Those who are unfamiliar with virtual reality technology may be concerned with possible dangers that may be involved when it comes to safety. As many solely acknowledge its existence in the mainstream to serve entertainment purposes most commonly recognizable in the form of video gaming, they may be unaware that it has also made its appearance in studies in the medical field yielding positive results. Media expert and managing editor for TechNorms Vikram Kinkar shares this cautionary view. According to Kinkar, “restrictions have to govern the creation and publishing of VR content, in order to protect…from the possible long-term trauma… that they (VR users) may expose themselves to (Kinkar 2017).” As someone credible in their writing abilities and their knowledge of technology and media, Kinkar expresses in his writing his fear that virtual reality (“VR”) may cause a negative result for users. In this case, he notes specifically that this effect is trauma, which he describes may come from exposure to disturbing content which already exists in cyberspace. Later in his statement, Kinkar also notes a desire for rules to be created in order to manage this type of content. This outlook on virtual reality technology is plausible, as it is certain that there is troubling content that exists on the internet today and this content can have negative effects on those with sensitivities. Furthermore, scholar Philip Zhai expresses his fear for virtual reality, “In a computer program, there is no way for us to be sure that there are no more bugs there despite our endless effort to debug it (Zhai 1998).” From this exerpt of his book, Zhai explains that problems with technology will always exist no matter how thoroughly the program is searched. This has the potential to become a problem in terms of virtual reality programming. However, when virtual reality technology is relocated to a contained environment, such as a clinic, lab, or hospital, experts manage the technology and the likelihood of experiencing traumatizing content diminishes because the content exposure is supervised. Just as Kinkar theorizes that virtual reality technology has the power to strongly affect someone in a negative way, it is also true that it can
Although this specific program will likely not become available to average consumers, the same foundations for the simulation will be available on the marketplace while being affordable at the same time. In time, applied use of virtual reality such as the Oculus Rift will become mainstream and accepted in everyday life not only due its entertainment value, but also due to its affordability for consumers everywhere. Thoughts of virtual reality often resemble fantastical scenarios reminiscent of scenes in movies with similar themes like Gamer, The Matrix, Total Recall, and Inception. After one delves into the VR technology in products such as the Oculus Rift, one will begin to believe, and he or she will brace themselves for the tidal wave that is the paradigm shift of virtual reality.
In the present day of technology virtual reality is becoming a new trend. The ability to explore places without going there for real. Ray Bradbury famous author of predictive science fiction wrote a short story on the use of technology in such a way. The Veldt by Ray Bradbury tells the story of a family of four, two kids and their parents. The story focuses on a piece of technology known as the nursey which create virtual scenery for the kids, but the parents begin to suspect something wrong is going on with it. Ray Bradbury does a fantastic job of conveying the sense of detachment of the family due to the presence of the nursey and the house’s technology. The Veldt does good job of satirizing technology and its consequence on family interaction or human interaction in general.
Mind transferring requires an in-depth understanding of how the brain works, interactions between the original and the virtual counterpart, and a stimulated world for the virtual consciousness. Dvorsky doesn’t believe that mind transferring would be possible due to lack of knowledge about the consciousness, or how to map out a stimulation to understand complex thoughts that humans have. And if we tried to experiment with this, wouldn’t subjects be injured during the process? In SOMA, a game that focuses on this premise, there was a belief in those who went through the experiment would be able to rejoin with their immortal, stimulated selves after they died (McGill). However, this belief was seen as a false hope, there is no link between
Some experts have opinions on the topic of AI and how it can affect the human body “We believe the brain has to fight against its normal coupling to handle that problem, and that makes some people uncomfortable,” said Banks. “That makes some people’s eyes tired. There are even some cases where it makes people nauseous; it gives them a headache.” An expert Marty Banks, professor of optometry, vision science, psychology, and neuroscience at UC Berkeley, talked about the problems that can affect the body while using VR. Therefore, this shows that, even some experts think that VR can be bad for you, and can result in bad things happening to your body, and your mind like in The
In your life, have you ever thought about using virtual reality? Have you ever taken to time to actually look at and think about both sides of virtual reality? Well virtual reality, is good and many people doubt that because of all the cons. But there a lot of pros that defeat these cons. It won't only help you, but it can make you happier and proud. People like to believe in a lot of things, but not everyone sees both sides of everything, especially when it comes to virtual reality. Virtual reality, it develops people it guides people. It’s like being you and creating yourself in the form that you can feel best in. It can be used to do a lot of things but many people are blind to that and just see everything one sided. Virtual reality should be allowed because it’s helpful to struggling or disabled people, therefore virtual reality isn't a cancer to the world, it’s a solution.
Botella et al. (2010) evaluated the efficacy of VR apparatus called Emma’s world. Emma’s world consisted of a large screen projector which included virtual objects, music, sounds, images, colors, videos and texts designed to represent various traumatic events. The control condition included in-vivo and imaginal
Virtual reality(VR) is a relatively new frontier in the technology industry. So new in fact, that, at its current stage, what it is and its potentials are unfamiliar to the general public. VR originally started gaining momentum as a new platform to game on, but its potential must be analyzed broadly in more than just one vocation. Because of the immersion VR provides, it has an immense capacity to benefit the educational field. Everyone is unique in the way they learn best; some people learn best by reading, some people learn audibly better, and, some people learn visually.
Consequently, virtual reality (VR) therapy is now an alternative that is frequently used as a standard exposure treatment for heights and flying phobias (as cited in Rothbaum et al., 2002, P.428-432). While the professional VR system could be relatively expensive, the study conducted by Malbos, Mestre, Note, & Gellato (2008) suggested that a multi-component therapy that involve VR exposure using mainstream video-game level of editor with powerful 3D engines would also be effective comparing to the professionals after eight
Virtual reality is an interesting topic. Today, technology develops so rapidly, and it becomes a vital role in society.
Though putting a mentally ill person in a controlled environment, where scientists can observe he or she, while they put the patient through some sort of exercise, Doctors can receive a better understanding on how to treat the patient. Sometime the Virtual Reality experience is the treatment itself. When someone, like a veteran, has PTSD, for example, he or she can be treated with virtual reality experiences of certain memories, helping them emotionally overcome the traumatic experience. Also, V.R. technology can help social disorders by merging them into social settings that are not threatening to the person with the disorder, thus, helping make him or her to become more social. Last, a more sensitive subject, V.R. can help people overcome his or her fears by, again, showing their fears in a different way to make the fear less frightening. For example, if a person has a fear of spiders, he or she could be put into a situation that teaches his or her brain that spiders are not something to be feared, maybe be put into the spider's point of view to get a sense of what it is like to be a spider. However, Marshall talks about how some people say that it could also be used for torture, perhaps, V.R.could be used to expose terrifying scenes (like death or
There is the chance of one getting cybersickness which is triggered by the motion involved in using virtual therapy. However, there are positive aspects in using virtual reality such as if one is suffering from obesity, paralysis, or any other disorder or reason that interferes with one of leaving their own home that the therapist who are going to perform the virtual reality are able to perform on the patient anywhere in the world when given the right necessary tools. Being able to perform this therapy basically anywhere is a huge positive aspect because one does not have a specific reason in skipping the therapy because of no ride ect. Using this therapy is highly known to be able to get rid of the fear or decrease the amount of fear that follows along with the the core of the thing triggering fear.
Imagine a world, that is anything and everything. Race a dream car. Meet a superstar. Go to Paris, New York, London, or even see the Great Pyramids. A virtual reality - an idea that is coming to life, an idea that will change the world, whether it be good or bad. Ernest Cline, the author of Ready Player One, warned us that virtual reality is going to change the world. Ready Player One is a story about a teen named Wade, in a world where video games are everything. A virtual reality world called the OASIS changed the world into a place where people are antisocial and don’t care about the world anymore. Change with VR can already be seen with the invention of the TV, the phone, the iPhone, and numerous other inventions, It’s already happening - the world is blowing up over Vive, Oculus, Hololens, and more, and VR is going to make things happen: such as solving problems. Is change happening? Are problems going to be solved? Yes, we can already see change.
Today’s science fiction is often tomorrow’s reality. As the pace of change has quickened, so it appears that we are actually living within a science fiction movie. Programs on TV continue to amaze or frighten us with yet more technological break through and with clever new products and gadgets. Over the last decade and certainly through the rest of this century, the major agent for these changes has been and will continue to be electronic computer and its derivatives. The Digital Age exploded into existence not with a whimper but a bang. The globe still shakes from its entry. The journey was long, but the impact is immediate. Now, for instance, the breath of an unborn baby can be captured and rendered visible, the
Furthermore, according to Shaojing Fan, Yongping Zhang, Jianbo Fan, Zhongkun He and Yu Chen (2010), virtual reality is an emerging technology with a variety of potential benefits for many aspects of education, medical treatment, and scientific research. One of advantages of Virtual Reality is people can immerse themselves in an environment that would generally be unavailable due to cost, safety or perception restriction. Research by Abulrub, Attridge and Williams (2011) suggested that a new generation of engineering students is entering higher education level with their own worth computing knowledge and skills. They also have high expectations that their institutes will introduce them to suitable technologies for their successful transformation into industry. Technological requirements encounter academic institutions to adopt appropriate and suitable strategies in order to meet all of educational demand. Hence, virtual reality is one of the best solutions as its solution and advancement in immersive and interactive technologies can give visible and noticeable effects on different style and learning. Moreover, virtual reality known as technology that is attractive to students.
Seeing is believing, these words are the best combination to understand the meaning of Virtual Reality (VR). VR is one of the best asset and aspect of our future. No other technology has seen such a revolution like VR has. It is practically in use in almost every field such as entertainment, gaming, defense, robotics, medical, healthcare, military, education, fashion, heritage, business, engineering and many more fields. VR sometimes called Virtual Environment has drawn much attention in the last two decade. Extensive media coverage causes the much more rapid increase in the interest of the masses. Very few people, however, really know what VR is and what are its open problems are. In this report a historical overview of virtual reality is presented, basic terminology as an introduction are listed, followed by applications of this technology in science, work, and entertainment areas. Its present developments are thoroughly discussed in this report. Finally, the future of VR is considered in two aspects: technological and social. New research directions, technological frontiers and potential applications are pointed out. The possible positive and negative influence of VR on life of average people is speculated.