Virtual Reality

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VIRTUAL REALITY

Virtual Reality

Virtual Reality

Introduction

Virtual reality, as defined by Burdea et al. (2002), is a high-end user-computer interface that involves real-time simulation and interactions through multiple sensorial channels. This interface enables users to interact with computer generated three-dimensional images through natural human operations in real time, which provides a fast, safe, cost effective and relatively reliable design and simulation environment (Bruno et al. 2009). This technology is widely used in many different fields such as medical, engineering, industrial training, and marketing. In the field of product development, VR can be used in applications such as simulation, skills training, and communications with distributed colleagues or third parties. As a result, testing of prototypes and products before physical prototypes are performed becomes possible. Thus, users are capable of virtually testing prototypes and make the necessary design adjustments in a quick and cost effective manner. The following figure shows an example of a fully immersive VR system (Bruno et al. 2009).

Discussion

Every Virtual Reality system is characterized by several main components. First, I/O (input/output) devices are used for feedback to the user such as displays, force feedback, and devices that get data from the users for updating the simulation stage (Bruno et al. 2009). Second, due to the diversity of commercial VR devices, it is necessary to encapsulate and integrate their capabilities into a single simulation where they can all work together in a synchronized manner such function is achieved by a VR engine. Third, software and databases play an important role in virtual object generation, manipulation and simulation (Bruno et al. 2009). Finally, it is necessary to address human factors that can affect the simulation efficiency such as comfort and safety as well as, the simulation task. In the following subsections, the history of virtual reality, its implementation, hardware, and software will be discussed in detail (Bruno et al. 2009).

The concept of virtual reality is found in Internet addiction, new expression of "diseases of modernity." Addicts virtuality their home in the Cyber land, new world, initiation, where life proceeds according to predefined rules (Jimeno and Puerta 2007). Those who live in this virtual world are addicted to their new living environment to the detriment of other investments, emotional, social and family. The "virtual drugs" replace dependence on a psychoactive substance with the investment behavior or emotional relationship. Found among addicts in the virtual traditional criteria of addiction illustrated in DSM-IV. It is not uncommon to find among the "virtual drugs" common features with Internet addicts (Jimeno and Puerta 2007). However, the main feature that defines the virtual addicts divestment of the real world in detriment of virtuality. Before describing the addictive potential of virtuality it seems necessary to make a point about the emergence of virtual reality, its immediate and future applications (Jimeno and Puerta 2007).

History of Virtual Reality

The first manifestations of VR technology emerged in flight training applications at the end of the 1920s. Edward Link, a self trained pilot and inventor, created the Link trainer which was a simple mechanical flight ...
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