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Virtual Reality: The Next Big Thing
Computer technology has a long journey ahead of itself. A type of new technology called virtual reality creates a 3D simulated environment. Rather than just looking at a screen, virtual reality puts the user in a 3D world where the user can interact with their virtual surroundings. 3D is a three-dimensional shape or object that shows an object’s height, width, and depth and is meant to closely resemble the real world. There is also 2D which means two-dimensional; 2D has only horizontal and vertical dimensions and objects appear flat like looking at a photograph (Cefrey, 10)Although virtual reality is still in its early stages, it will eventually become the next huge technological advancement that could improve
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In order to create a 3D image it must display two flat images of the object. This way it makes the mind combine the two images. That’s what the stereoscopes are for; they give depth. “In 1838, Charles Wheatstone’s research demonstrated that the brain processes the different two-dimensional images from each eye into a single object of three dimensions.”The stereoscope was a device which was made for seeing 3D images. The later development of stereoscope, called the View-Master was an updated version of the original. The View-Master had a reel that had about 10 stereoscopic images; so if there was 10, then it would make up 5 stereoscopic images (Virtual Reality, 2016). In 1985, a computer scientist and visual artist named Jaron Lanier and his fellow companion, Thomas G. Zimmerman, founded VPL research. In 1987, Jaron Lanier coined the term “virtual reality.” This area of research now had a name. Even though people tried to name this technology, there was no official name for it. Before that, people would call virtual reality “binocular vision”(Virtual Reality, 2016).
Present day
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Virtual reality is very expensive. The truth is that mainly the wealthy, universities, researchers, and scientists can really get their hands on virtual reality. There is a cheaper version made by Google called the Google Cardboard which cost about $15 but requires a smartphone to make it work (Virtual Reality, 2016).
Virtual reality will be way more than just gaming itself. Virtual reality can improve our understanding of things that can’t be done in real life. For example, if a scientist wanted to study a disease and needed to look at the bacteria, he could use virtual reality to enhance and enlarge the bacteria. NASA can study planets without physically going there using virtual reality. Architects can design a house using virtual reality; speeding the process of just ordinary blueprints. Virtual reality can save lives, explore remote areas, design structures, and give enjoyment to users around the world (Cefrey,
.... 'It is a moment when the visible escapes from the timeless incorporeal order of the camera obscura and becomes lodged in another apparatus, within the unstable physiology and temporality of the human body'. Crary further demonstrates the shift in vision's location from camera to body by examining the way in which it was reproduced in various optical devices invented during this same period, specifically the stereoscope, the kaleidoscope, the phenakistiscope, and the diorama. His examination is based on a provocative premise: 'There is a tendency to conflate all optical devices in the nineteenth century as equally implicated in a vague collective drive to higher and higher standards of verisimilitude' (110). According to Crary, such an approach tends to neglect entirely how some of these devices were expressions of what he calls 'nonveridical' models of perception.
Taking this technology and putting it one step ahead, companies started to make the VR gears from 2014. The cost of these gears were like spikes as they were too expensive and there were some glitches in them too. But coming towards the year 2016, now finally this technology is getting popular and gaining the interest of people. Especially since the cellphone companies have opt them as a tool to increase their sales. The most popular VR are Oculus, HTC Vive, Samsung gear VR and Google cardboard. The prices of these start from $15 and goes as high as $750.
The adjective "virtual," practically unheard-of a few years ago, has without a doubt become the number one buzzword of the nineteen-nineties. Virtual reality has become a catch phrase for the interactive multimedia technologies that have supplanted desktop publishing at the cutting edge of personal-computer graphics technology. The virtual communities which for years have flourished in comfortable obscurity on the Internet, have recently been thrust into the glare of publicity as commercial gateways have opened up the net to the public, while virtual corporations have transformed the world of business.
There are a number of ways it can be defined, such as augmented Virtuality, psychosomatic Virtuality and virtual reality (gaming), virtual is one of the most contributing factors to 2D and 3D animation which has come to also be known as "modeling through use of computer", with the use of specific modeling software to mold a three-dimensional
From these painting we jump to 1838 with stereoscope and then the view master in 1839. The stereoscope is a device that showed two side by side images or photos that gave the person using the steroscope a sense of immersion. The stereoscope was created by Charles Wheatstone, but then one year later William Gruber approved upon the idea of
Two dimensional computer generated imagery was used to express depth and to produce new shades that could not be depicted just through animation and drawing.
A common misconception is that virtual reality is just for entertainment. As we contemplate about some of the technology involved in virtual reality, entertainment is generally the first thing a lot of people think of when virtual reality springs to mind, but here we will talk about some of the other areas that virtual reality has made some substantial differences.
The term Virtual Reality (VR) is used by many different people with many meanings. There are some people to whom VR is a specific collection of technologies, that is a Head Mounted Display, Glove Input Device and Audio. Some other people stretch the term to include conventional books, movies or pure fantasy and imagination. However, for purposes of this research, we restrict VR to computer mediated systems. We would define Virtual Reality as a way for humans to visualize, manipulate and interact with computers and extremely complex data.
Virtual and digital technologies are rampant in American culture and thoroughly utilized in entertainment mediums like television, movies, magazines, and video games. Our capitalist economy creates a fertile environment for these mediums to prosper by feeding off the public's hunger for entertainment. Because these industries are in such high demand and accrue billion dollar revenues, new technologies are often conceived in and funded by these trades: "For, in essence, all socially relevant new image media, from classical antiquity to the revolution of digital images, have advanced to serve the interests of maintaining power and control or maximizing profits" (Grau 339). That being the case, new technologies "hardly ever…advanced solely for artistic purposes" (Grau 339). Because "power" and "profits" are the central means of motivation in our culture; art, in the classical sense, is often an afterthought. In an age where entertainment and art intertwine, however, distinctions between the two based upon their creation are impossible. With advances in technology and, in turn, art, our ideas and traditions of comparison should also develop to justly analyze new media: "Although art history and the history of the media have always stood in an interdependent relationship and art has commented on, taken up, or even promoted each new media development, the view of art history as media history…is still underdeveloped" (Grau 4). In order to embrace virtual art as a valid outlet of artistic expression, its relationship to media and unique position in the history of art must first be acknowledged.
Over the years society has changed in many different ways. In particular, technology has been the largest change that has occurred over the year. Only a few years ago the iPhone came out and it has forever changed the way people view their phone. Internet has also become very assessable resource. There are places everywhere to access a computer or free Wi-Fi. These changes have led to the alteration of the accessibility and use of technology in the education setting. The changes made to technology in the education setting have led to many positive outcomes that have allowed many types of people access to education that could not get it prior. There are however, many critics that refute these changes and say that virtual education can be biased and expensive. Although, there are many critics that do not agree with technology in education, have this can give access to many students with disabilities as well as people who have limited time or ability to further an education.
Virtual reality gives huge benefits in education and helps to improve student engagement. It’s one of the best ways to engage and helps the students to understand the subject through virtual reality system. Especially in the virtual reality game will bring significant impact to teenagers. The major three types of impact are social difficulty (socially impaired), physical and psychological difficulty. Even virtual reality is a great tool to learn, but it is not a universal learning method for all of the educational areas. Too much of virtual reality for students will cause social difficulties because an inescapable aspect of social life is the formation and maintenance of interpersonal relationships (Biocca and Levy 1995). Constantly using virtual reality will cause isolation from the societies because the person already made his or her own social area which only exists in the virtual world. VR will provide a communication environment in which the dangers of deception and the benefits of creativity are amplified beyond the levels that humans currently experience in their interpersonal interactions (Biocca and Levy 1995). It could lead to low self-esteem, feelings of worthlessness and insignificance, even self-destructive acts (Cartwright, 1994). VR games could mindlessly, energy sapping diversion, bring electronic isolation, a playground for immortality (Kershner 1995). Virtual Reality game brings physical and psychological difficulties when they over run and it could be called as cyber sickness. VR interventions were able to increase physical activity capacity and performance in children with CP (Cerebral palsy) or early brain injury. Cyber sickness is one of the physiological impacts durin...
Virtual reality is a new exploration in science and technology using advanced and complex mechanics. Virtual reality allows for users to go far beyond simply looking at a computer screen. Instead, the user puts on a special suit or gloves equipped with fiber-optic sensors. These fiber-optic sensors are able to interpret body positions. The user also wears special goggles that have video screens and audio attachments. This equipment allows for the user's complete immersion into a 3-D, computer generated, model of reality (Carr 37). The use of a two-way data transfer is what enables this interaction with an alternate reality to occur. Fiber-optic and electronic cables are attached to the virtual reality equipment in order to record the user's movements (Newquist 93). These cables then send this information, called motion data, to workstations which modifies the graphics in the model. The new information is then sent back to the users headset, displaying a graphic and audio world that is time with his or her movements. It is because of this cabling process that the action/reaction information is continually updated (93).
Definition of virtual reality is "A technology that assures participants that he was actually in another place by replacing the main sensory input with data received by the computer" [6] [10]. One of the key elements of the virtual reality of cyberspace; it is a space fantasy or simulation environment. Which is always linked here is a virtual world and immersion virtual reality, perception is born into the world of alternatives such as ethereal or other point of view of our world
Virtual Reality allows designers and developers to create an experience that is not real, but gives the effects and the experience as being real, hence, a virtual reality! There are many ways in which this can be used such as for games, simulations, training, experiencing a distant location from the comfort of your home and so much more.
Augmented reality actually has given a lot of contribution to various applications using 3D real environment. This review focuses on the medical visualization such in situ visualization device. The developed software will make an expert can contribute by create a real virtual environment in 3D so that the doctors easily to interact with. (Shuhaibar JH, 2004) defined augmented reality is a new approach in executing detailed surgical operations. More research needed to evaluate long-term clinical. It is important to have these technologies in order to create a human better life.