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Virtual Reality

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Virtual Reality

By Laura Sheneman

 

 

Historical Background 

 

While the idea of virtual reality has been in existence for several decades, it has only recently come to the forefront of public recognition.  According to Wikipedia, virtual reality is defined as “technology which allows a user to interact with a computer-simulated environment, be it a real or imagined one.” This technology can be divided into two main types.  First, when virtual reality is presented on a computer screen it is referred to as Desktop virtual reality.  An example is a virtual home tour on the internet.  The second type of virtual reality occurs when a viewer wears a head-mounted display (HMD) system.  This is called Total immersion virtual reality.  An example is the headset a student pilot uses during training exercises (Strangman, Hall, & Meyer, 2003).

 

Virtual reality was first mentioned in the 1950s when Morton Heilig described his vision of an "Experience Theatre" that would envelop all of a viewer’s senses and strengthen the viewer’s onscreen experience.  In 1962, Heilig brought this vision to life when he built a mechanical prototype called the Sensorama and created five films that engaged the viewer’s sense of sight (stereoscopic display), sound (stereo speakers), smell (fans and odor emitters), and touch (a moving chair). This unit could be used by a single user only (Virtual reality, 2007).

In the 1960s head-mounted display systems began to appear.  First, Philco Corporation engineers developed the first HMD called Headsight, which included a helmet with a video screen and tracking system.  Later, Bell Laboratories used an HMD for helicopter pilots to have a clear field of view during night flight.  As well, Ivan Sutherland conducted experiments at MIT using three-dimensional displays.  A few years later, he developed a head mounted display system that surrounded people using three-dimensional displays.  He called this invention The Sword of Damocles, since it hung from a huge mechanical arm from the ceiling and was very heavy to wear.  The viewer was able to see a simple wireframe room when wearing the HMD (Virtual reality, 2007).

In the 1970s and 1980s, the United States began to use virtual reality with its military training.  It was primarily used to train pilots with flight simulators.  In 1977, MIT researchers created the Aspen Movie Map, which was a virtual simulation of Aspen, Colorado.  Viewers were able to see photographs of summer and winter while virtually walking along the streets of Aspen.  As well, there was a three-dimensional model of the city (Virtual reality, 2007).

In the 1980s, Jaron Lanier became recognized as one of the pioneers of virtual reality. Lanier is credited with coining the term virtual reality and built a system of "goggles n' gloves" that many may be familiar with today.  It was not until the late 1980’s that the rest of the world began to investigate the possibility of using virtual reality (Virtual reality, 2007).

Currently, virtual reality has reached the point of being recognized as a disruptive technology, in that it has begun to displace current technology.  Computer games and computer simulations from the past are being rapidly replaced by more life-like characters and scenes.  This is most apparent in military training as reported by Jose Anotnio Vargas (2007) in the Washington Post.  He describes how many of the soldiers’ experiences with life-like war games, like Halo, helped them prepare for combat and have war-like experiences in a way soldiers of the past never dreamed. It is uncertain how far virtual reality will take us in the future.  Some pessimists believe that as virtual reality grows, people will prefer to live in their simulated fantasy worlds rather that the real word (Pew Report, 2006).

 

Relevance to education

 

Virtual reality can work for educators as a tool in assisting students to become immersed in a learning environment where they can participate in their own learning in a technology based environment.” (Shaffer, 2002) In the field of education, virtual reality has been used to simulate real world environments with students having special needs. Some of the studies with special populations have shown promise, but have also lead to more ideas to follow up on. For example, Vogel, J., Bowers C., Meehan, C., Hoeft, R., & Bradley, K., (2004), studied the use of virtual reality to aid deaf students in practicing real-life skills like crossing the street, which is normally very dangerous for them. The program was popular and had promising benefits.

 

Other uses of virtual reality benefit all children. The JASON Project (2005) is familiar to many teachers and classrooms. This project was started in 1989 by Dr. Robert D. Ballard to stimulate children’s interest in science, math, and technology be offering them real-time multimedia expeditions. Other common tools include NASA's virtual reality educational site, offering online internet explorations like hands-on use of lunar rovers and virtual fieldtrips. As well as, Google Earth offers users a chance to travel the world from a distance and up close.

 

The majority of virtual reality applications to date have been in the areas of math and science (Strangman, Hall, & Meyer, 2003).  In general, it appears that virtual reality can offer those in education opportunities to work with abstract concepts in a hands-on way.  For example, Froguts.com is a site many students enjoy.  It offers virtual dissections of items like owl pellets, frogs, and squid.  It has 3-D manipulation of tools, audio narrations, quizzes, and other tools that make it an educationally friendly site to both teachers and students.  Another well-utilized site is the National Library of Virtual Manipulatives, which is an online library of hands-on math manipulatives. This site is designed for PreKindergarten-12th grades and covers numbers and operations, algebra, geometry, measurement, and data analysis and probability.

 

The research has been reviewed by Strangman, Hall, & Meyer (2003) and a summary of results is shown in this paragraph. In general, findings show that effects are still uncertain, but seem to indicate there is a definite student appeal that holds their attention. There have also been studies that showed virtual simulations have the potential to correct students’ misconceptions. As well, students seem to be able to develop fuller conceptual models of math and science concepts when they se virtual reality. As would also be expected using virtual applications can also lead to stronger skill development.

 

While the benefits of virtual reality definitely lie in its hands-on, attention-getting applications, there are drawbacks as well. It is still very expensive if you are looking at using any headgear, gloves, or other external equipment. At this point, side effects related to the vision-related gear are unknown. A true virtual experience will not happen until scientists discover a way to incorporate the other senses, like touch and smell, as the original inventor of the Sensorama dreamed (see History and Background). In the mean time, while virtual reality cannot infuse all of the senses to date, it does help students gain a better understanding of processes, environments, and lessons in the classroom.

 

Glossary of Terms

 

The following is a list of the most common terms associated with virtual reality (VR). The definitions were taken from the GLOSSARY OF VIRTUAL REALITY TERMINOLOGY.  Please refer to the GLOSSARY OF VIRTUAL REALITY TERMINOLOGY source for a complete listing.

 

Other names for virtual reality.

artificial reality

Simulated spaces created from a combination of computer and video systems

cyberspace

A computer synthesized reality. Often a computer synthesized 3-D space. See also: virtual reality.

virtual reality

A computer system used to create an artificial world in which the user has the impression of being in that world with the ability to navigate through the world and manipulate objects in the world.

tele-existence

Virtual reality experienced from remote locations.

 

Tools associated with virtual reality.

Data glove

glove wired with sensors and connected to a computer system for gesture recognition and navigation through a virtual environment. Known generically as a "wired glove." deformable object technology

Head mounted display (HMD)

A set of goggles or a helmet with tiny monitors in front of each eye to generate images seen by the wearer as three-dimensional. Often the HMD is combined with a head tracker so that the images displayed in the HMD change as the head moves.

Joystick

An input device that consists of a short lever gripped with one hand to be moved from side to side or towards and away from the person. Frequently it is used to navigate in a virtual space.

 

Types of virtual reality.

desktop virtual reality

when virtual reality is presented on a computer screen

total immersion virtual reality

when a viewer wears a head-mounted display (HMD) system

 

Virtual Reality environments.

Artificial reality

Simulated spaces created from a combination of computer and video systems

Cave

VR world projected on the walls and ceiling of a room to give the illusion of immersion. cue conflict: A theory to explain the kind of motion sickness caused when the body tries to interpret conflicting clues being received by the senses. Frequent causes are faulty calibration of eye devices or delay between the sensory inputs and output display. computer graphics: (1) The branch of computer science concerned with methods of creating, modifying, or analyzing pictorial data. (2) The use of a computer in any discipline to create, modify, or analyze images. coordinates: A set of data values that determine the location of a point in a space. The number of coordinates corresponds to the dimensionality of the space.

Scenes view

Virtual display viewed on a large screen or through a terminal window rather than with immersive devices. semiocclusion: Occlusion to one eye only.

Virtual environments

Virtual display viewed on a large screen or through a terminal window rather than with immersive devices. semiocclusion: Occlusion to one eye only.

Virtual world

Whole virtual environment or universe within a given simulation. visualization: The ability to graphically represent abstract data that would normally appear as text and numbers on a computer.

 

 

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Comments (7)

Anonymous said

at 6:16 pm on Jul 16, 2007

When I think of the term, "Virtual Reality," what comes to mind for me is the "total immersion" VR. The images I have of total immersion VR come mostly from science fiction, like the film The Matrix and the holodeck on Star Trek, TNG. I had not thought of a virtual tour as being a type of VR, but this brings up an interesting distinction: the difference between third person and first person points of view. Certainly a game like The Sims is attempting to simulate reality to some degree, but it isn't VR... primarily because of its point of view. And Second Life creates an entire alternate world for users to explore, but it also lacks the first person perspective. So it seems like the "immersion" aspect is a necessary component of virtual reality. It isn't enough to interact "in a godlike fashion" with a virtual environment, but instead, you have to interact with it "as a person embedded in it." The science application that immediately comes to mind for me is the "virtual dissection" software (see www.froguts.com), which has many advantages over doing actual dissections in the classroom. Would you consider virtual dissection software a type of desktop VR?

Anonymous said

at 6:35 pm on Jul 16, 2007

Just to think that one person can be trained to be in another place when they are at home, then placed in a real scenario is just a little too much for me at this point. I can see where a doctor can be trained to do some form of surgery prior to the real one but the government using it for training, YIKES! I know that we have several tv series that uses virtual reality to help fight wars, but is that what this world is coming too? I not too familiar with all of its features, therefore, it will be interesting on how far it will go.

Anonymous said

at 7:24 am on Jul 17, 2007

This is a new topic to me Mildred. I hadn't thought of the distinction between 1st nad 3rd person. Please keep an eye on what I write for me to be sure I don't put the wrong thing here. Thanks.

Also, the frog dissection site was one I was thinking of including in the education part of this. I would definitely think it fits here.

I'm not clear if you think touring homes virually fits or not. I know I have seen tours where it is like virtually walking down halls, entering roms, etc. But I'm not sure if it fits your immersion ideas.

Anonymous said

at 12:41 am on Jul 18, 2007

Speaking of VR, did you know the Military has a holodeck, like in Star-Trek? Or they are still building it. In SMARTBOMB by Chaplin and Ruby, they mention, "The idea for the project, originally called the Sensory Environments Evaluation Project, is to elicit the kinds of emotions soldiers are likely to feel when going into battle." It is amphitheater type set up where soldiers have special gear that makes the images in the environment appear 3D. It has sound that surrounds everything and even rumbles from under the floor (like when a Tank goes by). At certain parts of the training, apparently they wear a necklace that emits smells to include as many sensories as possible.

Anonymous said

at 10:25 pm on Jul 22, 2007

You mention that a true virtual experience will not happen until scientists discover a way to incorporate the other senses like touch and smell like the original inventor of the Sensorama dreamed. You may want to mention that although VR cannot infuse the senses to date, it does help students gain a better understanding of processes, environments, and lessons in the classroom.

Anonymous said

at 6:43 pm on Jul 31, 2007

I added a link to the virtual Aspen map. It starts out slow and then switched over to show a man interacting with a touch screen. http://www.media.mit.edu/speech/popup_video.php?video=Aspen_1981_edited&from=main

Anonymous said

at 10:35 am on Aug 5, 2007

I wonder if true virtual reality will ever exist. What we have now is "almost" reality. While not all exeriences need all the inclusion of all five senses to appear real, the ones we currently lack (smell, touch, taste) are critical for some applications. What would a dining experience in a virutal world be without taste? In chemistry sometimes being able to tell a chemical by smell is important. That be said, I'd rather do the virtual dissection because I don't have to touch or smell it.

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