon-gas thrusters along with solid-state cameras to have a better view of the spacecraft’s outer surfaces to locate damage in dangerous or inaccessible areas that a spacewalker or extended robotic arm cannot navigate (Homan, 2011). By using a virtual reality system, a technician or astronaut would maneuver the AERCam using standard hand-held controls while intuitive head movements let the AERCam technician view the spacecraft.
In architecture of the future, clients will use virtual reality to design and experience their building or house before beginning construction. Clients will be able to see the structure, feel its textures, hear sounds from the space, and experience its smells (Reynolds, 1999). Real estate developers and agents, along with homebuilders will benefit from this application of virtual reality. They will be able to sell their designs without building or maintaining model holes and structures. Buyers will be able to see immediately how any options they choose will look electronically before buying and initiating construction. By using virtual reality, city planners will be able to view any proposed changes to a community before making a decision on any zoning issues.
These are just a few of the vast amount of possibilities for the future of virtual reality. Research and development continues to develop a system that will allow the user to experience all five senses while undergoing a virtual experience. Other areas are working on a virtual room that completely immerses the users in the the virtual world.
Conclusion
The possibilities for the future of virtual reality technology and its advancements are endless. In its earliest conception, there were those who saw its potential to change and enhance the world. From interactive classrooms to assisting those with disabilities, the applications of virtual reality will continue to enhance the quality of life in both professional and personal settings. These advancements in virtual reality will alter how one communicates, views art, listens to music, travels, see the doctor, and relaxes, among countless other ways. The field is limited only by the imaginations of those who research, design, and develop all aspects of virtual reality technology.

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References
Carlson, Wayne. “A Critical History of Computer Graphics and Animation.” The Ohio State University. 2003.http://accad.osu.edu/~waynec/history/lesson17.html
Homan, D. (2011). National Aeronautic and Space Administration. Virtual Reality Lab Manager. Retrieved from: http://www.nasa.gov/audience/foreducators/spacesuits/careercorner/david-homan.htmlL
Lehman, M. (2011). The Future impact of augmented realty. Retrieved from: http://sensingarchitecture.com/2194/the-future-impact-of-augmented-reality
Reynolds, Cynthia. "Everything’s Coming Up 3D." Canadian Business v.71 i.21 1999
Steuer, J. (1993). Defining Virtual Reality: Dimensions Determining Telepresence. Department of Communication, Stanford University
Strickland, J. (2010). How Stuff Works: How Virtual Reality works. Retrieved from: http://electronics.howstuffworks.com/gadgets/other-gadgets/virtual-reality10.htm

www.nasa.gov/audience/foreducators/spacesuits/careercorner/david-homan.htmlManager

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