Virtual Reality

Published: 2020/09/10 Number of words: 2732

Table of Contents

  1. Introduction
  2. Discussion
  3. Conclusions
  4. References

Introduction

Virtual Reality (VR) is often refereed as an immersive multimedia experiences, which aims to replicate the environment within which the physical may not be present. The hardware of Virtual Reality can especially be used to create a sensory experiences which can allow not only sight, but also hearing smell and touch. These can be used to create an environment for the users which can understand the different problems which are faced in the medical work (Meuffels et al., 2011, Cho et al., 2012, Alaraj et al., 2011). The use of advanced headphones and other technologies allow doctors and other professionals to allow them to stimulate an environment which is needed in order to understand the problem (Laver et al., 2011, Seth et al., 2011, Opris et al., 2012). Most of the virtual reality technologies display the image on a computer screen and use some other stimulatory experience to ensure that the information can be presented through headphones to create a surreal experience for the user, which is as close to the environment as possible (Chan et al., 2011, da Silva Cameirao et al., 2011, Hoffman et al., 2011).

Discussion

The simulated environment which is produced by the virtual reality technologies should in theory be as close to the real experience as possible (Chan et al., 2011, da Silva Cameirao et al., 2011, Hoffman et al., 2011). This will ensure that the remote communications can take place to enhance the vision and experience of users. The wired glove is a similar technology which simulates the hand movement of the individual on to another technological area, and allows the user to use is his hand as an input device. The use of such new technologies is especially important as it allows users to simulate the environment as well as using the hardware for recreating the actual atmosphere (Park et al., 2011, Lee et al., 2012, Konge et al., 2013). Different headsets have been developed which create an environment for any individual to interact with the machine. The interpretation of the hand movements for the user have been used to develop a 3D model of these movements (Plancher et al., 2012, Ferrer-Garcia and Gutierrez-Maldonado, 2012, Cikajlo et al., 2012). For example, Google Street View is one example of the way in which the user is able to see places where they have never one to. The use of video games to control the movement of the player have also been instrumental in understanding needs of the gamer. Nintendo has been developing virtual reality headgear which shows the different scenarios of the game to the user, and provides the feedback in the hand and eyes of the user as a way of controlling video games. These advancements allow a 3D like effect to understand the user movements, while also relaying these back to the game, and continue to improve the interactivity between the user and the hardware (Plancher et al., 2012, Ferrer-Garcia and Gutierrez-Maldonado, 2012, Cikajlo et al., 2012).
More recently, Facebook has bought the virtual reality handset make, Oculus VR for $2Billion. These devises have a number of positive aspects, such as taking the feedback from the hand movements and speed of the user to a particular game, and this seems to be important for the future in social media and other similar platforms. These inputs are more realistic in nature, and allow a more realistic virtual environment for the user to interact with (Tung and Daoud, 2011, Rothbaum et al., 2014, McLay et al., 2011). The interaction between the user and the device is also based on a two way mechanism, which is needed in order to ensure that the different needs of the user are fulfilled (Normand et al., 2011, Robison et al., 2011, Riva, 2011). The interaction between the hand movement and its interpretation by the software and hardware has also been a difficult to understand issue for the users. In this regard, companies need to ensure that they can develop software which is uniform in the understanding of the movements of the user, and allow the user to understand the different areas of control that they may have over software (Normand et al., 2011, Robison et al., 2011, Riva, 2011).
Another issues which is important to understand in Virtual Reality software is that companies must have a system which allows them create a system which can improve the interactivity of the VR hardware. The headsets which have been developed to date do not understand all the gestures of the user, and therefore more artificial intelligence systems need to be introduced into their input mechanisms (van Dongen et al., 2011, Weniger et al., 2011). These Artificial Intelligence systems would make these devises more natural to use to the end user, while also ensuring that the different kinds of services can be provided by using between qualities of transmission and reducing the lag of various devices. This would also ensure that the services are adopted in large numbers by consumers, and is acceptable in its reliability to them (Yang et al., 2011, Kilteni et al., 2012).
One of ways in which the use of Virtual Reality devices such as Oculus Rift can be increased is to increase the resolution level for the individuals. This would ensure that the users are able to not only use it in their daily needs, but it can also be used in other functions such as Medicine, training and development and other users. One of the options which is important to take into account is that employee training needs to be undertaken in the most cost effective manner, and this can be facilitate through the Virtual Reality software (Larsen et al., 2012, Wuang et al., 2011, Reger et al., 2011). Another important issue is that the use of signals from the individual needs to be understood, in order to make the system realistic. The interaction between different ways in which the hand moves and translating into vectors and codes is also a difficult to achieve (Larsen et al., 2012, Wuang et al., 2011, Reger et al., 2011). One of the most difficult issue here is that the developer needs to ensure that they can understand the dynamic needs of the user, and develop a system which is easy to learn. The current Virtual Reality systems highlight that the learning curve is often steep which makes it more difficult for a new person to interact through these systems (van Dongen et al., 2011, Weniger et al., 2011).

Modern technology also highlights the interaction between the end user and the customer. One of the factors which is important to take into account is that understanding the interactions between the hardware and the user is also important as it can increase the effectiveness of the Virtual Reality hardware (Larsen et al., 2012, Wuang et al., 2011, Reger et al., 2011). Any headset which is not easy and intuitive to use for the end user will not be adopted, and therefore is bound to fail (Rendon et al., 2012, Chen et al., 2012). For the long term success of virtual reality hardware, it is necessary that designers are able to understand the emotions of the user, and design accordingly. In this regard, one of the aspect which is important to take into account is that the user will be able to understand the different notions which are necessary for the end user, and facilitate these through the design of the hardware (Rendon et al., 2012, Chen et al., 2012).

Conclusions

A number of conclusions can also be drawn from this research. In the first instance, the use of hardware to create virtual reality is bound to increase and have a wide number of applications. However, the current literature highlights that the interaction between hand movements and its conversion into virtual reality worlds is a difficult areas to understand. Companies need to ensure that they can understand the different needs of individuals which have to be established in order to develop a system which is needed for the continued support of technological innovations in Virtual Reality. The reliability of these systems also need to be increased, as the current literature highlights that often these systems are not reliable enough to be used widely, and this is one of the reason for a lack of widespread application and acceptance of these systems.

References

ALARAJ, A., LEMOLE, M. G., FINKLE, J. H., YUDKOWSKY, R., WALLACE, A., LUCIANO, C., BANERJEE, P. P., RIZZI, S. H. & CHARBEL, F. T. 2011. Virtual reality training in neurosurgery: Review of current status and future applications. Surgical neurology international, 2, 52-52.
CHAN, J. C. P., LEUNG, H., TANG, J. K. T. & KOMURA, T. 2011. A Virtual Reality Dance Training System Using Motion Capture Technology. Ieee Transactions on Learning Technologies, 4, 187-195.
CHEN, C.-Y., SHIH, B.-Y. & YU, S.-H. 2012. Disaster prevention and reduction for exploring teachers’ technology acceptance using a virtual reality system and partial least squares techniques. Natural Hazards, 62, 1217-1231.
CHO, K. H., LEE, K. J. & SONG, C. H. 2012. Virtual-Reality Balance Training with a Video-Game System Improves Dynamic Balance in Chronic Stroke Patients. Tohoku Journal of Experimental Medicine, 228, 69-74.
CIKAJLO, I., RUDOLF, M., GOLJAR, N., BURGER, H. & MATJACIC, Z. 2012. Telerehabilitation using virtual reality task can improve balance in patients with stroke. Disability and Rehabilitation, 34, 13-18.
DA SILVA CAMEIRAO, M., BERMUDEZ I BADIA, S., DUARTE, E. & VERSCHURE, P. F. M. J. 2011. Virtual reality based rehabilitation speeds up functional recovery of the upper extremities after stroke: A randomized controlled pilot study in the acute phase of stroke using the Rehabilitation Gaming System. Restorative Neurology and Neuroscience, 29, 287-298.
FERRER-GARCIA, M. & GUTIERREZ-MALDONADO, J. 2012. The use of virtual reality in the study, assessment, and treatment of body image in eating disorders and nonclinical samples: A review of the literature. Body Image, 9, 1-11.
HOFFMAN, H. G., CHAMBERS, G. T., MEYER, W. J., III, ARCENEAUX, L. L., RUSSELL, W. J., SEIBEL, E. J., RICHARDS, T. L., SHARAR, S. R. & PATTERSON, D. R. 2011. Virtual Reality as an Adjunctive Non-pharmacologic Analgesic for Acute Burn Pain During Medical Procedures. Annals of Behavioral Medicine, 41, 183-191.
KILTENI, K., NORMAND, J.-M., SANCHEZ-VIVES, M. V. & SLATER, M. 2012. Extending Body Space in Immersive Virtual Reality: A Very Long Arm Illusion. Plos One, 7.
KONGE, L., ANNEMA, J., CLEMENTSEN, P., MINDDAL, V., VILMANN, P. & RINGSTED, C. 2013. Using Virtual-Reality Simulation to Assess Performance in Endobronchial Ultrasound. Respiration, 86, 59-65.
LARSEN, C. R., OESTERGAARD, J., OTTESEN, B. S. & SOERENSEN, J. L. 2012. The efficacy of virtual reality simulation training in laparoscopy: a systematic review of randomized trials. Acta Obstetricia Et Gynecologica Scandinavica, 91, 1015-1028.
LAVER, K. E., GEORGE, S., THOMAS, S., DEUTSCH, J. E. & CROTTY, M. 2011. Virtual reality for stroke rehabilitation. Cochrane Database of Systematic Reviews.
LEE, J. Y., MUCKSAVAGE, P., KERBL, D. C., HUYNH, V. B., ETAFY, M. & MCDOUGALL, E. M. 2012. Validation Study of a Virtual Reality Robotic Simulator-Role as an Assessment Tool? Journal of Urology, 187, 998-1002.
MCLAY, R. N., WOOD, D. P., WEBB-MURPHY, J. A., SPIRA, J. L., WIEDERHOLD, M. D., PYNE, J. M. & WIEDERHOLD, B. K. 2011. A Randomized, Controlled Trial of Virtual Reality-Graded Exposure Therapy for Post-Traumatic Stress Disorder in Active Duty Service Members with Combat-Related Post-Traumatic Stress Disorder. Cyberpsychology Behavior and Social Networking, 14, 223-229.
MEUFFELS, D. E., POTTERS, J.-W., KONING, A. H. J., BROWN, C. H., JR., VERHAAR, J. A. N. & REIJMAN, M. 2011. Visualization of postoperative anterior cruciate ligament reconstruction bone tunnels Reliability of standard radiographs, CT scans, and 3D virtual reality images. Acta Orthopaedica, 82, 699-703.
NORMAND, J.-M., GIANNOPOULOS, E., SPANLANG, B. & SLATER, M. 2011. Multisensory Stimulation Can Induce an Illusion of Larger Belly Size in Immersive Virtual Reality. Plos One, 6.
OPRIS, D., PINTEA, S., GARCIA-PALACIOS, A., BOTELLA, C., SZAMOSKOEZI, S. & DAVID, D. 2012. Virtual reality exposure therapy in anxiety disorders: a quantitative meta-analysis. Depression and Anxiety, 29, 85-93.
PARK, K.-M., KU, J., CHOI, S.-H., JANG, H.-J., PARK, J.-Y., KIM, S. I. & KIM, J.-J. 2011. A virtual reality application in role-plays of social A randomized, controlled trial. Psychiatry Research, 189, 166-172.
PLANCHER, G., TIRARD, A., GYSELINCK, V., NICOLAS, S. & PIOLINO, P. 2012. Using virtual reality to characterize episodic memory profiles in amnestic mild cognitive impairment and Alzheimer’s disease: Influence of active and passive encoding. Neuropsychologia, 50, 592-602.
REGER, G. M., HOLLOWAY, K. M., CANDY, C., ROTHBAUM, B. O., DIFEDE, J., RIZZO, A. A. & GAHM, G. A. 2011. Effectiveness of Virtual Reality Exposure Therapy for Active Duty Soldiers in a Military Mental Health Clinic. Journal of Traumatic Stress, 24, 93-96.
RENDON, A. A., LOHMAN, E. B., THORPE, D., JOHNSON, E. G., MEDINA, E. & BRADLEY, B. 2012. The effect of virtual reality gaming on dynamic balance in older adults. Age and Ageing, 41, 549-552.
RIVA, G. 2011. The key to unlocking the virtual body: virtual reality in the treatment of obesity and eating disorders. Journal of diabetes science and technology, 5, 283-92.
ROBISON, R. A., LIU, C. Y. & APUZZO, M. L. J. 2011. Man, Mind, and Machine: The Past and Future of Virtual Reality Simulation in Neurologic Surgery. World Neurosurgery, 76, 419-430.
ROTHBAUM, B. O., PRICE, M., JOVANOVIC, T., NORRHOLM, S. D., GERARDI, M., DUNLOP, B., DAVIS, M., BRADLEY, B., DUNCAN, E. J., RIZZO, A. & RESSLER, K. J. 2014. A Randomized, Double-Blind Evaluation of D-Cycloserine or Alprazolam Combined With Virtual Reality Exposure Therapy for Posttraumatic Stress Disorder in Iraq and Afghanistan War Veterans. American Journal of Psychiatry, 171, 640-648.
SETH, A., VANCE, J. M. & OLIVER, J. H. 2011. Virtual reality for assembly methods prototyping: a review. Virtual Reality, 15, 5-20.
TUNG, W. S. & DAOUD, W. A. 2011. Self-cleaning fibers via nanotechnology: a virtual reality. Journal of Materials Chemistry, 21, 7858-7869.
VAN DONGEN, K. W., AHLBERG, G., BONAVINA, L., CARTER, F. J., GRANTCHAROV, T. P., HYLTANDER, A., SCHIJVEN, M. P., STEFANI, A., VAN DER ZEE, D. C. & BROEDERS, I. A. M. J. 2011. European consensus on a competency-based virtual reality training program for basic endoscopic surgical psychomotor skills. Surgical Endoscopy and Other Interventional Techniques, 25, 166-171.
WENIGER, G., RUHLEDER, M., LANGE, C., WOLF, S. & IRLE, E. 2011. Egocentric and allocentric memory as assessed by virtual reality in individuals with amnestic mild cognitive impairment. Neuropsychologia, 49, 518-527.
WUANG, Y.-P., CHIANG, C.-S., SU, C.-Y. & WANG, C.-C. 2011. Effectiveness of virtual reality using Wii gaming technology in children with Down syndrome. Research in Developmental Disabilities, 32, 312-321.
YANG, S., HWANG, W.-H., TSAI, Y.-C., LIU, F.-K., HSIEH, L.-F. & CHERN, J.-S. 2011. Improving Balance Skills in Patients Who Had Stroke Through Virtual Reality Treadmill Training. American Journal of Physical Medicine & Rehabilitation, 90, 969-978.]]>

Cite this page

Choose cite format:
APA
MLA
Harvard
Vancouver
Chicago
ASA
IEEE
AMA
Copy
Copy
Copy
Copy
Copy
Copy
Copy
Copy
Online Chat Messenger Email
+44 800 520 0055