Immersion: Virtual Reality
Immersion: Virtual Reality
VIRTUAL REALITY
VITUAL REALITY
An artificial environment created with
computer hardware and software and presented to the user in such a way that it appears and feels like a real environment. To "enter" a virtual reality,
IMMERSION
In the context of virtual reality, the term
immersion is used to describe the users' emotional reaction to the virtual world in terms of feeling as if they are actually a part of the virtual world.
experiences immersion, or the feeling of being inside and a part of that world. Computer scientist Jonathan Steuer defined it as the extent to which one feels present in the mediated environment, rather than in the immediate physical environment.
TYPES
Tactical immersion
Strategic immersion
Narrative immersion Spatial immersion
Tactical immersion
Tactical immersion is experienced when
performing tactile operations that involve skill. Players feel "in the zone" while perfecting actions that result in success.
Strategic immersion
Strategic immersion is more cerebral, and is
associated with mental challenge. Chess players experience strategic immersion when choosing a correct solution among a broad array of possibilities.
Narrative immersion
Narrative immersion occurs when players
become invested in a story, and is similar to what is experienced while reading a book or watching a movie.
Spatial immersion
Spatial immersion occurs when a player feels
the simulated world is perceptually convincing. The player feels that he or she is really "there" and that a simulated world looks and feels "real".
Perception
To create a sense of full immersion, the 5
senses (sight, sound, touch, smell, taste) must perceive the digital environment to be physically real. Immersive technology can perceptually fool the senses through: Panoramic 3D displays (visual) Surround sound acoustics (auditory) Haptics and force feedback (tactile) Smell replication (olfactory) Taste replication (gustation)
How it works
Three-dimensional images that appear to be
life-sized from the perspective of the user The ability to track a user's motions, particularly his head and eye movements, and correspondingly adjust the images on the user's display to reflect the change in perspective
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Military Space robotic
7 Virtual Reality
Anxiety Therapy
Enter virtual reality.
Military psychologists use simulated Iraq war situations to treat soldiers. Other therapeutic VR uses include treating a fear of flying, fear of elevators, and even a "virtual nicotine craving" simulator for smoking addiction.
VR Training Programs
The earliest examples
were flight simulators (most of us probably remember "Microsoft Flight Simulator"), but VR training has expanded beyond just that. There are many modern military examples, including Iraqi cultural situations and battlefield simulators for soldiers. Other examples include counter-terrorism, paratrooping, welding, and mining training sims.
research is the existence of entirely separate virtual worlds, inhabited entirely by the avatars of real world users. These worlds are sometimes referred to as massively multiplayer online games, and the World of Warcraft is the largest virtual gaming world in use now, with 11.5 million subscribers.
capture and intuitive interaction concepts to the virtual reality technologies of the past. The controller is basically a simplified version of the "virtual reality glove." Both the Wiimote and the Wii Fit offer users another way of interacting with their virtual environment without having to wear any bulky equipment.
Medical Procedures
Modern medicine has
also found many uses for virtual reality. Doctors can interact with virtual systems to practice procedures or to do tiny surgical procedures on a larger scale. Surgeons have also started using virtual "twins" of their patients, to practice for surgery before doing the actual procedure.
Project Natal
The latest entry in the virtual
reality inspired gaming world is Project Natal, a new piece of technology under development now for the Xbox. Project Natal proposes a new way of interacting with games, and indeed with computer systems in general. In their demo video, they propose a system that requires no keyboard and no controller, where a user's voice and motions serve as their method for interacting with the system.
The Cave
The term "CAVE" refers to
any virtual reality system that uses multiple walls with multiple projectors to immerse users in a virtual world. The first CAVE was built in 1992 as a method of showing of scientific visualizations. Now, many universities have their own CAVE systems. The CAVE is used for visualizing data, for demonstrating 3D environments, and for virtually testing component parts of newly developed engineering projects.
How it works..
The tracking devices are the main
components for the VR systems. They interact with the systems processing unit. This relays to the system the orientation of the users point of view. In systems which let a user to roam around within a physical space, the locality of the person can be detected with the help of trackers, along with his direction and speed.
DOF) Orientation consists of a yaw of an object, roll and pitch. These are nothing but the position of the objects within the x-y-z coordinates of a space, however, it is also the orientation of the object.
capable of generating a signal and the signal is detected by the sensor. It also controls the unit, which is involved in the process of the signal and sends information to the CPU.
Conclusion