The development of a computer generated virtual environment intended to stimulate the real world is called virtual reality. Users experience a strong sense of reality in a computer-generated environment in this emerging computer visualization technology.

QUESTION

Question 2:
VIRTUAL REALITY.
The development of a computer generated virtual environment intended to stimulate the
real world is called virtual reality. Users experience a strong sense of reality in a
computer-generated environment in this emerging computer visualization technology.
Virtual reality is an innovative tool to visualize, manipulate, and interact with complex
three-dimensional graphical data that are not possible to adequately understand in
traditional two-dimensional drawings or three-dimensional solid models. This is what the
engineers have realized about virtual reality.
Virtual reality originated from development of calculating machines and development of
mechanical devices. It is both a reality and fiction. The Television Holodeck Series Star
Trek is a well-known fictional Virtual reality today. This series is controlled by a
computer that translates voiced commands into various scenarios. People with lifelike
characters that have volition could be the scenarios.
The reason we use virtual reality is because it is a research that has grown to provide a
rationale as the next Human-Computer Interface. Virtual reality has a tremendous
potential as an interface metaphor. The industry has already demonstrated this together
with communities, commerce and leisure. Therefore, for virtual reality to gain
acceptance we consider its advantages. They include three-dimensional-perspective and
communication.
Without a true three-dimensional representation, the shape of objects and associated
interrelationships remain ambiguous. Computer screen can be unclear if a projection is
made on a flat screen. Therefore, virtual reality removes this ambiguity, making it a
fundamental objective in design process. A sense of scale that is conveyed by immersing
the analyst or the design itself is of particular importance.
In two-dimensional, natural human interaction is not easily achievable and the use of
telephone or videophone is effective but limited. In communication, for cooperative work

interaction, virtual reality promises to completely revolutionalize the use of computers.
Ideas are easy to communicate and natural if the participants share a common location.
Collaborative Virtual Environment (CVE) is where multiple participants are involved and
are using virtual reality as the environment.
There are various types of virtual reality:
Video mapping: involves a set of complex data stored in computer. It uses visual,
auditory, force, feedback cues, and independent monsters implementing different actions
intelligently making it a virtual reality. Its best demonstrated in highly recognized
computer games DOOM.
Immersive system: they are virtual reality systems equipped with Head Mounted
Display(HMD), a BOOM, and other peripherals. The users personal view point is
completely immersed in the virtual world.
Telepresence: In this technology, remote sensors in the remote world are linked with the
senses of a human operator. Computer-generated worlds are completely visualized in this
variation.
The main motivation of virtual reality is that it gives the opportunity to live and
experiment situations that cannot be physically accessed. There are reasons that lead to
this kind of limitations. They include:
1. time problems: different historical periods are experimented by students as the y
travel in time.
2. Physical inaccessibility: it is not easy to explore the solar while moving freely
around the planets.
3. Dangerous situations limits: in situations of training firefighters, there is physical
and phycological stresses that are analogous to live firefighting situations, in a
decision-making process.
4. Ethical problems and issues: for instance, in neurosurgery, it could involve
performance of a serious surgery by non-experts

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A literature review on use of immersive virtual reality and HMDs in education has been
conducted. There is a great advantage in learning when it comes to virtual reality. This is
because it direct connection of objects and events that are out of reach physically,
training in a safe environment is allowed hence avoiding potential dangers, and in regards
to the game approach we can say thank you because while widening the range of learning
styles, the learner’s involvement and motivation is greatly increased. Only papers in high
education and adult training have been reported while no reports on younger children
under the age of ten in disability field. Use of virtual reality with young audience is
limited since it can interfere with cognitive and physical development of children. Virtual
reality can be of great advantage if used in middle school since it allows a physical
exploration of objects that are inaccessible in reality. Therefore, learners can understand
and memorize them better. use of virtual reality requires presence of a teacher to meditate
for a short duration of time. Virtual reality can make a difference in the world of disabled
population by using HMDs that are now available in the market. This advantage is only
taken by intellectually disabled people
Wearable Computers:
In the mid-1990’s, when carrying an always-on computer combined with a head-mounted
display and control interface became a practical possibility, is where the concept of
wearable computer emerged. Data gathering and disseminating devices that enable a user
to operate more effectively is called wearable computing. During normal execution of
tasks, the user carries or wears the device. Steve Mann further defined wearable
computing in two different ways: One, a computer is worn not carried such that it can be
regarded as a part of the user; Two, it is user controllable, does not really involve
conscious thought or effort; Three, it is a real-time operation, that is, it is always active
and is able to interact with the use any time. It could have a sleep mode though.
Wearing computing was first used in shoe mounted roulette wheel prediction system by
Shannon and Thorp. The wearer of the shoes was able to analyze the characteristics of a
roulette wheel and the types of balls in use because wearable computers were built into
shoes with toe operated switches. Calculator wristwatches of 1970s also used wearable
computers. They were user controllable, were worn, had sensors that operated in real

time. In 1997, Stelarc and other artists developed unusual musical instruments that had
body sensors and actuators. The user wore the sensors on the body or his clothes and they
were used to measure movement and functions of the body parts like the heart rate or
synthesis of the skin.
In 1991, Duchamp summarized an overview of the challenges presented by these
displays. They included: low-resolution, hassle of the head gear, eye fatigue, and
requir4ement for dim lighting conditions. Others included: battery life, processor power,
size, sensor availability and form, suitable wireless communications availability made the
building of viable wearable computers a challenge.
Wearable computers were quickly recognized by the military and law enforcement
agencies. You could distinguish between friendly and hostile forces from the tactical
information given by the wearable computer and also get strategies for dealing with
dangerous scenarios. Land Warrior program in United States Army, provides positioning
and targeting information, thermal sight emerging from the soldier’s weapon and
battlefield communications. The objective was to cohesively merge the technology and
soldier into a combat-effective system. Wearable computers have not fully met this
objective. Therefore, tethered wearables with head mounted displays have been used in
the battalion fields. It is therefore possible to effectively address communication and
battery life challenges by tethering a wearable to a vehicle.
General Dynamics C4 systems, is a technology developed to create new capabilities for
deployment that enhance the ground soldier suite of technologies. Future Combat
Systems network of military systems is interoperable with General Dynamics C4
systems. The system consists of eighteen individual systems, the network and the soldier.
A soldier linked to these systems is able to get a more accurate data and a clear picture of
what is happening around him.
The training force for the military (quantum 3D) is provided by augmented reality

Augmented reality
A technology that layers computer-generated enhancements to top an existing reality, in order to
make it more meaningful through the ability to interact with it, is called augmented reality.in the
real world, mobile devices and applications incorporate augmented reality in such a way that
they enhance one another and can be set apart easily. Augmented reality was first implemented
in 1957 by Morton Heiling, Cinematographer, who added visuals, sound, vibration and smell to
movies.
Score overlays on telecasted games and pop out three-dimensional emails, text messages, mobile
devices and photos are displayed using augmented reality. More amazing and revolutionary
things are being used by leaders of technology by using holograms and motion activated
commands. When a field trip is not possible in schools, educational value can be busted by actual
field trips by using augmented reality. Students have the opportunity to be immersed in the
learning experience from within a culturally-relevant perspective making the learning of the
student relevant educationally and personally.
Events that have occurred over time are represented in a way that examines the occurrence
overlap and influence one another. An example is the Interaction among troops for shifting
battlefronts at Gettysburg, how it can be represented. It is also possible to explore inaccessible
places to students because augment reality is a computer and technologically-driven field. Such
places include the space and the ocean floor.
Augmented reality is used in real- life environments, practical skills mastering, algorithms,
patient interview IV skills, intubation, defibrillation, needle cricothyrotomy, and direct patient
for interaction provision in the medical field.
Set of questions:
1.Why would one use a virtual reality rather than augmented reality?
2.Compare and contrast the advantages, disadvantages of wearable computers, virtual reality and
augmented reality.

ANSWER

The Choice Between Virtual Reality and Augmented Reality

Virtual reality (VR) and augmented reality (AR) are both powerful technologies that offer unique experiences and applications. While they share some similarities, there are distinct differences that make each suitable for specific use cases. Here are some reasons why one might choose virtual reality over augmented reality:

Immersive and Simulated Environments

Virtual reality provides users with a fully immersive and simulated environment. By wearing a head-mounted display (HMD) and using motion-tracking controllers, users can be transported to entirely virtual worlds. This level of immersion allows for complete escapism and the ability to explore and interact with virtual objects and scenarios. Virtual reality is particularly beneficial for applications where a fully controlled and immersive experience is desired, such as gaming, training simulations, and virtual tours.

Enhanced Visualization and Perception

Virtual reality creates a computer-generated environment that can offer a higher level of visual fidelity and realism compared to augmented reality. By eliminating real-world distractions, virtual reality can provide a more focused and enhanced visual experience (Hamad & Jia, 2022). This makes it suitable for applications where visualization and perception are critical, such as architectural design, medical simulations, and data visualization.

Total Control and Manipulation

 In virtual reality, users have full control over the virtual environment and can manipulate objects and scenarios. This level of control allows for interactive experiences and the ability to experiment with various scenarios and simulations. Virtual reality is often used in training simulations for high-risk professions, such as aviation, military, and medical fields, where precise control and manipulation are essential.

Privacy and Isolation

Virtual reality offers users the ability to completely isolate themselves from the real world. This can be beneficial in situations where privacy and personal space are important. Virtual reality experiences can be enjoyed individually, without the need for external distractions or interruptions. It also provides a level of confidentiality, making it suitable for therapeutic applications or sensitive training scenarios.

While virtual reality has its advantages, augmented reality also offers unique benefits in certain contexts. Augmented reality overlays virtual elements onto the real world, allowing users to interact with both virtual and real-world objects simultaneously. This technology is particularly useful for applications that require real-time contextual information, hands-free interaction, and spatial awareness.

It’s important to consider the specific requirements and goals of a project or application when deciding between virtual reality and augmented reality. Both technologies have their strengths and can be utilized effectively depending on the desired user experience and the intended application.

A Comparison of Wearable Computers, Virtual Reality, and Augmented Reality

Wearable computers, virtual reality, and augmented reality are all cutting-edge technologies that offer unique advantages and disadvantages. Here is a comparative analysis of these technologies:

Advantages of Wearable Computers

– Hands-Free Interaction: Wearable computers, such as smartwatches or smart glasses, provide a hands-free interaction experience, allowing users to access information and perform tasks without the need for physical devices.

– Real-Time Data: Wearable computers can provide real-time data and notifications, keeping users informed and connected to the digital world while on the move.

– Portability and Convenience: Wearable devices are designed to be lightweight and portable, allowing users to carry them effortlessly and have access to information anytime, anywhere.

– Health and Fitness Tracking: Many wearable devices have built-in sensors for monitoring health and fitness metrics, enabling users to track their activity levels, heart rate, sleep patterns, and more.

Disadvantages of Wearable Computers

– Limited Display and Input: Due to their small form factor, wearable devices often have limited screen real estate and input options, which can restrict the complexity and usability of applications.

– Battery Life: Wearable devices typically have limited battery life, requiring frequent recharging or battery replacements.

– User Interface Constraints: Interacting with wearable devices can be challenging, as they often rely on small touch screens, voice commands, or limited gesture controls, which may not offer the same level of convenience and ease as traditional interfaces.

Advantages of Virtual Reality

– Immersive Experience: Virtual reality provides a fully immersive experience by simulating a computer-generated environment, allowing users to explore and interact with virtual objects in a highly realistic and engaging manner (Lowood, 2023).

– Enhanced Visualization and Perception: Virtual reality offers high-quality visuals and spatial audio, enabling users to perceive and experience virtual environments with a greater sense of depth and realism.

– Training and Simulation: Virtual reality is extensively used for training simulations in fields such as aviation, healthcare, and military, where users can practice complex tasks and scenarios in a safe and controlled virtual environment.

– Entertainment and Gaming: Virtual reality offers unique and immersive gaming experiences, providing players with a heightened sense of presence and interactivity.

Disadvantages of Virtual Reality

– Cost and Equipment Requirements: Virtual reality systems can be costly, requiring high-performance computers, specialized headsets, and tracking equipment, making it less accessible to some users.

– Isolation and Disconnection: The immersive nature of virtual reality can lead to a sense of isolation and disconnection from the real world, limiting social interactions and potentially causing discomfort for some users.

– Motion Sickness and Simulation Fatigue: Extended use of virtual reality systems can cause motion sickness and simulation fatigue due to the sensory mismatch between virtual and physical movements.

– Limited Mobility: Virtual reality experiences often require users to be stationary or have limited physical mobility, as movement is typically restricted to a confined physical space.

Advantages of Augmented Reality

– Real-World Context: Augmented reality overlays virtual elements onto the real world, providing users with contextual information and enhancing their perception and understanding of the environment.

– Hands-Free Interaction: Augmented reality allows users to interact with virtual objects and information in a hands-free manner, as it can be integrated into wearable devices or accessed through mobile devices.

– Real-Time Assistance and Guidance: Augmented reality can provide real-time instructions, guidance, and supplementary information in various fields, such as maintenance, assembly, and navigation.

– Spatial Awareness: Augmented reality preserves users’ awareness of the real-world environment, enabling them to interact with virtual objects while maintaining a sense of spatial orientation (Aromaa et al., 2020).

Disadvantages of Augmented Reality

– Limited Field of View: Augmented reality experiences are often limited by the field of view provided by the display devices, which can restrict the size and complexity of virtual overlays.

– Technical Challenges: Augmented reality relies on accurate tracking, mapping, and registration of virtual elements with the real world, which can pose technical challenges, especially in dynamic or complex environments.

– Distractions and Safety Concerns: Augmented reality overlays virtual information onto the real world, which can cause distractions and safety concerns if users are not fully aware of their surroundings.

– Dependency on External Devices: Augmented reality experiences often require users to carry or wear additional devices, such as smartphones or smart glasses, which may not be convenient or practical in all situations.

In conclusion, wearable computers, virtual reality, and augmented reality offer distinct advantages and disadvantages depending on the specific use case and requirements. Wearable computers provide hands-free interaction and real-time data access, while virtual reality offers immersive experiences and training simulations. Augmented reality enhances real-world context and provides guidance and supplementary information. Understanding the strengths and limitations of these technologies is crucial for making informed decisions and harnessing their potential in various fields and industries.

References

Aromaa, S., Väätänen, A., Aaltonen, I., Goriachev, V., Helin, K., & Karjalainen, J. (2020). Awareness of the real-world environment when using augmented reality head-mounted display. Applied Ergonomics, 88, 103145. https://doi.org/10.1016/j.apergo.2020.103145 

Hamad, A., & Jia, B. (2022). How Virtual Reality Technology Has Changed Our Lives: An Overview of the Current and Potential Applications and Limitations. International Journal of Environmental Research and Public Health, 19(18), 11278. https://doi.org/10.3390/ijerph191811278 

Lowood, H. E. (2023, June 16). Virtual reality (VR) | Definition, Development, Technology, Examples, & Facts. Encyclopedia Britannica. https://www.britannica.com/technology/virtual-reality 

 

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