Virtual Reality - Truth, Reality and Virtual Reality
The Heinemann Dictionary (1995 Australian Edition), defines the term ‘virtual reality’ as; ‘The creation of a simulated world through the use of powerful, computer-assisted machines.’ However, this definition excludes a vital element of virtual reality, the participant. Virtual reality is an alternative computer-generated environment where the mind’s participation and imagination are the dominant factors involved. Therefore, a more relevant portrayal of virtual reality has been described as; ‘an artificial environment created with computer hardware and software and presented to the user in such a way that it appears and feels like a real environment (Krueger, 1991). Considering the constant evolution of technology and its significance within modern society, an exploration of virtual reality will be constructed. An examination of the history of virtual reality and the four fundamental elements required for a virtual reality experience will be explored. Furthermore, a discussion of the various functions virtual reality performs within contemporary society will also be formulated.
‘The history of modern virtual reality is the history of the technology that makes it possible’ (Ebersole, 1997). Significant figures within the development of virtual reality are, Heilig and Engelbart. ‘Sensorama’, was a visual device created by Heilig in 1962. The device also provided sounds, smells and movement. Approximately the same time, Engelbart developed the mouse and ‘multiple tiled windows…’ These windows became the foundation for contemporary graphical user interfaces such as the Macintosh OS and Microsoft's Windows. Other prominent figures that have also contributed to the development of virtual reality are, Sutherland’s 1963, computer imaging device titled, ‘Sketchpad’ and Zimmerman’s 1981, ‘data glove’. Virtual reality continued to develop throughout the following decades and became more accessible to society through the progression of the mass media. The development of the virtual reality concept was highlighted in books and film/television such as, Daniel Galouye’s novel ‘Simularcon-3’, ‘Star trek’, ‘The Matrix’, ‘The Lawnmower Man’ and ‘Spy Kids’.
With technological progress continually advancing, the elements of virtual reality are also developing. However, for virtual reality to continually progress, human participation must continue. An exploration of the human elements required to experience virtual reality will construct an insightful perspective of virtual reality’s possible developments. Virtual reality is experienced through the assistance of external hardware that accesses the human body’s senses and exposes these senses to a virtual three dimensional world. Virtual reality contains four fundamental elements, which must be acquired for an experience to be appreciated. Initially, the establishment of a virtual world must be constructed. Secondly, a participant is required to maintain a sense of existence within their constructed world, both physically and mentally. Sherman & Craig (2003), suggests that a sense of existence with a virtual reality is attained through ‘…being deeply engaged, with suspension or disbelief.’ The third element necessary to the experience of virtual reality is the stimulation of senses, such as sight, sound and touch. Ultimately, interaction with objects within a virtual world and obtaining the freedom of exploration is also vital the virtual reality experience (Sherman & Craig 2003).
The concept of virtual reality has captured the imaginations of people from a diverse spectrum of modern culture (Ebersole, 1997). Constantly developing, virtual reality has progressed from the simplest computer based programs, to a modern phenomenon of today’s culture. Virtual reality can be a training module, used for environmental simulation, an advertising tool and it can even be used to assist disabled and psychiatric patients. One spectrum of society to utilise virtual reality functions is the military. The United States Defence organisation has developed projects that simulate war by generating the ability to learn complex aircraft systems through flight simulators (Hapgood, 1997). Military uses for virtual reality provide an inexpensive and safe battlefield that simulates various activities soldiers and pilots may encounter when engaged in combat. However, the military is not the only organisation to utilise the functions of Virtual reality. Virtual reality has surfaced in commercial areas including; medicine, travel science and construction. The ability to practice complex surgical procedures, view potential holiday destinations or even take a virtual tour of a construction project is now possible through virtual reality. Fitness centres may also soon be capitalizing on developments in virtual reality. Elizabeth Weiss (1996) envisions an application for virtual reality in ‘The cybergym’ Weiss hopes to develop devices that enable participants to ‘cross-country ski across a mountain, row across a lake, or even bike across America’. This development would provide an alternative exercise system that has many positive attachments such as encouraging exercising and presenting the opportunity to become active with other people around the world.
Alternative applications of virtual reality are also emerging. Virtual reality’s most favored applications are for the use of entertainment. The most dominant form of this function of virtual reality is the Internet. The rapid expansion and status of the Internet has presented a number of innovative possibilities to explore. An example of an innovative virtual reality function available on the Internet is provided with Apple Computer's QuickTime. Participants can generate virtual worlds that a created through a series of photographs. The technology reproduces a version of a personal photograph that allows the viewer to move through and exist within. Muti-user domains (MUDS) are also emerging on the Internet. Within a MUD participants portray an identity and along with other participants contribute to the construction of a simulated environment As virtual reality progresses, the opportunity to detach ourselves from reality are ever increasing. Virtual realities within the internet, provide participants with the opportunity to alter identities, improve appearance, and control interactions with others. Virtual sex is one of the most controversial topics explored via the internet. The dangers involved both physically and psychologically are endless, however the major are of concern is in relation to the line drawn between reality and virtual life.
The line separating reality and truth is blurred beyond recognition by virtual reality technology (Ebersole, 1997). Frederick Brooks, virtual reality researcher at UNC, was quoted by Rheingold (1991) as having said, "The danger of more and more realism is that if you don't have corresponding truthfulness, you teach people things that are not so" (p. 45). The result of virtual reality continuing to progress at such an alarming rate may result in serious concerns between what is real and what is reality.
Links to relevant websites:
http://coe.sdsu.edu/eet/articles/VRApps/start.htm
http://en.wikipedia.org/wiki/Virtual_reality
http://www.science.org.au/nova/067/067key.htm
http://www.apa.org/monitor/julaug05/cure.html
http://archive.ncsa.uiuc.edu/Cyberia/VETopLevels/VR.History.html
http://www.google.com.au/url?sa=X&start=3&oi=define&q=http://www.acponline.org/computer/telemedicine/glossary.htm
References
Hapgood, F. (1997, April). SIMNET. Wired, 5, 117-118, 166-167.
Krueger, M. W. (1991). Artificial reality II. Reading, MA: Addison-Wesley.
Rheingold, H. (1991). Virtual reality. New York: Summit Books
William R. Sherman and Alan B. Craig (2003) Understanding Virtual Reality,Morgan Kaufman.

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