BCM325–Virtual reality and the future of fact

 

Introduction

Despite that virtual reality was only developed as a modern technology several decades ago, it has gained vast popularity and soon became one of the most essential technologies. The technology implements virtual scenarios that vividly resembles realistic situations, using the power of computers. Apart from its quick success and the huge demand for its application in the video gaming market, other realms of life, such as architecture, aviation, healthcare and military, are also currently taking advantage of the virtual reality technology. The developers and experts are now working to perform further in-depth development, and hoping to produce great outcomes of virtual reality, in addition to what has been successfully applied.(Tieri,2018) The 3D technology has shown a tremendous progress and still, the majority of the development is ongoing. Below, an informative description of the VR definition and device will be presented to provide the context for a proposal and the following conclusion.

Before start, please take some time to look a video which related to my topic, from YouTube website.

Virtual reality and its device

 The virtual reality (VR) technology relies on the software to generate simulations of real settings. On a screen, one is able to enter a programmable surface that is dynamically manipulated by software, using nothing more than a cell phone or computer. The interactions are designed and controlled in accordance to the external environment. Thus, the computer serves as a tool in the physical world.

Computers in VR technology are not being applied in a context, on the contrary, they provide the context. The context enjoys much a higher importance than the content, if the content is downright important. Every aspect of the interaction is manipulated by computer software to provide a specific context. In real life, the world we live in is defined by the fundamental physical principles. In the field of VR, on the other hand, software plays the role of a connecting media and monitors all the interactions. Therefore, the virtual world via VR interface we deal with is defined by the principles of software.

There are three main hardware parts used by the governing software in virtual reality. Firstly, figure 1 is a picture of a device named the head-mounted display (HMD). As shown, its look resembles that of a goggle. There are mild variations in the content shown in separate screens on each lens, for the purpose of increasing illusional depth for the eyes.(Rua&Alvito,2011)

1ACC7AEF-A186-4C85-83CA-3E492FD060C8.png

Figure 1: a virtual reality head mounted display

Secondly, figure 2 introduces the controller, another component adopted by virtual technology. Without such an instinctive method of adjusting the content, the interactions we now have with VR devices would be fairly compromised. As a convention, one controller is assigned to each hand. Controllers are equipped with an array of buttons and a touchpad. They also come with a built-in vibration component that produces tactile outcome. Furthermore, the built-in motion-capturing component is responsible for recording the location and rotation of the controllers.(Kugler, L 2017)

318BE4F2-31A2-4763-B127-A96B64215B75.png

Figure 2: a pair of virtual reality controllers

Finally, the third component of the virtual reality composition is a motion-capturing device, as demonstrated in figure 3. It is the core unit with the remote power to connect all the components and eventually put the entire system into effect. This motion-capturing system is in charge of recording the activity of the other two hardware parts: the controllers and the HMD.(Kugler, L 2017)

2672AD46-EF9C-439F-A3DE-A9AFE2847D2D.png

Figure 3: the system used to track the position of the head mounted display and controllers

Virtual reality developers build software based on the foundation resulted from the combination of the above three hardware parts.(Kugler, L 2017)

EA87ECB8-6A2B-42F9-8752-0D3DF4125EBD.png

My proposal

For this research I will be producing a digital artefact using blog posts to document my progress as well as a YouTube video series including a further in-depth analysis into the mechanisms of VR, how is it applied, its strength and weakness, its influence on society and its future.

With this project I will focus on a few main areas:

  1. Where to use (current & future) its technology

A wide range of occupations are currently utilizing virtual reality: architecture, medicine, military, weather analysis and molecular sciences, to name a few.

  1. Pros & Cons

E264D536-F060-49D4-9B1E-D751D774450D.png

 

  1. The stakeholders and their responsibilities.

A large number of stakeholders participated in the building and application of VR systems, specifically in its framing and oversight processes. From a moral perspective, they all take distinct and important responsibilities.

  • To begin with, the system designers and inventors.
  • Second is government and other authorized bodies.
  • The system users are generally associated with the biggest responsibilities among all participants, especially in cases where they are involved with any immoral use of VR technology.
  1. Laws and Regulations

On the ground that virtual reality was recently developed with a fairly short history, it has not yet become a commercial product on a large scale. Thus, there is insufficient legal provisions or regulations regarding the benefits of VR system stakeholders. However, we could reflect on the current laws and regulations in the industry of video games and console gaming, in order to foresee the obstacles in the future development of VR industry, which is helpful for generating new legislations.

  1. The future of VR
  • The future of VR could be our next computing platform
  • It will take a while for VR to gain traction
  • It offers a new way of seeing our world
  • Virtual reality could eventually impact all of the senses
  • The market potential for VR could be huge

Conclusions

 Virtual reality is considered to be a critical technological invention in the modern era. In retrospect, computer was not accessible to most people when it was firstly developed. Gradually, computers went through multiple generations of advancement and began to gain popularity in homes and in the industries. With the advent of the internet, computers eventually became a must in personal homes and workplaces in almost every industry. Similarly, virtual reality was invented at first in a fairly simple knowledge framework. In this day and age, virtual reality has begun to gain popularity in various fields, particularly in the work settings that feature computer science and technology. Scientists are conducting numerous research to improve and perfect its systems. The future significance and promising prospect of VR technology can be clearly deduced based on the fact that it can allow human beings to go to places and achieve the experiences that are otherwise physically impossible in real world. The VR world has no bounds: you can take a detailed look inside the human body, at a molecule, deep in the ocean, beyond the planets in the universe, over the buildings, up in the sky and more and more.

References:

【1】Tieri, G, Morone, G, Paolucci, S, & Iosa, M 2018, ‘Virtual reality in cognitive and motor rehabilitation: facts, fiction and fallacies’, Expert Review of Medical Devices, vol. 15, no. 2, p. 107.

【2】Rua, H, & Alvito, P 2011, ‘Living the past: 3D models, virtual reality and game engines as tools for supporting archaeology and the reconstruction of cultural heritage – the case-study of the Roman villa of Casal de Freiria’, Journal of Archaeological Science, vol. 38, pp. 3296-3308.

【3】Kugler, L 2017, ‘Why Virtual Reality Will Transform a Workplace Near You’, Communications of the ACM, vol. 60, no. 8, pp. 15-17.

【4】Figures:http://rtmnumobile.blogspot.com

【5】3 Facts To Know About Virtual Reality’s Future:<https://beyondstandards.ieee.org/virtual-reality/3-facts-know-virtual-realitys-future/&gt;

 

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