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Virtual Reality Essay Research Paper Virtual Reality

Virtual Reality Essay, Research Paper


Virtual Reality is considered one of the most exciting technologies


today, constantly evolving and improving. According to Eric Drexler, a


world known pioneer in this field, VR is “A combination of computer and


interface devices (goggles, gloves, etc.) that present a user with the


illusion of being in a three dimensional world of computer generated


objects.” The term ^virtual reality,^ is not finite in its meaning,


but generally includes desktop VR, immersion VR, where the goggles and


gloves are used, and projection VR.


The virtual reality technology is not yet perfect and still too


expensive for the common man. The use of high-end VR is mainly


restricted to larger companies, and to special areas such as medical


surgery and pilot training. Home users are limited to desktop virtual


reality programs, which lets them navigate in three-dimensional worlds,


but seldom gives the feeling of actually being there. The entertainment


industry has yet to embrace the technology in full scale, but in his


book ^Virtual Reality^ Howard Rheingold states ^Used today in


architecture, engineering and design, tomorrow in mass-market


entertainment, surrogate travel, virtual surgery and cybersex, by the


next century ^VR^ will have transformed our lives.^


Will VR cause people to lose their grip on the real world, or is it


just a continuation of previous developments that took people to


imaginary places?


People seem to always have escaped to ^imaginary worlds^, to get a way


from the stress of real life and to relax. We have all experienced


Greek theatre, read novels and been to the cinema, and lived ourselves


into fiction stories that we identify with. Our imagination creates a


fiction world, which leads us away from real life for a moment of time.


In our own utopia, we forget contemporary problems of reality.


Even though the virtual reality technology creates a utopia for us to


explore, it is in a lot of ways different from other developments we


know so well today. June Deery, from the Rensselaer Polytechnic


Institute in Troy says ^whereas in fiction we imagine and empathize, in


cyberspace we are supposed to ^actually^ step into the other world.^


This means that the other world is not created in our minds, but is


already there. We have to move in that world and take part in it, not


only with our mind, but by using our senses, such as seeing, hearing


and touching. These are our navigation tools. This world is imaginary


in the way that it is not of something real, but a result of the


programmer of that worlds imagination. It is ^virtual.^


In previous developments, such as theatre, novels and cinema we


passively follow a linear storyline, with a start and an end. The


author of it predetermines all the happenings in a particular story. We


have no participation in the play, but identify with it and our


imagination creates a generic feeling that we are a part of the story.


In virtual reality however, we do participate actively in a non-linear


story, we are a part of the plot. How the story evolves, depends on


what we do, and when we do it. What we get to see of the story, depends


on where in the virtual world we are. We are able to see, hear and


touch the elements in the story and interact with them. We have become


one of the actors, with the freedom to rewrite the play along the way!


Human beings are social creatures that like to communicate. ^Because


computers make networks, VR seems a natural candidate for a new


communications medium^ (Heim, Michael 1993). Just as the Internet has


become our time^s biggest communication network, virtual reality could


have a great impact on how we share information. Imagine

a meeting with


people from all parts of the world in a virtual room, or playing


cricket with people from Pakistan.


As mentioned above, we identify with stories, and also the characters


within them. We often think ^if I were him,^ or ^if I looked like


that,^ then ^I would.^ We imagine and wish for a moment that we were


something else or lived another life. In time, as virtual reality


improves, maybe we will get the chance to do just that by strapping on


a set of goggles and a sensory suit. Using this technology we could be


able to choose a desired identity and act it out as our imagination


wants us to. But what if that virtual world is better than the real


world?


John Suler, with a PhD in psychology, at Department of Psychology at


Ryder University states in the website ^ Computer and Cyberspace


Addiction^ that ^People become “addicted” to the Internet, or act out


pathologically in cyberspace, when they have dissociated it from their


f2f life. Their cyberspace activity becomes a world unto itself. They


don’t talk about it with the people in their f2f life. It becomes a


walled-off substitute or escape from their life.^


It seems like the virtual reality technology is inevitable. ^People


initially use technology to do what they do now-but faster. Then they


gradually begin to use technology to do new things. The new things


change life-styles and work ^styles. The new life-styles and


work-styles change society^.and eventually technology.^(Fubini^s law)


Before we know it, virtual reality might be as usual in contemporary


life, as television has been for decades. We will be presented with a


new way to escape from reality, which seems to be ten times as powerful


as previous developments. We will open doors to fascinating mazes, that


some of us may never come out of. Worlds that we don^t even want to


come out of because it appears better than the chaos we daily are


surrounded with, the real world. It might even be another addiction. Or


as Jerry Garcia put it ^they made LSD illegal. I wonder what they^re


going to do with this stuff.^


Reference:


Websites:


^?Virtual Reality- The Past, Present and the Future^?


http://194.80.193.185/students/nquirk/NOEL_VR2.HTM


^?Potential Future Applications of Virtual Reality in Architecture and Related Issues^?


http://www.fbe.unsw.edu.au/research/student/VRArch/futintro.htm


Zupko, Sarah (1999) ^?Cultural Studies Center^? Articles/Papers


http://www.popcultures.com/articles/cyberspa.htm


Chislenko, Alexander (1997) ^?Intelligent Information Filters and Enhanced Reality^?


http://www.lucifer.com/~sasha/EnhancedReality.html


^?Jones Telecommunications & Multimedia Encyclopedia^? Virtual Reality


http://www.digitalcentury.com/encyclo/update/vr.html


Farscht, Russel ^?Virtual Reality^?


http://futures.wharton.upenn.edu/~russel07/vr.html


Articles (online):


June Deery (1995) ^?Fiction-Medicated Communication: Virtual and Real Realities^?


http://www.cas.ilstu.edu/english/mediations/deery.html


John Suler (1999) ^?Computer and Cyberspace Addiction^?


http://www.rider.edu/users/suler/psycyber/basicfeat.html


Heim, M (1993) ^?The Essence of VR^?


http://rochester.edu/College/FS/Publications/HeimEssence.html


^?Potential Future Applications of Virtual Reality in Architecture and Related Issues^? Fubini^?s Law


http://www.fbe.unsw.edu.au/research/student/VRArch/futintro.htm


Harrington, Patrick ^?Virtually There^?


http://www.diverseworld.com/ccult/ccult12.html


Books:


Rheingold, H (1991) ^?Virtual Reality ^?Simpson & Schuster New York


Rheingold, H ^?The Virtual Community^?


Available online: http://well.com/user/hlr/vcbook/index.htm

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