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virtual reality Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
(VR), immersion is the perception of being physically
present The present is the period of time that is occurring now. The present is contrasted with the past, the period of time that has already occurred; and the future, the period of time that has yet to occur. It is sometimes represented as a hyperplan ...
in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.


Etymology

The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where a "visitor" ( Maurice Benayoun) or "immersant" ( Char Davies) has their awareness of their physical self transformed by being surrounded in an artificial environment. The term is used to describe partial or complete
suspension of disbelief Suspension of disbelief is the avoidance—often described as willing—of critical thinking and logic in understanding something that is unreal or impossible in reality, such as something in a work of speculative fiction, in order to believe i ...
, enabling action or reaction to stimulations encountered in a virtual or artistic environment. The greater the suspension of disbelief, the greater the degree of presence achieved.


Types

According to Ernest W. Adams, immersion can be separated into three main categories: * Tactical immersion: Tactical immersion is experienced when performing tactile operations that involve skill. Players feel "in the zone" while perfecting actions that result in success. * Strategic immersion: Strategic immersion is more cerebral, and is associated with mental challenge. Chess players experience strategic immersion when choosing a correct solution among a broad array of possibilities. * Narrative immersion: Narrative immersion occurs when players become invested in a story, and is similar to what is experienced while reading a book or watching a movie. Staffan Björk and Jussi Holopainen, in ''Patterns In Game Design'', divide immersion into similar categories, but call them sensory-motoric immersion, cognitive immersion and emotional immersion, respectively. In addition to these, they add a new category: spatial immersion, which occurs when a player feels the simulated world is perceptually convincing. The player feels that he or she is really "there" and that a simulated world looks and feels "real".


Presence

Presence, a term derived from the shortening of the original "
telepresence Telepresence is the appearance or sensation of a person being present at a place other than their true location, via telerobotics or video. Telepresence requires that the users' senses interact with specific stimuli in order to provide the feeli ...
", is a phenomenon enabling people to interact with and feel connected to the world outside their physical bodies via technology. It is defined as a person's subjective sensation of being there in a scene depicted by a medium, usually virtual in nature. Most designers focus on the technology used to create a high-fidelity virtual environment; however, the human factors involved in achieving a state of presence must be taken into account as well. It is the subjective perception, although generated by and/or filtered through human-made technology, that ultimately determines the successful attainment of presence. Virtual reality glasses can produce a visceral feeling of being in a simulated world, a form of spatial immersion called Presence. According to
Oculus VR Reality Labs, formerly Oculus VR, is a business and research unit of Meta Platforms (formerly Facebook Inc.) that produces virtual reality (VR) and augmented reality (AR) hardware and software, including virtual reality headsets such as the Qu ...
, the technology requirements to achieve this visceral reaction are low-latency and precise
tracking Tracking may refer to: Science and technology Computing * Tracking, in computer graphics, in match moving (insertion of graphics into footage) * Tracking, composing music with music tracker software * Eye tracking, measuring the position of ...
of movements. Michael Abrash gave a talk on VR at Steam Dev Days in 2014.Abrash M. (2014).
What VR could, should, and almost certainly will be within two years
''
According to the VR research team at
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or Slurry, slurries) by opening, closing, or partially obstructing various passageways. Valves are technically Pip ...
, all of the following are needed to establish presence. * A wide field of view (80 degrees or better) * Adequate resolution (1080p or better) * Low pixel persistence (3 ms or less) * A high enough refresh rate (>60 Hz, 95 Hz is enough but less may be adequate) * Global display where all pixels are illuminated simultaneously (rolling display may work with eye tracking.) * Optics (at most two lenses per eye with trade-offs, ideal optics not practical using current technology) * Optical calibration * Rock-solid tracking – translation with millimeter accuracy or better, orientation with quarter degree accuracy or better, and volume of 1.5 meter or more on a side * Low latency (20 ms motion to last photon, 25 ms may be good enough)


Immersive media and technology

Immersive media is a term applied to a group of concepts, variously defined, which may have application in fields such as engineering, media, healthcare, education and retail. Concepts included in immersive media are: * Virtual reality (VR) *
Augmented reality Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
(AR) *
Mixed reality Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
(MR) *
Extended reality Extended reality (XR) is both an umbrella term to refer to and interpolate between augmented reality (AR), mixed reality (MR), and virtual reality (VR), as well as to extrapolate (extend) beyond these, e.g. allowing us to see sound waves, rad ...
(XR) *
Metaverse The metaverse is a loosely defined term referring to virtual worlds in which users represented by avatars interact, usually in 3D and focused on social and economic connection. The term ''metaverse'' originated in the 1992 science fiction ...
*
Spatial computing Spatial computing is any of various 3D human–computer interaction techniques that are perceived by users as taking place in the real world, in and around their natural bodies and physical environments, instead of constrained to and perceptually ...
* 3D content


Technology

Immersive virtual reality is a technology that aims to completely immerse the user inside the computer generated world, giving the impression to the user that they have "stepped inside" the synthetic world. This is achieved by either using the technologies of Head-Mounted Display(HMD) or multiple projections. HMD allows VR to be projected right in front of the eyes and allows users to focus on it without any distraction. The earliest attempts at developing immersive technology date back to the 1800s. Without these early attempts, the world of immersive technology would never have reached its advanced technological state we have today. The many elements that surround the realm of immersive technology all come together in different ways to create different types of immersive technology including virtual reality and pervasive gaming. While immersive technology has already had an immense impact on our world, its progressive growth and development will continue to make lasting impacts among our technological culture.


Origin

One of the first devices that was designed to look like and function as a virtual reality headset was called a
stereoscope A stereoscope is a device for viewing a stereoscopy, stereoscopic pair of separate images, depicting left-eye and right-eye views of the same scene, as a single three-dimensional image. A typical stereoscope provides each eye with a lens that ...
. It was invented in the 1830s during the early days of photography, and it used a slightly different image in each eye to create a kind of 3D effect. Although as photography continued to develop in the late 1800s, stereoscopes became more and more obsolete. Immersive technology became more available to the people in 1957 when
Morton Heilig Morton Leonard Heilig (December 22, 1926 – May 14, 1997) was an American pioneer in virtual reality (VR) technology and a filmmaker. He applied his cinematographer experience and with the help of his partner developed the Sensorama over several ...
invented the
Sensorama The Sensorama was a machine that is one of the earliest known examples of immersive, multi-sensory (now known as multimodal) technology. This technology, which was introduced in 1962 by Morton Heilig, is considered one of the earliest virtual re ...
cinematic experience that included speakers, fans, smell generators, and a vibrating chair to immerse the viewer in the movie. When one imagines the VR headsets they see today, they must give credit to The Sword of Damocles which was invented in 1968 and allowed users to connect their VR headsets to a computer rather than a camera. In 1991, Sega launched the Sega VR headset which was made for arcade/home use, but only the arcade version was released due to technical difficulties. Augmented reality began to rapidly develop within the 1990s when Louis Rosenberg created
Virtual Fixtures A virtual fixture is an overlay of augmented sensory information upon a user's perception of a real environment in order to improve human performance in both direct and telerobotics, remotely manipulated tasks. Developed in the early 1990s by Lou ...
, which was the first fully immersive
augmented reality Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
system, used for the
Air Force An air force in the broadest sense is the national military branch that primarily conducts aerial warfare. More specifically, it is the branch of a nation's armed services that is responsible for aerial warfare as distinct from an army aviati ...
. The invention enhanced operator performance of manual tasks in remote locations by using two robot controls in an exoskeleton. The first introduction of augmented reality displayed to a live audience was in 1998, when the NFL first displayed a virtual yellow line to represent the line of scrimmage/first down. In 1999, Hirokazu Kato developed the ARToolkit, which was an open source library for the development of AR applications. This allowed people to experiment with AR and release new and improved applications. Later, in 2009 Esquire's magazine was the first to use a QR code on the front of their magazine to provide additional content. Once The Oculus came out in 2012, it revolutionized virtual reality and eventually raised 2.4 million dollars and began releasing their pre-production models to developers.
Facebook Facebook is a social media and social networking service owned by the American technology conglomerate Meta Platforms, Meta. Created in 2004 by Mark Zuckerberg with four other Harvard College students and roommates, Eduardo Saverin, Andre ...
purchased Oculus for 2 billion dollars in 2014, which showed the world the upward trajectory of VR. In 2013, Google announced their plans to develop their first AR headset,
Google Glass Google Glass, or simply Glass, is a discontinued brand of smart glasses developed by Google's X Development (formerly Google X), with a mission of producing a ubiquitous computer. Google Glass displays information to the wearer using a head-u ...
. The production stopped in 2015 due to privacy concerns, but relaunched in 2017 exclusively for the enterprise. In 2016, Pokémon Go took the world by storm and became one of the most downloaded apps of all time. It was the first augmented reality game that was accessible through ones phone.


Elements of immersive technology

A full immersive technology experience happens when all elements of sight, sound, and touch come together. A true immersive experience needs to be done with either virtual reality or augmented reality, as these two types utilize all of these elements. Interactivity and connectivity is the entire focus of immersive technology. It is not placing someone in an entirely different environment, it is when they are virtually presented with a new environment and are given the opportunity to learn how to optimally live and interact with it.


Types of immersive technology

Virtual reality Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
is the primary source of immersive technology that allows the user to be completely immersed in a fully digital environment that replicates another reality. Users must use a headset, hand controls, and headphones in order to have a fully immersive experience where one is able to utilize movements/reflects. There are also pervasive games which utilize real world locations within game play. This is when the user's interaction on a virtual game lead to them interacting in real life. Some of these games may require users to physically meet up in order to complete stages. The gaming world has developed a series of popular virtual reality
video games A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
, such as '' Vader Immortal'', '' Trover Saves the Universe'', and ''
No Man's Sky ''No Man's Sky'' is an Action-adventure game, action-adventure survival game developed and published by Hello Games. It was released worldwide for the PlayStation 4 and Windows in August 2016, for Xbox One in July 2018, for the PlayStation 5 an ...
''. The world of immersive technology has many facets that will continue to develop/expand over time.


Immersive technology today

Immersive technology has grown immensely in the past few decades, and is continuing to progress. VR has even been described as the learning aid of the 21st century. Head mounted displays (HMD) is what allows users to get the full immersive experience. The HMD market is expected to be worth over 25 billion USD by the year 2022. The technologies of VR and AR received a boost in attention when
Mark Zuckerberg Mark Elliot Zuckerberg (; born May 14, 1984) is an American businessman who co-founded the social media service Facebook and its parent company Meta Platforms, of which he is the chairman, chief executive officer, and controlling sharehold ...
, founder/creator of
Facebook Facebook is a social media and social networking service owned by the American technology conglomerate Meta Platforms, Meta. Created in 2004 by Mark Zuckerberg with four other Harvard College students and roommates, Eduardo Saverin, Andre ...
, bought Oculus for 2 billion USD in 2014. Recently, the Oculus quest was released, which is wireless and allows users to move more freely. It costs around 400 USD which is around the same price as the previous generation headsets with cables. Other massive corporations such as, Sony, Samsung, HTC are also making huge investments into VR/AR. In regards to education, there are currently many researchers who are exploring the benefits and applications of virtual reality in the classroom. However, there is little systemic work that currently exists regarding how researchers have applied immersive VR for higher education purposes using HMD's. The most popular use of immersive technology comes in the world of video games. Completely immersing users into their favorite game, HMD's have allowed individuals to experience the realm of video games in an entirely new light. Current video games such as Star Wars: Squadron, Half-Life: Alyx, and No Man's Sky are giving users the ability to experience every aspect of the digital world in their game. While there is still a lot to learn about immersive technology and what it has to offer, it has come an entirely long way from its beginning on the early 1800s.


Components


Perception

Hardware technologies are developed to stimulate one or more of the
sense A sense is a biological system used by an organism for sensation, the process of gathering information about the surroundings through the detection of Stimulus (physiology), stimuli. Although, in some cultures, five human senses were traditio ...
s to create perceptually real sensations. Some vision technologies are 3D displays,
fulldome Fulldome refers to immersive dome-based video display environments. The dome, horizontal or tilted, is filled with real-time (interactive) or pre-rendered (linear) computer animations, live capture images, or composited environments. Although t ...
s,
head-mounted display A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see helmet-mounted display for aviation applications), that has a small display optic in front of one (monocular HMD) or each eye (binocular vision, bi ...
s, and
holography Holography is a technique that allows a wavefront to be recorded and later reconstructed. It is best known as a method of generating three-dimensional images, and has a wide range of other uses, including data storage, microscopy, and interfe ...
. Some auditory technologies are
3D audio effect 3D audio effects are a group of sound effects that manipulate the sound produced by stereo speakers, surround-sound speakers, speaker-arrays, or headphones. This frequently involves the virtual placement of sound sources anywhere in three-dimens ...
s,
high-resolution audio High-resolution audio is a term for music files with bit depth greater than 16-bit and sampling frequency higher than 44.1 kHz or 48 kHz used in CD and DVD formats. The Audio Engineering Society (AES), Consumer Technology Association ( ...
, and
surround sound Surround sound is a technique for enriching the fidelity and depth of sound reproduction by using multiple audio channels from speakers that surround the listener ( surround channels). Its first application was in movie theaters. Prior to ...
.
Haptic technology Haptic technology (also kinaesthetic communication or 3D touch) is technology that can create an experience of touch by applying forces, vibrations, or motions to the user. These technologies can be used to create virtual objects in a computer s ...
simulates tactile responses.


Interaction

Various technologies provide the ability to interact and communicate with the virtual environment, including brain-computer interfaces,
gesture recognition Gesture recognition is an area of research and development in computer science and language technology concerned with the recognition and interpretation of human gestures. A subdiscipline of computer vision, it employs mathematical algorithms to ...
,
omnidirectional treadmill An omnidirectional treadmill (ODT) is a mechanical device, similar to a typical treadmill, that allows a person to perform locomotive motion in any direction, allowing for 360 degrees of movement. The ability to move in any direction is how thes ...
s, and
speech recognition Speech recognition is an interdisciplinary subfield of computer science and computational linguistics that develops methodologies and technologies that enable the recognition and translation of spoken language into text by computers. It is also ...
.


Software

Software interacts with the hardware technology to render the virtual environment and process the
user Ancient Egyptian roles * User (ancient Egyptian official), an ancient Egyptian nomarch (governor) of the Eighth Dynasty * Useramen, an ancient Egyptian vizier also called "User" Other uses * User (computing), a person (or software) using an ...
input to provide dynamic, real-time response. To achieve this, software often integrates components of
artificial intelligence Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of re ...
and virtual worlds. This is done differently depending on the technology and environment; Whether the software needs to create a fully immersive environment or display a projection on the already existing environment the user is looking at.


Research and development

Many universities have programs that research and develop immersive technology. Examples are Stanford's Virtual Human Interaction Lab, USC's Computer Graphics and Immersive Technologies Lab, Iowa State Virtual Reality Applications Center, University of Buffalo's VR Lab, Teesside University's Intelligent Virtual Environments Lab,
Liverpool John Moores University Liverpool John Moores University (abbreviated LJMU) is a public university, public research university in the city of Liverpool, England. The university can trace its origins to the Liverpool Mechanics' School of Arts, established in 1823. This ...
's Immersive Story Lab, University of Michigan Ann Arbor, Oklahoma State University and the University of Southern California. All of these universities and more are researching the advancement of the technology along with the different uses that VR could be applied to. As well universities the video game industry has received a massive boost from immersive technology specifically Augmented reality. The company Epic games known for their popular game Fortnite generated 1.25 billion dollars in a round of investing in 2018 as they have a leading 3D development platform for AR apps. The U.S. Government requests information for immersive technology development and funds specific projects. This is for implementation in government branches in the future.


Application

Immersive technology is applied in several areas, including
retail Retail is the sale of goods and services to consumers, in contrast to wholesaling, which is the sale to business or institutional customers. A retailer purchases goods in large quantities from manufacturers, directly or through a wholes ...
and
e-commerce E-commerce (electronic commerce) refers to commercial activities including the electronic buying or selling products and services which are conducted on online platforms or over the Internet. E-commerce draws on technologies such as mobile co ...
, the adult industry,
art Art is a diverse range of cultural activity centered around ''works'' utilizing creative or imaginative talents, which are expected to evoke a worthwhile experience, generally through an expression of emotional power, conceptual ideas, tec ...
,
entertainment Entertainment is a form of activity that holds the attention and Interest (emotion), interest of an audience or gives pleasure and delight. It can be an idea or a task, but it is more likely to be one of the activities or events that have deve ...
and
video games A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
and
interactive storytelling Interactive storytelling (also known as interactive drama) is a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user ( ...
,
military A military, also known collectively as armed forces, is a heavily armed, highly organized force primarily intended for warfare. Militaries are typically authorized and maintained by a sovereign state, with their members identifiable by a d ...
,
education Education is the transmission of knowledge and skills and the development of character traits. Formal education occurs within a structured institutional framework, such as public schools, following a curriculum. Non-formal education als ...
, and
medicine Medicine is the science and Praxis (process), practice of caring for patients, managing the Medical diagnosis, diagnosis, prognosis, Preventive medicine, prevention, therapy, treatment, Palliative care, palliation of their injury or disease, ...
. It is also growing in the Non-profit industry in fields such as disaster relief and conservation due to its ability to put a user in a situation that would elicit more of a real-world experience than just a picture giving them a stronger emotional connection to the situation they would be viewing. As immersive technology becomes more mainstream, it will likely pervade other industries. Also with the legalization of
cannabis ''Cannabis'' () is a genus of flowering plants in the family Cannabaceae that is widely accepted as being indigenous to and originating from the continent of Asia. However, the number of species is disputed, with as many as three species be ...
happening worldwide, the cannabis industry has seen a large growth in the immersive technology market to allow virtual tours of their facilities to engage potential customers and investors.


Concerns and ethics

The potential perils of immersive technology have often been portrayed in science fiction and entertainment. Movies such as eXistenZ,
The Matrix ''The Matrix'' is a 1999 science fiction film, science fiction action film written and directed by the Wachowskis. It is the first installment in the The Matrix (franchise), ''Matrix'' film series, starring Keanu Reeves, Laurence Fishburne, Ca ...
, and the short film ''Play'' by David Kaplan and Eric Zimmerman, raise questions about what may happen if we are unable to distinguish the physical world from the digital world. There has been debate on the issue of virtual crime, and whether it is ethical to permit illegal behavior such as rape in a simulated environment.


Immersive virtual reality

Immersive virtual reality is a hypothetical future technology that exists today as
virtual reality Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
art projects, for the most part. It consists of immersion in an
artificial Artificiality (the state of being artificial, anthropogenic, or man-made) is the state of being the product of intentional human manufacture, rather than occurring naturally through processes not involving or requiring human activity. Connotati ...
environment where the user feels just as immersed as they usually feel in
everyday life Everyday life, daily life or routine life comprises the ways in which people typically act, think, and feel on a daily basis. Everyday life may be described as mundane, routine, natural, habitual, or Normality (behavior), normal. Human diurna ...
.


Direct interaction of the nervous system

The most considered method would be to induce the sensations that made up the
virtual reality Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
in the
nervous system In biology, the nervous system is the complex system, highly complex part of an animal that coordinates its behavior, actions and sense, sensory information by transmitting action potential, signals to and from different parts of its body. Th ...
directly. In functionalism/conventional
biology Biology is the scientific study of life and living organisms. It is a broad natural science that encompasses a wide range of fields and unifying principles that explain the structure, function, growth, History of life, origin, evolution, and ...
we interact with everyday life through the nervous system. Thus we receive all input from all the senses as nerve impulses. It gives your neurons a feeling of heightened sensation. It would involve the user receiving inputs as artificially stimulated
nerve A nerve is an enclosed, cable-like bundle of nerve fibers (called axons). Nerves have historically been considered the basic units of the peripheral nervous system. A nerve provides a common pathway for the Electrochemistry, electrochemical nerv ...
impulses, the system would receive the CNS outputs (natural nerve impulses) and process them allowing the user to interact with the virtual reality. Natural impulses between the body and
central nervous system The central nervous system (CNS) is the part of the nervous system consisting primarily of the brain, spinal cord and retina. The CNS is so named because the brain integrates the received information and coordinates and influences the activity o ...
would need to be prevented. This could be done by blocking out natural impulses using nanorobots which attach themselves to the brain wiring, whilst receiving the digital impulses of which describe the virtual world, which could then be sent into the wiring of the brain. A
feedback Feedback occurs when outputs of a system are routed back as inputs as part of a chain of cause and effect that forms a circuit or loop. The system can then be said to ''feed back'' into itself. The notion of cause-and-effect has to be handle ...
system between the user and the computer which stores the information would also be needed. Considering how much information would be required for such a system, it is likely that it would be based on hypothetical forms of computer technology.


Requirements

;Understanding of the nervous system A comprehensive understanding of which nerve impulses correspond to which sensations, and which motor impulses correspond to which muscle contractions will be required. This will allow the correct sensations in the user, and actions in the virtual reality to occur. The Blue Brain Project is the current, most promising research with the idea of understanding how the brain works by building very large scale computer models.


Immersive digital environments

An immersive digital environment is an
artificial Artificiality (the state of being artificial, anthropogenic, or man-made) is the state of being the product of intentional human manufacture, rather than occurring naturally through processes not involving or requiring human activity. Connotati ...
,
interactive Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but mo ...
, computer-created scene or "world" within which a user can immerse themselves. Immersive digital environments could be thought of as synonymous with virtual reality, but without the implication that actual "reality" is being simulated. An immersive digital environment could be a model of reality, but it could also be a complete fantasy
user interface In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine fro ...
or
abstraction Abstraction is a process where general rules and concepts are derived from the use and classifying of specific examples, literal (reality, real or Abstract and concrete, concrete) signifiers, first principles, or other methods. "An abstraction" ...
, as long as the user of the environment is immersed within it. The definition of immersion is wide and variable, but here it is assumed to mean simply that the user feels like they are part of the simulated "
universe The universe is all of space and time and their contents. It comprises all of existence, any fundamental interaction, physical process and physical constant, and therefore all forms of matter and energy, and the structures they form, from s ...
". The success with which an immersive digital environment can actually immerse the
user Ancient Egyptian roles * User (ancient Egyptian official), an ancient Egyptian nomarch (governor) of the Eighth Dynasty * Useramen, an ancient Egyptian vizier also called "User" Other uses * User (computing), a person (or software) using an ...
is dependent on many factors such as believable
3D computer graphics 3D computer graphics, sometimes called Computer-generated imagery, CGI, 3D-CGI or three-dimensional Computer-generated imagery, computer graphics, are graphics that use a three-dimensional representation of geometric data (often Cartesian coor ...
,
surround sound Surround sound is a technique for enriching the fidelity and depth of sound reproduction by using multiple audio channels from speakers that surround the listener ( surround channels). Its first application was in movie theaters. Prior to ...
, interactive user-input and other factors such as simplicity, functionality and potential for enjoyment. New technologies are currently under development which claim to bring realistic environmental effects to the players' environment – effects like wind, seat vibration and ambient lighting.


Perception

To create a sense of full immersion, the 5 senses (sight, sound, touch, smell, taste) must perceive the digital environment to be physically real. Immersive technology can perceptually fool the senses through: * Panoramic 3D displays (visual) * Surround sound acoustics (auditory) * Haptics and force feedback (tactile) * Smell replication (olfactory) * Taste replication (gustation)


Interaction

Once the senses reach a sufficient belief that the digital environment is real (it is interaction and involvement which can never be real), the user must then be able to interact with the environment in a natural, intuitive manner. Various immersive technologies such as gestural controls, motion tracking, and computer vision respond to the user's actions and movements. Brain control interfaces (BCI) respond to the user's brainwave activity.


Examples and applications

Training and rehearsal simulations run the gamut from part task procedural training (often buttonology, for example: which button do you push to deploy a refueling boom) through situational simulation (such as crisis response or convoy driver training) to full motion simulations which train pilots or soldiers and law enforcement in scenarios that are too dangerous to train in actual equipment using live ordinance. Video games from simple arcade to
massively multiplayer online game A massively multiplayer online game (MMOG or more commonly MMO) is an online video game with a large number of players to interact in the same online game world. MMOs usually feature a huge, persistent world, persistent open world, although t ...
and training programs such as
flight Flight or flying is the motion (physics), motion of an Physical object, object through an atmosphere, or through the vacuum of Outer space, space, without contacting any planetary surface. This can be achieved by generating aerodynamic lift ass ...
and
driving Driving is the controlled operation and movement of a land vehicle, including cars, motorcycles, trucks, and buses. A driver's permission to drive on public highways is granted based on a set of conditions being met, and drivers are required to ...
simulators. Entertainment environments such as motion simulators that immerse the riders/players in a virtual digital environment enhanced by motion, visual and aural cues. Reality simulators, such as one of the
Virunga Mountains The Virunga Mountains (also known as Mufumbiro) are a chain of volcanoes in East Africa, in the area where Rwanda, the Democratic Republic of the Congo (DRC), and Uganda meet. The mountain range is a branch of the Albertine Rift Mountains, ...
in Rwanda that takes you on a trip through the jungle to meet a tribe of
mountain gorilla The mountain gorilla (''Gorilla beringei beringei'') is one of the two subspecies of the eastern gorilla. It is listed as endangered by the IUCN . There are two populations: One is found in the Virunga Mountains, Virunga volcanic mountains of C ...
s. Or training versions such as one which simulates taking a ride through human arteries and the
heart The heart is a muscular Organ (biology), organ found in humans and other animals. This organ pumps blood through the blood vessels. The heart and blood vessels together make the circulatory system. The pumped blood carries oxygen and nutrie ...
to witness the buildup of plaque and thus learn about
cholesterol Cholesterol is the principal sterol of all higher animals, distributed in body Tissue (biology), tissues, especially the brain and spinal cord, and in Animal fat, animal fats and oils. Cholesterol is biosynthesis, biosynthesized by all anima ...
and health. In parallel with scientists, artists like Knowbotic Research, Donna Cox, Rebecca Allen, Robbie Cooper, Maurice Benayoun, Char Davies, and Jeffrey Shaw use the potential of immersive virtual reality to create physiologic or symbolic experiences and situations. Other examples of immersion technology include physical environment / immersive space with surrounding digital projections and sound such as the
CAVE Caves or caverns are natural voids under the Earth's Planetary surface, surface. Caves often form by the weathering of rock and often extend deep underground. Exogene caves are smaller openings that extend a relatively short distance undergrou ...
, and the use of
virtual reality headset A virtual reality headset (or VR headset) is a Head-mounted display, head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with Virtual reali ...
s for viewing movies, with head-tracking and computer control of the image presented, so that the viewer appears to be inside the scene. Additionally, immersion technology can include audio with head-tracking and precise directivity of sound, such as the
Nokia OZO Nokia OZO is a set of audio software technologies that works for some smartphones, tablets, laptops, and cameras. Developed by Nokia, the name was originally used for a now-discontinued virtual reality camera. OZO audio capture and playback OZO ...
technology. The next generation is VIRTSIM, which achieves total immersion through
motion capture Motion capture (sometimes referred as mocap or mo-cap, for short) is the process of recording high-resolution motion (physics), movement of objects or people into a computer system. It is used in Military science, military, entertainment, sports ...
and wireless head mounted displays for teams of up to thirteen immersants enabling natural movement through space and interaction in both the virtual and physical space simultaneously.


Use in medical care

New fields of studies linked to immersive virtual reality emerge every day. Researchers see a great potential in virtual reality tests serving as complementary interview methods in psychiatric care. Immersive virtual reality have in studies also been used as an educational tool in which the visualization of psychotic states have been used to get increased understanding of patients with similar symptoms. New treatment methods are available for schizophrenia and other newly developed research areas where immersive virtual reality is expected to achieve melioration is in education of surgical procedures, rehabilitation program from injuries and surgeries and reduction of phantom limb pain.


Applications in the built environment

In the domain of architectural design and
building science Building science is the science and technology-driven collection of knowledge to provide better indoor environmental quality (IEQ), energy-efficient built environments, and occupant comfort and satisfaction. ''Building physics, architectural sc ...
, immersive virtual environments are adopted to facilitate architects and building engineers to enhance the design process through assimilating their sense of scale, depth, and
spatial awareness Spatial contextual awareness consociates contextual information such as an individual's or sensor's location, activity, the time of day, and proximity to other people or objects and devices.Chen, Guanling, and David Kotz. 2000. A Survey of Context ...
. Such platforms integrate the use of virtual reality models and mixed reality technologies in various functions of building science research, construction operations, personnel training, end-user surveys, performance
simulation A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in ...
s and
building information modeling Building information modeling (BIM) is an approach involving the generation and management of digital representations of the physical and functional characteristics of buildings or other physical assets and facilities. BIM is supported by vario ...
visualization.
Head-mounted display A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see helmet-mounted display for aviation applications), that has a small display optic in front of one (monocular HMD) or each eye (binocular vision, bi ...
s (with both 3 degrees of freedom and 6 degrees of freedom systems) and CAVE platforms are used for spatial visualization and building information modeling (BIM) navigations for different design and evaluation purposes. Clients, architects and building owners use derived applications from
game engine A game engine is a software framework primarily designed for the development of video games which generally includes relevant libraries and support programs such as a level editor. The "engine" terminology is akin to the term " software engine" u ...
s to navigate 1:1 scale BIM models, allowing a virtual walkthrough experience of future buildings. For such use cases, the performance improvement of space navigation between
virtual reality headset A virtual reality headset (or VR headset) is a Head-mounted display, head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with Virtual reali ...
s and 2D desktop screens has been investigated in various studies, with some suggesting significant improvement in virtual reality headsets while others indicate no significant difference. Architects and building engineers can also use immersive design tools to model various building elements in virtual reality CAD interfaces, and apply property modifications to building information modeling (BIM) files through such environments. In the building construction phase, immersive environments are used to improve site preparations, on site communication and collaboration of team members, safety and
logistics Logistics is the part of supply chain management that deals with the efficient forward and reverse flow of goods, services, and related information from the point of origin to the Consumption (economics), point of consumption according to the ...
. For training of construction workers, virtual environments have shown to be highly effective in skill transfer with studies showing similar performance results to training in real environments. Moreover, virtual platforms are also used in the operation phase of buildings to interact and visualize data with Internet of Things (IoT) devices available in buildings, process improvement and also resource management. Occupant and end-user studies are performed through immersive environments. Virtual immersive platforms engage future occupants in the building design process by providing a sense of presence to users with integrating pre-construction mock-ups and BIM models for the evaluation of alternative design options in the building model in a timely and cost efficient manner. Studies conducting human experiments have shown users perform similarly in daily office activities (object identification, reading speed and comprehension) within immersive virtual environments and benchmarked physical environments. In the field of
lighting Lighting or illumination is the deliberate use of light to achieve practical or aesthetic effects. Lighting includes the use of both artificial light sources like lamps and light fixtures, as well as natural illumination by capturing daylight. ...
, virtual reality headsets have been used investigate the influence of
façade A façade or facade (; ) is generally the front part or exterior of a building. It is a loanword from the French language, French (), which means "frontage" or "face". In architecture, the façade of a building is often the most important asp ...
patterns on the perceptual impressions and satisfaction of a simulated daylit space. Moreover, artificial lighting studies have implemented immersive virtual environments to evaluate end-users lighting preferences of simulated virtual scenes with the controlling of the blinds and artificial lights in the virtual environment. For
structural A structure is an arrangement and organization of interrelated elements in a material object or system, or the object or system so organized. Material structures include man-made objects such as buildings and machines and natural objects such as ...
engineering and analysis, immersive environments enable the user to focus on structural investigations without getting too distracted to operate and navigate the simulation tool. Virtual and
augmented reality Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
applications have been designed for
finite element analysis Finite element method (FEM) is a popular method for numerically solving differential equations arising in engineering and mathematical models, mathematical modeling. Typical problem areas of interest include the traditional fields of structural ...
of shell structures. Using
stylus A stylus is a writing utensil or tool for scribing or marking into softer materials. Different styluses were used to write in cuneiform by pressing into wet clay, and to scribe or carve into a wax tablet. Very hard styluses are also used to En ...
and data gloves as input devices, the user can create, modify mesh, and specify boundary conditions. For a simple geometry, real-time color-coded results are obtained by changing loads on the model. Studies have used artificial neural networks (ANN) or approximation methods to achieve real-time interaction for the complex geometry, and to simulate its impact via haptic gloves. Large scale structures and bridge simulation have also been achieved in immersive virtual environments. The user can move the loads acting on the bridge, and finite element analysis results are updated immediately using an approximate module.


Detrimental effects

Simulation sickness, or simulator sickness, is a condition where a person exhibits symptoms similar to motion sickness caused by playing computer/simulation/video games (Oculus Rift is working to solve simulator sickness).
Motion sickness Motion sickness occurs due to a difference between actual and expected motion. Symptoms commonly include nausea, vomiting, cold sweat, headache, dizziness, tiredness, loss of appetite, and increased salivation. Complications may rarely include ...
due to virtual reality is very similar to simulation sickness and motion sickness due to films. In virtual reality, however, the effect is made more acute as all external reference points are blocked from vision, the simulated images are three-dimensional and in some cases stereo sound that may also give a sense of motion. Studies have shown that exposure to rotational motions in a virtual environment can cause significant increases in nausea and other symptoms of motion sickness. Other behavioural changes such as stress,
addiction Addiction is a neuropsychological disorder characterized by a persistent and intense urge to use a drug or engage in a behavior that produces natural reward, despite substantial harm and other negative consequences. Repetitive drug use can ...
, isolation and mood changes are also discussed to be side-effects caused by immersive virtual reality.


See also

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References


Further reading

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External links


Immersive Ideals / Critical Distances
pdf download of
Joseph Nechvatal Joseph Nechvatal (born January 15, 1951) is an American post-conceptual digital artist and art theoretician who creates computer-assisted paintings and computer animations, often using custom computer viruses. Life and work Joseph Nechva ...
's text book. LAP Lambert Academic Publishing. 2009
Audio and Game Immersion
PhD thesis about game audio (the IEZA Framework) and immersion.
Immersive Education Initiative

Immersive Learning Research Network
* {{Mixed reality Virtual reality Game terminology Visual arts genres Contemporary art Immersive entertainment Technology assessments Hyperreality New media New media art American art Conceptual art Sound Articles containing video clips