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Immersion into
virtual reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), educ ...
(VR) is a perception of being physically
present
The present (or here'' and ''now) is the time that is associated with the events perception, perceived directly and in the first time, not as a recollection (perceived more than once) or a speculation (predicted, hypothesis, uncertain). It is ...
in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other
stimuli
A stimulus is something that causes a physiological response. It may refer to:
*Stimulation
**Stimulus (physiology), something external that influences an activity
**Stimulus (psychology), a concept in behaviorism and perception
*Stimulus (economi ...
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)'s awareness of physical self is transformed by being surrounded in an artificial environment; used for describing partial or complete
suspension of disbelief
Suspension of disbelief, sometimes called willing suspension of disbelief, is the avoidance of critical thinking or logic in examining something unreal or impossible in reality, such as a work of speculative fiction, in order to believe it for ...
, 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
The International Game Developers Association (IGDA) is a nonprofit professional association whose stated mission is to "support and empower game developers around the world in achieving fulfilling and sustainable careers."
The IGDA is incorpo ...
,
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
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Presence, a term derived from the shortening of the original "
telepresence
Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance or effect of being present via telerobotics, at a place other than their true location.
Telepresence requires that the user ...
", 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, 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 t ...
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 slurries) by opening, closing, or partially obstructing various passageways. Valves are technically fittings ...
, 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) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be de ...
(AR)[
* Mixed reality (MR)][
* 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. 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 ye ...
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 rea ...
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 remotely manipulated tasks. Developed in the early 1990s by Louis Rosenberg ...
, which was the first fully immersive augmented reality
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be de ...
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 a ...
. 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 Oculus (a term from Latin ''oculus'', meaning 'eye'), may refer to the following
Architecture
* Oculus (architecture), a circular opening in the centre of a dome or in a wall
Arts, entertainment, and media
* ''Oculus'' (film), a 2013 American ...
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 an online social media and social networking service owned by American company Meta Platforms. Founded in 2004 by Mark Zuckerberg with fellow Harvard College students and roommates Eduardo Saverin, Andrew McCollum, Dustin M ...
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 brand of smart glasses developed and sold by Google. It was developed by X (previously Google X), with the mission of producing an ubiquitous computer. Google Glass displays information to the wearer using ...
. 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 simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), educ ...
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 game A pervasive game is one where the gaming experience is extended out in the real world, or where the fictive world in which the game takes place blends with the physical world. The "It's Alive" mobile games company described pervasive games as "game ...
s 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 videogames
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback ...
, such as''Vader Immortal
''Vader Immortal: A Star Wars VR Series'' is a series of three virtual reality adventure games originally released on May 21, September 25, and November 21, 2019, respectively, for the Oculus Quest and Rift systems. A Playstation VR version was ...
'', ''Trover Saves the Universe
''Trover Saves the Universe'' is a 2019 action platform game developed and published by Squanch Games for Microsoft Windows, PlayStation 4, Nintendo Switch, Xbox One and Oculus Quest. Envisioned as a comedy game, the title features an optional vir ...
'', and '' No Man's Sky''. 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 ) is an American business magnate, internet entrepreneur, and philanthropist. He is known for co-founding the social media website Facebook and its parent company Meta Platforms (formerly Facebook, Inc.), o ...
, founder/creator of Facebook
Facebook is an online social media and social networking service owned by American company Meta Platforms. Founded in 2004 by Mark Zuckerberg with fellow Harvard College students and roommates Eduardo Saverin, Andrew McCollum, Dustin M ...
, 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 videogames. Completely immersing users into their favorite game, HMD's have allowed individuals to experience the realm of videogames in an entirely new light. Current videogames 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 world through the detection of Stimulus (physiology), stimuli. (For example, in the human body, the brain which is part of the cen ...
s to create perceptually real sensations. Some vision technologies are 3D display
A 3D display is a display device capable of conveying depth perception, depth to the viewer. Many 3D displays are stereoscopic displays, which produce a basic 3D effect by means of stereopsis, but can cause eye strain and visual fatigue. Newer ...
s, fulldomes, head-mounted displays, and holography. 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-dimensio ...
s, high-resolution audio
High-resolution audio (high-definition audio or HD audio) is a term for audio files with greater than 44.1 kHz sample rate or higher than 16-bit audio bit depth. It commonly refers to 96 or 192 kHz sample rates. However, there also exi ...
, and surround sound. Haptic technology 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 a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. It is a subdiscipline of computer vision. Gestures can originate from any bodily motion or sta ...
, omnidirectional treadmills, 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 with the m ...
.
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 intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech 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
, mottoeng = Fortune favours the bold
, established = 1823 – Liverpool Mechanics' School of Arts1992 – Liverpool John Moores University
, type = Public
, endowment =
, coor ...
'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 sale to business or institutional customers. A retailer purchases goods in large quantities from manufacturers, directly or through a wholesaler, and t ...
and e-commerce
E-commerce (electronic commerce) is the activity of electronically buying or selling of products on online services or over the Internet. E-commerce draws on technologies such as mobile commerce, electronic funds transfer, supply chain manageme ...
, the adult industry
The sex industry (also called the sex trade) consists of businesses that either directly or indirectly provide sex-related products and services or adult entertainment. The industry includes activities involving direct provision of sex-related ...
, art
Art is a diverse range of human activity, and resulting product, that involves creative or imaginative talent expressive of technical proficiency, beauty, emotional power, or conceptual ideas.
There is no generally agreed definition of wha ...
, entertainment
Entertainment is a form of activity that holds the attention and interest of an audience or gives pleasure and delight. It can be an idea or a task, but is more likely to be one of the activities or events that have developed over thousa ...
and video games
Video games, also known as computer games, are electronic games 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 gener ...
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 (a ...
, military
A military, also known collectively as armed forces, is a heavily armed, highly organized force primarily intended for warfare. It is typically authorized and maintained by a sovereign state, with its members identifiable by their distinct ...
, education
Education is a purposeful activity directed at achieving certain aims, such as transmitting knowledge or fostering skills and character traits. These aims may include the development of understanding, rationality, kindness, and honesty. Va ...
, and medicine
Medicine is the science and practice of caring for a patient, managing the diagnosis, prognosis, prevention, treatment, palliation of their injury or disease, and promoting their health. Medicine encompasses a variety of health care pract ...
. 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. The number of species within the genus is disputed. Three species may be recognized: ''Cannabis sativa'', '' C. indica'', and '' C. ruderalis''. Alternatively ...
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, 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. As the world of immersive technology becomes deeper and more intense this will be a growing concern for consumers and governments alike as to how to regulate this industry. Because all these technology is immersive and therefore not taking place in real life the application and or problems that come with the developing industry are something to keep an eye on. For example, Legal systems debate on topics of virtual crime, and whether it is ethical to permit illegal behavior such as rape in a simulated environment, this is relative to the adult industry
The sex industry (also called the sex trade) consists of businesses that either directly or indirectly provide sex-related products and services or adult entertainment. The industry includes activities involving direct provision of sex-related ...
, art
Art is a diverse range of human activity, and resulting product, that involves creative or imaginative talent expressive of technical proficiency, beauty, emotional power, or conceptual ideas.
There is no generally agreed definition of wha ...
, entertainment
Entertainment is a form of activity that holds the attention and interest of an audience or gives pleasure and delight. It can be an idea or a task, but is more likely to be one of the activities or events that have developed over thousa ...
and video games
Video games, also known as computer games, are electronic games 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 gener ...
industries.
Immersive virtual reality
Immersive virtual reality is a hypothetical future technology that exists today as virtual reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), educ ...
art projects, for the most part. It consists of immersion in an artificial
Artificiality (the state of being artificial or manmade) is the state of being the product of intentional human manufacture, rather than occurring naturally through processes not involving or requiring human activity.
Connotations
Artificiality ...
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 normal.
Human diurnality means most peop ...
.
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 simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), educ ...
in the nervous system
In biology, the nervous system is the highly complex part of an animal that coordinates its actions and sensory information by transmitting signals to and from different parts of its body. The nervous system detects environmental changes th ...
directly. In functionalism/conventional biology
Biology is the scientific study of life. It is a natural science with a broad scope but has several unifying themes that tie it together as a single, coherent field. For instance, all organisms are made up of cells that process hereditary i ...
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) in the peripheral nervous system.
A nerve transmits electrical impulses. It is the basic unit of the peripheral nervous system. A nerve provides a common pathway for the e ...
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 and spinal cord. The CNS is so named because the brain integrates the received information and coordinates and influences the activity of all par ...
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 handled ...
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.
;Ability to manipulate CNS
The central nervous system
The central nervous system (CNS) is the part of the nervous system consisting primarily of the brain and spinal cord. The CNS is so named because the brain integrates the received information and coordinates and influences the activity of all par ...
would obviously need to be manipulated. Whilst non-invasive devices using radiation have been postulated, invasive cybernetic implants are likely to become available sooner and be more accurate.
Molecular nanotechnology is likely to provide the degree of precision required and could allow the implant to be built inside the body rather than be inserted by an operation.
;Computer hardware/software to process inputs/outputs
A very powerful computer would be necessary for processing virtual reality complex enough to be nearly indistinguishable from everyday life and interacting with central nervous system fast enough.
Immersive digital environments
An immersive digital environment is an artificial
Artificiality (the state of being artificial or manmade) is the state of being the product of intentional human manufacture, rather than occurring naturally through processes not involving or requiring human activity.
Connotations
Artificiality ...
, 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
Scene (from Ancient Greek, Greek σκηνή ''skēnḗ'') may refer to:
Arts, entertainment, and media Music
*Scene (subculture), a youth subculture from the early 2000s characterized by a distinct music and style. Groups and performers
* The S ...
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 f ...
or 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, including planets, stars, galaxies, and all other forms of matter and energy. The Big Bang theory is the prevailing cosmological description of the development of the universe. Acc ...
". 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, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for th ...
, surround sound, 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
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 ...
(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 and training programs such as flight and driving
Driving is the controlled operation and movement of a vehicle, including cars, motorcycles, trucks, buses, and bicycles. Permission to drive on public highways is granted based on a set of conditions being met and drivers are required to fol ...
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 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 as of 2018.
There are two populations: One is found in the Virunga volcanic mountains of Central/ ...
s. Or training versions such as one which simulates taking a ride through human arteries and the heart
The heart is a muscular organ in most animals. This organ pumps blood through the blood vessels of the circulatory system. The pumped blood carries oxygen and nutrients to the body, while carrying metabolic waste such as carbon dioxide t ...
to witness the buildup of plaque and thus learn about cholesterol
Cholesterol is any of a class of certain organic molecules called lipids. It is a sterol (or modified steroid), a type of lipid. Cholesterol is biosynthesized by all animal cells and is an essential structural component of animal cell mem ...
and health.
In parallel with scientist, artists like Knowbotic Research, Donna Cox, Rebecca Allen Rebecca Allen may refer to:
*Rebecca Allen (artist) (born 1954), American international artist
*Rebecca Allen (basketball) (born 1992), Australian basketball player
{{Hndis, Allen, Rebecca ...
, Robbie Cooper
Robbie Cooper (born 1969) is a British artist working in various media, including photography, video and video game modifications.
He was educated in Kenya and the UK, before studying media production at Bournemouth College of Art. In 2002 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
A cave or cavern is a natural void in the ground, specifically a space large enough for a human to enter. Caves often form by the weathering of rock and often extend deep underground. The word ''cave'' can refer to smaller openings such as sea ...
, and the use of virtual reality headset
A virtual reality headset (or VR headset) is a head-mounted device that provides virtual reality for the wearer. VR headsets are widely used with VR video games but they are also used in other applications, including simulators and trainers. VR ...
s for viewing movies, with head-tracking and computer control of the image presented, so that the viewer appears to be inside the scene. The next generation is VIRTSIM, which achieves total immersion through motion capture
Motion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robo ...
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 in order to provide better indoor environmental quality (IEQ), energy-efficient built environments, and occupant comfort and satisfaction. ''Building physics, architec ...
, 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 the imitation of the operation of a real-world process or system over time. Simulations require the use of Conceptual model, models; the model represents the key characteristics or behaviors of the selected system or proc ...
s and building information modeling
Building information modeling (BIM) is a process supported by various tools, technologies and contracts involving the generation and management of digital representations of physical and functional characteristics of places. Building informatio ...
visualization. Head-mounted displays (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 and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software i ...
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 device that provides virtual reality for the wearer. VR headsets are widely used with VR video games but they are also used in other applications, including simulators and trainers. VR ...
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 Immersive design (Experimental Design) describes design work which ranges in levels of interaction and leads users to be fully absorbed in an experience. This form of design involves the use of VR (Virtual Reality), AR ( Augmented reality), and MR ( ...
tools to model various building elements in virtual reality CAD
Computer-aided design (CAD) is the use of computers (or ) to aid in the creation, modification, analysis, or optimization of a design. This software is used to increase the productivity of the designer, improve the quality of design, improve co ...
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 generally the detailed organization and implementation of a complex operation. In a general business sense, logistics manages the flow of goods between the point of origin and the point of consumption to meet the requirements of ...
. 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)
The Internet of things (IoT) describes physical objects (or groups of such objects) with sensors, processing ability, software and other technologies that connect and exchange data with other devices and systems over the Internet or other comm ...
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 daylig ...
, virtual reality headsets have been used investigate the influence of façade
A façade () (also written facade) is generally the front part or exterior of a building. It is a Loanword, loan word from the French language, French (), which means 'frontage' or 'face'.
In architecture, the façade of a building is often t ...
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 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) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be de ...
applications have been designed for finite element analysis
The finite element method (FEM) is a popular method for numerically solving differential equations arising in engineering and mathematical modeling. Typical problem areas of interest include the traditional fields of structural analysis, heat ...
of shell structures. Using stylus
A stylus (plural styli or styluses) is a writing utensil or a small tool for some other form of marking or shaping, for example, in pottery. It can also be a computer accessory that is used to assist in navigating or providing more precision w ...
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 Simulator sickness is a subset of motion sickness that is typically experienced while playing video games from first-person perspective. It was discovered in the context of aircraft pilots who undergo training for extended periods of time in flight ...
, 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 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 engage in certain behaviors, one of which is the usage of a drug, despite substantial harm and other negative consequences. Repetitive drug use o ...
, isolation and mood changes are also discussed to be side-effects caused by immersive virtual reality.
See also
* Alternate reality game
* Environmental sculpture
* Fisheye lens
A fisheye lens is an ultra wide-angle lens that produces strong visual distortion intended to create a wide panoramic or hemispherical image. Fisheye lenses achieve extremely wide angles of view, well beyond any rectilinear lens. Instead of pr ...
* Interactive art
Interactive art is a form of art that involves the spectator in a way that allows the art to achieve its purpose. Some interactive art installations achieve this by letting the observer walk through, over or around them; others ask the artist ...
* Narrative transportation
* MSG Sphere
* Neo-conceptual art
Neo-conceptual art describes art practices in the 1980s and particularly 1990s to date that derive from the conceptual art movement of the 1960s and 1970s. These subsequent initiatives have included the Moscow Conceptualists, United States neo-c ...
* Oculus Oculus (a term from Latin ''oculus'', meaning 'eye'), may refer to the following
Architecture
* Oculus (architecture), a circular opening in the centre of a dome or in a wall
Arts, entertainment, and media
* ''Oculus'' (film), a 2013 American ...
* 70mm film
* Simulated reality
The simulation theory is the hypothesis that reality could be simulated—for example by quantum computer simulation—to a degree indistinguishable from "true" reality. It could contain conscious minds that may or may not know that they live i ...
* Sound art
* Sound installation
Sound art is an artistic activity in which sound is utilized as a primary medium or material. Like many genres of contemporary art, sound art may be interdisciplinary in nature, or be used in hybrid forms. According to Brandon LaBelle, sound art ...
* Super Panavision 70
* Douglas Trumbull
* Video installation
* Virtual art
Virtual art is a term for the virtualization of art, made with the technical media developed at the end of the 1980s (or a bit before, in some cases). These include human-machine interfaces such as visualization casks, stereoscopic spectacles and s ...
* Volumetric video
Volumetric capture or volumetric video is a technique that captures a three-dimensional space, such as a location or performance. This type of volumography acquires data that can be viewed on flat screens as well as using 3D displays and VR go ...
References
Further reading
media.ford.com
on.aol.com
Reyes, Stephanie. "Ford brings virtual reality presentation to UCF.", September 2012.
* Christiane Paul
Christiane Paul (; born 8 March 1974 in Berlin-Pankow) is a German film, television and stage actress.
Paul first worked as a model for magazines such as ''Bravo''. She was 17 when she obtained her first leading role in the film '. Prior to he ...
, ''Digital Art'', Thames & Hudson Ltd.
* Oliver Grau
Oliver Grau (born 24 October 1965) is a German art historian and media theoretician with a focus on image science, modernity and media art as well as culture of the 19th century and Italian art of the Renaissance. Main Areas of Research are: Dig ...
, "Virtual Art: From Illusion to Immersion" MIT-Press, Cambridge 2003
* Timothy Murray, Derrick de Kerckhove, Oliver Grau
Oliver Grau (born 24 October 1965) is a German art historian and media theoretician with a focus on image science, modernity and media art as well as culture of the 19th century and Italian art of the Renaissance. Main Areas of Research are: Dig ...
, Kristine Stiles
Kristine Stiles (born Kristine Elaine Dolan in Denver, Colorado, 1947) is the France Family Distinguished Professor of Art, Art History and Visual Studies at Duke University. She is an art historian, curator, and artist specializing in global cont ...
, Jean-Baptiste Barrière, Dominique Moulon, ''Maurice Benayoun Open Art'', Nouvelles éditions Scala, 2011, French version,
* Allen Varney, (August 8, 2006). "Immersion Unexplained" in "The Escapist"
* Frank Popper, "From Technological to Virtual Art", MIT Press. .
* Oliver Grau
Oliver Grau (born 24 October 1965) is a German art historian and media theoretician with a focus on image science, modernity and media art as well as culture of the 19th century and Italian art of the Renaissance. Main Areas of Research are: Dig ...
(Ed.), ''Media Art Histories'', MIT-Press, Cambridge 2007
* Joseph Nechvatal, "Immersive Excess in the Apse of Lascaux", Technonoetic Arts 3, no3. 2005
*
*
* Edward A. Shanken
Edward A. Shanken (born 1964) is an American art historian, whose work focuses on the entwinement of art, science and technology, with a focus on experimental new media art and visual culture. Shanken is Professor, Arts Division, at UC Santa Cru ...
, ''Art and Electronic Media''. London: Phaidon, 2009.
* Joseph Nechvatal ''Towards an Immersive Intelligence: Essays on the Work of Art in the Age of Computer Technology and Virtual Reality (1993–2006)''. Edgewise Press. New York, N.Y. 2009
* Joseph Nechvatal, ''Immersive Ideals / Critical Distances''. LAP Lambert Academic Publishing. 2009
External links
Annual Summit on Immersive Technology
pdf download of Joseph Nechvatal's text book: ''Immersive Ideals / Critical Distances''. LAP Lambert Academic Publishing. 2009
Audio and Game Immersion
PhD thesis about game audio (the IEZA Framework) and immersion.
Immersive Education Initiative
Immersive Design Conference
International Symposium on Mixed and Augmented Reality (ISMAR)
Immersive Infotech
Immersive Learning Research Network
{{Mixed reality
Virtual reality
Game terminology
Visual arts genres
Contemporary art
Emerging technologies
Technology assessments
New media
New media art
American art
Conceptual art
Sound
Articles containing video clips