Discussion
Virtual reality (VR) is a computer technology that generates a virtual environment to simulate a real-world-like experience through artificial 3-D graphics or other sensory conditions. A typical VR headset creates a stereoscopic 3D effect with stereo sound while tracking the user’s position for the orientation of an accurate point of view. The history and development of the project can be traced back to 1968 when the first model was when Ivan Sutherland created a VR system called the ”Sword of Damocles” (DuBose, 2020). This early model is considered the blueprint for modern designs. The VR technology has gained popularity and it has been utilized in numerous ways in diverse industries like healthcare and entertainment. In this paper, the virtual reality technology, it’s working, and the use of technology in various industries. Along with this, the adoption of the mentioned technology and the changes in it during and after the Covid-19 pandemic will also be discussed.
Virtual reality as a concept can be understood through the I3 (Immersion, Interaction, Imagination) virtual reality triangle defined by Grigore C.Burdea and Philippe Coiffet (Özcan, 2020). According to the I3 triangle, the technology initiates interaction by targeting the sensorial modalities, and through this interactivity, a sense of immersion with the activities on the computer is developed in the user. Apart from these components, imagination plays a significant role in the development of technology. In context with VR technology, imagination can be defined as the creation of the illusion of reality through an algorithm for problem-solving. The Virtual reality system consists of a graphic rendering system that helps in creating this illusion by generating 20–30 frames per second. In addition to this, the system has output tools for immersion and input tools like a tracker or gloves that help in identifying the position and tracking the movement of the user. One of the most important parts of the VR system is the database construction and virtual object modeling software. It is responsible for constructing and maintaining models for the virtual environment (Riva et al., 2020). Additionally, it maintains the intelligent behavior of the system, dimensions, and geometrical aspects of the objects in the virtual environment.
The real-world-like experience is achieved through the integration of the aural interface, hepatic interface, and olfactory interface. Aural interfaces convey auditory information to the user and help in immersion and building the perception of the presence in the virtual world (Rogers et al., 2018). The haptic interface allows the user to physically modify the virtual environment interface by enabling tactical feedback. The olfactory interface is related to the sense of smell. It is one of the most underdeveloped and limitedly explored in virtual reality. This particular interface can be used also with visual and auditory stimuli to create a virtual environment for relaxation or concentration (Amores et al., 2018). On the other hand, the input tools consist of Inertial Trackers, optical trackers, acoustic trackers, magnetic trackers, and mechanical trackers. The data collected for the inertial tracker helps in calculating the relative change due to movement and this is then utilized in virtual reality scenarios (Menezes, Gouveia, & Patrão, 2018). Optical trackers mostly utilize cameras or photo-diode sensors to extract the location of the target. There have been innovations by integrating acoustic motion trackers and VR to develop device-free tracking systems. The trackers measure the travel time of ultrasonic pulses between the transmitter and receiver and analyze it for location (Yun et al., 2017). A magnetic tracker consists of both transmitter and receiver, however, it is suitable for wearable devices as it is considerably small and lightweight. This input tool has the disadvantage of distortion in magnetic fields. VR technology also utilizes data about full-body motion that is input through a mechanical tracker.
Input and Output Components
The tools utilized for the development of the virtual world can be divided into the following four components (Riva et al., 2020) :
World modeling: This component includes information about the objects in the virtual environment. The information is related to the geometrics of the object, its physical appearance as well as behavior.
Visual scene navigation software: The software takes care of the navigational experience of the user by enabling movement in the virtual environment.
Interaction software: This software facilitates interaction between the interfaces and trackers.
Hypermedia integration software: There are virtual reality innovations that allow users to explore the virtual environment in terms of spatial, temporal, and semantic relationships between objects. This is achieved through hypernavigation provided by the Hypermedia integration software.
Based on the features of the system and user experience, virtual reality can be broadly categorized into three types – Immersive Virtual reality, Non Immersive Virtual reality, and Hybrid virtual reality (Gandhi & Patel, 2018). Virtual reality–opportunities and challenges. Virtual Reality, 5(01). Immersive VR aims at replacing the real world for the user in such a way that the user experiences being part of the environment. It utilizes a Headed Mounted Display (HMD) for functioning. The device ensures there is no visual contact between the user and the real world. On the other hand, Non-immersive VR or semi-immersive system allows users to stay aware of the environment while displaying graphics that let them observe the virtual world through a display device. The technology has been utilized for the development of airship & vehicle simulators. The hybrid VR can be considered an amalgam of the other two types of VR. It enables users to stay aware of the real-world environment while superimposing the virtual graphics. The system is also called the Augmented virtual reality system.
As mentioned, the technology has been utilized in many industries one of which is medicine and healthcare. According to the deliberation of Mazurek et al. (2019), the medical technology is progressing and utilizing VR technology to effectively treat phobias, depression, eating disorders, or post-traumatic stress disorder. Virtual reality is included in therapy to stimulate a safe and relaxing environment for the patients. Apart from that, it can be utilized as a diagnostic tool to reconstruct a patient’s organ using radiological data. It is effectively used in surgical training by constructing a 3D model of human anatomy, physiology, and pathology for learning and practice (Kim, Kim & Kim, 2017). Apart from application in medicine, VR technology is transforming education as well. The technology has the capability to provide 360 degrees of digital view for better learning through illustration. It can also promote learning with practical work. According to the views of Hu-Au & Lee (2017), an immersive and hands-on tool provided by VR technology helps in overcoming educational challenges by helping learners in developing skills like compassion, creativity, computational literacy, and abstract reasoning that cannot be developed through the tools offered in traditional teaching. It helps in making teaching and education a part of the experience age and increases student engagement by providing relevant learning contexts that may not be available during traditional learning.
VR development tools
As the pandemic has restricted real-world interaction, various industries affected by this are taking advantage of Virtual reality innovations to function. The technology assisted in making advancements in telemedicine intervention that help remote monitoring and intervention in patients with chronic illness while protecting them from the infection of the Coronavirus (Matamala-Gomez et al., 2021). Apart from advancements to provide support in the pandemic, VR has also contributed to the entertainment sector through creative inventions in the tourism and hospitality industry. By replicating the tourist places in the virtual world provide an alternative for tourists to visit these attractions in a cost-effective way while staying safe in a crowd-free environment. Tourism and hospitality were one of the worst-hit sectors as travel and gathering was avoided by many for safety. This accelerated the emergence of technology in this particular sector. As mentioned, the Covid-19 pandemic resulted in the closing of public places including educational institutions. Although the teaching moved to virtual platforms, the lack of real-life interaction affected the learning process. This gap in education can be filled with VR and Augmented reality.
Conclusion
From the above discussion, it can be concluded that Virtual Reality has a wide scope of innovation and development that can be utilized in various industries. The technology utilizes interactions between various interfaces and trackers to provide a real-world-like experience to the user by creating a virtual environment. Apart from hardware, there are various software tools that help in the development of the virtual world and objects in it. Along with that, it also helps in navigation and interaction with the virtual environment. The types of Virtual reality can be described according to the user experience they offer. On the basis of this, there can be three types of VR- Immersive VR system, Semi- immersive VR system and Augmented VR system. These systems utilize different types of hardware to provide various types of the virtual world experience. VR technology has made advancements in various sectors of education, medicine, entertainment, and tourism. The industries impacted by the Covid-19 have also explored the technology to provide services to their consumer. It has also assisted telemedicine intervention and distance education during pandemics.
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