Virtual Reality (VR) is a computer technology that is used to create simulated digital environments. VR allows users to be immersed inside a digital experience, which has made the technology immensely popular in the movie and gaming industries. There are also promising signs that VR can prove useful in the fields of design, education, and healthcare. Among the many companies that have ventured into the virtual reality industry, Microsoft and Google seem to be the most likely companies to dominate in it.
Google’s introduction of the first Daydream headset marked the company’s entry into the virtual reality industry. The company’s original intention was to create VR experiences that would welcome fans, regardless of their familiarity with VR, thus potentially appealing to a broader audience. Since then, the company has experimented with numerous VR experiences, which have revolutionized the way users interact with the content and ensured a stable and diverse customer base.
Currently, Google is the leading search engine company, and there are signs that the company might emerge as one of the heavyweights in the virtual reality industry (“The 30 Best VR Companies”). Recently, the company released new models of VR headsets: Google Daydream View and Google Cardboard. Both headsets are specifically made to connect with most smart devices (including Android phones and tablets), and they can easily interact with different applications. Another VR product released by Google is the 360-degree trailer, which automatically leads viewers from a movie trailer to an immersive experience. Google shows no intentions of exiting the VR industry and is considering dropping or replacing some products with better alternatives (“AR & VR Home”). For example, there are reports that the company may stop updating the Daydream view software. Hence, one may safely assume that Google will continue improving and strengthening its positions in this field.
Microsoft is another company that has shown consistent interest in the VR industry. This company, unlike Google, has ventured into the Augmented Reality (AR) industry. The 2015 release of Windows Mixed Reality showed Microsoft’s intent to dominate both industries. Introduced as part of the Windows 10 package, the mixed reality platform provides both VR and AR experiences. Microsoft has released numerous third-party devices to support Windows Mixed Reality (“VR & Mixed Reality”). A brilliant example is Microsoft HoloLens, a headset device that supports both practical applications and gaming.
With HoloLens, users can interact with third dimension holograms while simultaneously engaging with digital content. While the HoloLens has many comparable features to Google’s VR devices (especially Google glass), it is not designed to move you to a virtual world completely. Instead, you can see digital elements and, at the same time, interact with their physical environment. An open media player on Windows Mixed Reality, for example, might be seen sitting on a chair.
Overall, HoloLens comes standard with more features than most Google VR devices. For instance, it has an inbuilt game controller, gyroscope, gesture control, and accelerometer. Google’s Cardboard is superior in terms of connectivity since it connects to both iOS and Android devices. Moving forward, Microsoft is considering upgrading the Windows Mixed Reality platform to transmit 3D models of the environment remotely. Such an upgrade is likely to tighten Microsoft’s grip on the VR industry since the technology would allow people to have face-to-face virtual communication regardless of their location.
Heading into a future where interest in VR experiences is likely to develop further, Google and Microsoft are perfectly poised to shape and dominate the industry. While sales for such devices as Windows Mixed Reality and DayDream view are still low, Google and Microsoft show intentions of slowing down their investment. The future of the VR industry is still unknown, but there is no doubt that Microsoft and Google will be part of it.
According to Giebels, concurrent engineering refers to the design of a product’s lifecycle through the use of design team, production tools and automated engineering (46). The concept of concurrent engineering emphasizes on the interdependence between equipment and people in the design and lifecycle of a product. Developing a unique product design requires a close coordination between human resource and machines.
Phases of concurrent engineering
In the manufacturing sector, firms have come to realize that people must work closely with the machines to help in reducing operational costs, and improving quality of the products (Micky 12). The figure below shows different phases of concurrent engineering.
Figure 1: Phases of concurrent engineering
Source (Sullivan, Erevelles, and Gwan 2)
As shown in the figure above, the initial stage of concurrent engineering is the identification of the components of the design system. They include the machines and people who are expected to take part in the design of a given product. As Dickey says, the computers used must be relevant to the product that is to be designed (World 206). It must have the relevant software and capacity to come up with the exact features desired of the product.
The people involved must know what they are looking for out of a produc. They must also know how to use the computers to come up with the designed which is desired. The second step is the design itself. According to Turkle, this is one of the most complex stages of concurrent engineering (82). At this stage, the designers will try to come up with a product that is new in the market.
It is important to note that the computers used do not come up with the design of a product. They only aid in the process of developing the design. The designers must think of the right features of the product, including shape, size, color, and other designs of the product. It may take a long time to design an acceptable product that is acceptable in the market.
The next step is the development of a prototype. In many cases, Condric says that a team of designers may not come up with a successful product in the first attempt (340). For instance, the first prototype may meet the primary needs of the target customers but may fail in other aspects. The team may be required to adjust the prototype till it meets the expectations of the targeted customers.
The fourth step is the initial production where samples of the product are taken to the market to test its acceptability. If it is accepted, then the final stage will be to launch it (Holden 202). During the launch, the product is manufactured in mass and distributed to different markets.
Applications of Concurrent Engineering
Concurrent engineering is applied in the manufacturing sector (Ylvisaker 15). The main advantage of this technology is that it helps manufacturers to design products which meet the expectations of the customers in the best way possible by including all the features that they desire using computers. It makes the manufacturing process simpler than when using traditional methods.
The Platform
Concurrent engineering is based on integration of computers and designers when developing new products (Lehdonvirta 62). These two components must work together to achieve success.
Relationship of concurrent engineering and computer-aided designs
The computer-aided design is a process of concurrent engineering. It falls under the second phase of design in concurrent engineering.
Gaps of current concurrent manufacturing
Gaps in the current concurrent engineering may need to be addressed to help enhance its application in designing products. Ylvisaker identifies one of the gaps as the inability of the designers to test their products in a virtual world (41). It forces them to produce a prototype to test the effectiveness of the product. Another gap is the limited knowledge of the current designers when it comes to using computers.
Computer-Aided Designs (CAD)
Computer aided-designs have become very popular due to the advancement of information technology. Xu and Miro define computer-aided designs as “The use of information technology (IT) in the Design process” (544). As the name suggests, the designers rely on computers to generate product designs that meet the expectation of the stakeholders.
Salmon says that the designer plays a central role in the entire process, from the initial stage of problem identification to the final stage of implementation (72). He/she acts as the driver with a clear vision of the final destination of the process. In many cases, the design process may involve many experts.
Some experts may be specialized on the components and structure of the product while others may be specialized on shape and color. The use of computers makes it possible to come up with complex designs within a very short time (Salt, Atkins, and Blackall 84). Given the fact that the initial products will be developed in a virtual world, wastage is also eliminated.
Features of computer-aided designs
Computer-aided designs have unique features that make them relevant in the current manufacturing setting. According to Bordegoni and Rizzi, CAD uses digital sketching in a virtual world (49). This is completely different from what is the case when using traditional design tools. It makes it possible to come up with different sketches of a product within a short time. The designer can experiment with different designs before identifying the one which is appropriate.
Bartle says that CAD uses flexible modeling tools that fit in different contexts (117). In the past, designers had to use tools tailored to act in a given way. However, this changed with the invention of CAD. Designers now have the liberty to come up with distinctive products using different approaches. They can experiment with different methods before coming up with the right product.
The use of computer-aided designs has brought about unprecedented realism in a virtual world of design (Grenfell and Idda 38). It facilitates visualization of design in a way that makes it appear as real as possible. One of the main challenges that were witnessed in the initial stages of using computers in the design processes was that the designs shown in the computers were slightly different from the actual designs of the product given as the prototype.
The model helps the designers to view the product in all angles before authorizing the production of the prototype. Other important features of CAD include accuracy, quality, and precision in product development (Ortiz-Catalan at al. 41). This technology emphasizes on precision when it comes to issues such as color, size, shape, weight, and other dimensions of a product. The precision helps in enhancing product quality. It also promotes standardization of the products delivered to customers.
Usages of computer-aided designs
Computer-aided design is majorly used in companies at the design stage of product development. It is a popular technology among large-scale manufacturers (Dittmer 145). This technology is also used by people practicing fine arts.
Limitations of computer-aided designs
The main limitation when it comes to using computer-aided designs is the need for special expertise. The designers must have the capacity to use complex computer programs to come up with products. In many cases, it may force a firm to spend more in training its designers on how to use new software.
Virtual Reality (VR)
Bilalis defines virtual reality as “Computer based, interactive, multi-sensory environment that occurs in real time” (3). This technology uses computer software and hardware to create an environment that appears to be in the real-world. Virtual reality is used in various fields, from communication to trade and manufacturing. Its ability to create a virtual environment that appears to be real environment to the users is its most outstanding feature.
Differences between CAD and VR
Computer-aided designs and virtual reality technologies have one fundamental difference. A person using virtual reality will feel to be part of the virtual environment. It means that when one is using VR technology to design a product, he/she will be able to feel the product as it changes from one stage to the next (Savin-Baden at al. 56).
The designer and the product under development will be in the same world. This is not the case with computer-aided designs where designer and the product are in different worlds till the stage where a prototype is produced.
How VR can overcome limitations of CAD
It was mentioned that sometimes the product seen in the computer when using CAD technology may have different features from the one produced because the product and the designer are in different world. This limitation is addressed using VR technology (Savin-Baden 55). The product seen in the virtual world will be the same as that which is finally produced.
How VR can be a successful part of concurrent manufacturing
Virtual reality can be successful part of concurrent manufacturing, especially in the design process (Dickey Teaching 110). It can help designers to come up with superior products in a virtual world that meets the expectation of customers.
Bilalis, Nicos. Computer-Aided Design. New Jersey: John Wiley & Sons, 2000. Print.
Bordegoni, Monica, and Caterina Rizzi. Innovation in Product Design from CAD to Virtual Prototyping. London: Springer, 2011. Print.
Condric, Katherine. “Using Second Life as a training tool in an academic library.” The Reference Librarian 50.4 (2009): 333-345. Print.
Dickey, Moses. “Teaching in 3D: Pedagogical affordances and constraints of 3D virtual worlds for synchronous distance learning.” Distance Education 24.1 (2003): 105-121. Print.
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Dittmer, Jones. “Immersive virtual worlds in university-level human geography courses.” International Research in Geographical and Environmental Education 19.2 (2010): 139-154. Print.
Giebels, Mark. Eto Plan: a Concept for Concurrent Manufacturing, Planning and Control. Netherlands: Print Partners Ipskamp, 2000. Print.
Grenfell, James, & Warren Idda. “Virtual worlds to enhance student engagement.” The international journal of technology, knowledge and society 6.1 (2010): 25-40. Print.
Holden, Mike. “Virtual environments for motor rehabilitation: review.” Cyberpsychol Behavior 8.3 (2005): 187–211. Print.
Lehdonvirta, Vincent. “Virtual worlds don’t exist: Questioning the dichotomous approach in MMO studies.” The International Journal of Computer Game Research 10.1 (2010): 34-89. Print.
Ortiz-Catalan, Max, Sharon Nijenhuis, Kurt Ambrosch, Thamar Bovend, Sebastian Koenig, and Belinda Lange. Virtual Reality. Berlin: Springer, 2014. Print.
Salmon, George. E-Moderating: The Key to Teaching and Learning Online. London: Routledge Falmer, 2004. Print.
Salt, Ben, Clare Atkins, and Leigh Blackall. Engaging with Second Life: Real Education in a Virtual World. San Francisco: Wiley, 2008. Print.
Savin-Baden, Maggi. A Practical Guide to Using Second Life in Higher Education. Maidenhead: McGraw-Hill, 2010. Print.
Savin-Baden, Maggi, Katherine Wimpenny, Matt Mawer, Nicole Steils, Cathy Tombs, and Gamma Tombs. Reviewing Perspectives on Virtual Worlds: Learning Innovation Research Group. Maidenhead: McGraw Hill, 2012. Print.
Sullivan, Laura, Winston Erevelles, and Lai Gwan. Implementing Concurrent Engineering through Rapid Prototyping and Manufacturing – An NSF-Funded Project. New York: Cengage, 2003. Print.
Turkle, Sammy. The Second Self: Computers and the Human Spirit. Cambridge: MIT Press, 2005. Print.
Xu, Xun, and Duhovic Miro. “Computer-aided Concurrent Environment for Manufacturing Education.” International Journal of Engineering Education 20.4 (2004): 543-551. Print.
Ylvisaker Micky. “Context-sensitive cognitive rehabilitation after brain injury: theory and practice.” Brain Impair 4.1 (2003): 1-16. Print.
Osmose is a mechanically innovative and visually extraordinary imitation of a sequence of broadly diverging essential and recorded places: an organic/vegetal, insubstantial sphere Osmose nurtures a user interface — a fundamental constraint of computer-generated graphic arts — at a degree, which is still unrivaled; an self-determining discourse could be inscribed on this feature of a sequence of broadly diverging essential and recorded places: an organic/vegetal, insubstantial sphere Osmose is an immersive interactive environs, “involving head mounted display (HMD), 3-D computer graphics, and interactive sound, which can be explored synaesthetically” (Grau, 2003, p. 195). On the following position, the installment suggests the invitees a chance to trail the discrete interactor’s voyage of imageries from end to end of this counterpart of natural surroundings. By the means of the specialized polarized spectacles, the visitors observe his or her repetitively moving perceptions of the three-dimensional imagery domains on a huge scale projection display. The imageries are produced entirely by the interactor, the mobile shadow of whom can be distinguished weakly on a windowpane of frosted glass (Davies, 2014). The isolation of the interactor is premeditated because it exaggerates the specific involvement of the cybernetic universe (Davies, 1997).
Osmose suggests a completely innovative and original authenticity, a flow of alternative realities, which, through corporeal and cerebral existence in the duplicate universe, produce a synthesis and an instant of divine existence; this relates to virtually every historic place of immersion. Despite the fact that Osmose generates meditative imitations, even reflective impacts, this kind of art response does signify a substantial novelty. The figure is affected polysensually, and immersion is created with the methods of delusion. The full-body enclosure requires, regardless of the sexual characteristics of the immersant, that the spectator renounce detached and held in reserve knowledge of art and, as a substitute, accept unconventional, mind-intensifying, or mind-besetting, the involvement of imageries. As a consequence, the figure of immersive art is exposed as positioned inside a bipolar area of rigidity.
In the most cases, achieved by the means of severe exercise in meditation methods, such circumstances result in a downfall of usual insights in favor of substitute susceptibilities. While these appear to be less effectual in positions of organic or mental existence, the doctors acknowledge that they license involvement of features of realism up to that time unnoticed. “The experience of these unusual sensibilities includes: an intense sense of “realness,” as when inner stimuli become more real than objects; transcendence of time and space; unusual modes of perception; feelings of undifferentiated unity or merging (e.g., a breakdown of distinctions between things and/or the self and the world); ineffability or verbal indescribability; a profound sense of joy or euphoria; a paradoxical sense of being in and out of the body” (Davies, 1997, p. 145). These uncommon perceptions are unnervingly comparable to what many individuals state they have practiced throughout engagement in Osmose. After becoming acquainted with the crossing point of inhalation and stability, a lot of people come to be determined by performing, journeying in order to to observe as much as thinkable in what seems to be a postponement of ordinary objective-targeted, action-based performance. Nonetheless, after a small period of time, most people experience a slight change in their behavior.
One of the primary targets of Osmose is to consent the integration of dissimilar replicas and to establish the design process approaches by the means of procedure integration methods and multi-detached thermo-economic development methods (Media Art Tube, 2009). Despite the three present distinguishing qualities of digital media, such as integration, interactivity, and immersion, the project Osmose does not possess a prearranged linear narrative; as a result, there are a nonlinear means of data exchange that contains visual, audial, cinematographic, and script information; thus Osmose possess another distinguishing quality of digital media – hypermedia.
References
Davies, C. (1997). Changing space: Virtual reality as an arena of embodied being. In J. Beckman (Eds.), The Virtual Dimension: Architecture, Representation, and Crash Culture (pp. 144-155). New York, New York: Princeton Architectural Press.
Over the past 3 decades, building design has become increasingly complex due to the necessity of having to incorporate both the technological aspect of modern living (i.e. electrical wires, telecommunication systems, and interior ventilation) as well as the increasing popularity of built in appliances and furniture (i.e. hidden storage spaces, movable beds, etc.).
This, according to Goulding et al. (2012), has lead to numerous problems within the industry wherein architects, builders and engineers alike need to deal with having to translate complex 2D designs on paper into a working and functioning interior and exterior of a building in real life (Goulding et al. 2012, pp. 103-116).
Not only that, one of the more unfortunate trends in the present day construction industry is the need to construct buildings within a relatively short period of time in order to save on the cost of labor and utilities.
As a result, some construction projects tend to run 24 hours a day with multiple labor shifts being implemented in order to ensure that the building is completed as fast as possible.
Li et al. (2003) states that such a method of construction, while impressive in terms of cost savings and completion time, can lead to mistakes in the building design since supervisors cannot be around 24 hours a day to ensure that the designs are completed according to their specifications (Li et al. 2003, p. 561).
Another factor that should be taken into consideration is the fact that many constructions companies around the world, particularly those in China and the Middle East, tend to hire foreign design firms in order to create visually stunning buildings that have complex inner workings.
At times the normal working relationship between an architect, the building’s engineers and laborers does not exist since the architect is on another continent and has merely provided the designs necessary for the building’s construction and nothing more.
It is due to the factors that have been mentioned that it is necessary for a new system to be implemented that allows for the visualization of the design as well as allows for better collaboration between the architect, engineers and builders to ensure that the design elements, both aesthetic and functional, are implemented in the right way when a building is being constructed.
Historical Background
Originally, the use of virtual reality in construction within the past decade has been limited to 3D object design wherein separate 3D representations of the exterior and interior of the buildings are designed utilizing 3D Max and other types of software in order to create a representation of what the interior and exterior of the building is supposed to look like (Qinping 2011, pp. 116-118).
Such systems though have been limited to a primarily video based format with no level of interactivity being incorporated into the representation.
It merely shows how the design is supposed to look like but does not create an accurate gauge of how particular types of design implements are supposed to be implemented (Animesh et al. 2011, pp. 789-A3).
It also did not give a sufficient approximation of space and was universally panned by various architects as a waste of resources due to the amount of time that was needed in order to create a 3D model that could actually be considered an accurate representation.
While it continues to be in use within the industry till this very day, its use has been limited to interior design such as helping engineers determine how elements such as fixtures, lighting and other such elements should be implemented.
Over the past 4 years though, there has been considerable progress in implementing more technologically complex methods in construction wherein 3D virtual reality technology has been utilized in urban planning as well as transport projects in various countries such as Japan and France (Grant 2010, pp. 60-65).
This type of technology utilizes graphics systems such as CAD, CAM and EDA in order to create a realistic 3D representation of urban landscapes in order to help city planners see how certain types of planned infrastructure projects would impact particular cities (Grant 2010, pp. 60-65).
While lacking in the immersive quality of a true 3D experience, this iteration of the technology at the present does show its viability as a means of enabling architects and engineers alike to get a better visual grasp of how a particular building project will look like when established within a cityscape as well as its overall visual appeal.
It should be noted though that this iteration of the technology, while effective in showing cityscape perspective, is severely lacking in detail when it comes to representing the various details of a building (Manca Brambilla & Colombo 2013, pp. 1-9).
There is no software at the present with the capacity to translate architectural design schematics into actual 3D representation.
Though there are software products which can create an accurate visual representation of the exterior and interior, when it comes to the placement of supports, the location of circuit breakers and wiring, as well as the design of a building’s internal methods of transportation (i.e. elevators and stairwells) such software simply does not have the capability nor the capacity to be able to do so.
Studies do note that with the current progress of technology a fully immersive virtual reality software for architects can be developed within the next 2 to 3 years, however, it will depend on the demand for such technology.
Types of Virtual Reality
There are currently two types of virtual reality systems that are currently available, immersive and non-immersive systems. Immersive systems utilize a combination of a large headset meant to shut off the “real world” from the senses of the user and immerse them into a virtual reality environment.
This is accomplished by having the headset dominate both a subject’s visual stimuli as well as their auditory stimuli. The end result is that based on what they see and hear, the subject will “feel” like they are in another environment.
Non-immersive systems are standard computer terminals that utilize 3D rendering technology in order to display a 3D environment/object on a computer screen (Roquilly 2011, pp. 653-671).
This is the predominant form of virtual reality at the present due to the current limits of technology, however, it is expected that the truly immersive 3D experience will be made available within the next few years.
Components of Virtual Reality System
The components of a virtual reality system are actually quite simple; the first is the use of an immersive environment device, normally a visor or helmet that goes around a person’s head, that is utilized in order for the user to see the virtual environment created by the computer (Hadikusumo & Rowlinson 2002, p. 501).
The second component is a method of interaction with the virtual system, this usually comes in the form of a mouse and keyboard however there have been other iterations that have been developed in the form of virtual reality gloves that allow users to “touch” and manipulate the structures within their environment.
The last component of this system comes in the form of a computer that can run the entire simulation. While these technologies have been around for quite some time, the fact remains that there has been an insufficient amount of progress in developing a system that is exclusive to the construction industry alone (Ren et al. 2004, pp. 639-649).
A majority of virtual reality systems today are primarily training or gaming related applications.
While there are systems that have been developed for the express purpose of 3D modeling and rendering, these applications are primarily used in creating computer games and lack the necessary software infrastructure to judge the stability and effectiveness of various types of building designs.
Applications of Virtual Reality
The applications of VR technology in construction range from enabling architects and engineers to examine the stability and effectiveness of a design and make the necessary changes to enabling engineers and even construction workers to make design recommendations and actually mold the VR image in such a way so as to reflect such changes (Roquilly 2011, pp. 653-671).
The most ideal form of VR technology for the construction industry would be a software program that takes the entirety of a building’s designs and creates a fully functional 3D representation of it.
The end result is a 3D model that can be “explored” by a viewer enabling them to see the design elements in a far less complicated manner as compared to looking at a building’s design blueprint.
The technology would enable engineers and architects to potentially spot design flaws and correct them within the program itself instead of during the construction phase of the building.
Such a process could potentially save a company millions of dollars in redesign/reconstruction expenses and enable the building to be constructed in a faster and more efficient manner (Wu et al. 2011, pp. 1851-1876).
Other potential applications of the technology come in the form of being able to “move walls out of the way”, this method involves being able to remove certain aspects of the building’s design such as walls, stairwells and other impeding objects in order to examine the underlying superstructure behind them (Hadikusumo & Rowlinson 2002, p. 501).
This would be done in order to determine if the building design is placing undue pressure on structural supports and if so would require a degree of redesign.
Normally, such a feat would be impossible in the case of traditional methods of construction given that removing a significant part of a wall could have dire circumstances for the superstructure as a whole.
This shows how virtual reality systems are an effective means of investigating the design of a building without have to incur significant risk or cost in the process.
Virtual Reality In Building Design
As explained by Ibrahim et al. (2008), one of the advantages of VR technology is that it enables architects and engineers alike to be able to experiment with a variety of design elements and see their outcome (Ibrahim et al. 2008, pp. 73-84).
For example, the game “Mine craft” (a sandbox game that allows for the construction of nearly any type of structure so long as it is composed of square blocks) has actually become a part of several college architecture courses since it enables students to create a variety of designs and test their overall level of effectiveness.
The same can be said for virtual constructs wherein the viability of design features, the effectiveness of interior design planning as well as
In Space Planning
Through the study of Kang et al. (2010) involving 3D imagery technology and its possible uses in design and construction, Kang et al. (2010) mentions that VR technology would be an invaluable resource for space planning since it would enable architects to place and test a variety of infrastructures for a building to see which would be the most feasible and aesthetically pleasing (Kang et al. 2010, pp. 1000-1015).
This is usually done by first creating a template of the desired shape of the construction project and building up on that by putting features such as a skyline, a large lobby and other such features.
The advantage of this method lies in its ability for the building’s designers to see the visual and operational appeal of a particular design.
This results in a far better means of construction since designers will be able to tell immediately if their chosen design fits the intended purpose of a building (Sampaio & Henriques 2007, pp. 124-134).
Another factor that should be taken into consideration is the fact that VR technology would allow designers to increase or decrease the open spaces in the interiors of a building (Whyte 2003, pp. 565-572).
This enables them to determine the best ratio between the need for openness as well as necessity of having sufficient functionality (Whyte 2003, pp. 565-572).
In Interior Designing
Based on all that has been mentioned so far regarding the capabilities of VR technology, it already becomes obvious that its beneficial use in interior design stems from its capacity to be able to introduce a large variety of possible design iterations within a relatively short period of time.
As a result, this can improve the rate in which the interiors of a building are designed and implemented resulting in a better construction process.
In Lighting Design
In the study of Klein (2007) which examined the application of VR technology in interior design, Klein (2007) notes that testing the effectiveness of certain lighting fixtures is far easier in a virtual environment as compared to real life (Klein 2007, pp. 36-50).
The reason behind this is quite simple, VR technology allows the user to cut and paste a lighting fixture in any location in a room within a few seconds in whatever way or number they choose. This enables an interior designer to immediately determine the most effect method of interior lighting within a select space.
Such a feat is not possible in the case of traditional methods of lighting design wherein designers have to rely on pre-established lighting patterns due to the inability to test where lighting would be most effective (Sampaio & Henriques 2007, pp. 56-61).
Attempts to do so normally take a considerable amount of time and resources which would be better utilized in other aspects of the construction project.
This shows how VR technology can actually make the interior design of buildings that much more effective since it can help to reveal the best position for placing the lighting fixtures within a room or expansive area (i.e. a lobby).
In Heating Ventilation And Air Conditioning
One of the main problems in the construction industry at the present is examining whether the heating and air conditioning shafts are placed in such a way that they perform in an efficient manner.
While it may be true that during the design phase of a building the architect can draw from a large swath of literature that helps to explain effective ventilation placement, the fact remains that you will not really know there is a problem until you have actually constructed the building and tested the system (Sampaio & Henriques 2008, pp. 7-14).
VR technology helps to get around this dilemma by setting up a virtual simulation for the ventilation system within a 3D model of the building.
Through this process, any problems in the design and implementation of the ventilation system can be resolved while the building is still in the planning stage. This helps to expedite the construction process and helps to ensure that costly mistakes are once again avoided (Sampaio & Henriques 2008, pp. 7-14).
Virtual Reality In Construction Planning And Scheduling
Current 4d Planning Approaches
Current approaches in 4D planning approaches involve the use of software such as CAD, CAM and EDA in order create virtual simulations of buildings and urban areas.
Unfortunately, while the external and internal aesthetic quality of the buildings are superb, there is a distinct lack in sufficient structural programming wherein the building is a building based on appearance and does not take into consideration the physical rules of construction (Woksepp & Olofsson 2008, pp. 520-528).
This means that the building lack the fundamental rules of construction essential in determining the structural stability of the design elements utilized.
Current Limitations
Some of the current limitations of the technology come in the form of an insufficient physics infrastructure to actually determine whether a building’s design is actually structurally feasible.
Current VR approaches focus mainly on the aesthetic quality of the design and lack a program that proper examines the structural stability of the building’s frame versus the types of supports, designs and spaces utilized (Woksepp & Olofsson 2008, pp. 520-528).
This is a severe limitation given the necessity of determining whether a building is structurally sound or not.
Benefits Of Implementing VR In Construction To Increase The Project Quality And Profit
Based on what has been presented so far, it can be seen that there are numerous benefits to implementing VR in construction.
VR technology enables architects, engineers and ground personnel to see what the intended outcome of a construction project should be, identify mistakes in the design and make changes prior to the building being constructed (Nikolic et al. 2011, pp. 421-429).
As a result, this ensures that when a building is constructed various mistakes related to poor design decisions or errors in the design process are completely avoided which reduces the associated costs such mistakes often entail.
Conclusions
Overall, what this paper has shown is that VR technology is an effective means of visualization of the design of a building as well as allows for better collaboration between the architect, engineers and builders to ensure that the design elements, both aesthetic and functional, are implemented in the right way when a building is being constructed.
Unfortunately, a majority of virtual reality systems today are primarily training or gaming related applications.
While there are systems that have been developed for the express purpose of 3D modeling and rendering, these applications are primarily used in creating computer games and lack the necessary software infrastructure to judge the stability and effectiveness of various types of building designs.
However, once the software and hardware has improved within the next few years, it can be expected that VR technology will gain main stream acceptance within the construction industry.
Reference List
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Virtual Reality Tourism has its roots in the vastly intricate and complex computer system that is more widely known as Virtual Reality. Virtual Reality is a computerized graphic image that represents an area of space that exists in reality. Such representations were originally used for military training purposes before it was adapted by airline industries for training of commercial pilots. Eventually, the program founds it way to video games, medical procedures, and more recently, the tourism industry. A virtual reality can be created not only on a computer screen but in rooms as well. These rooms are known as “immersive theatres” or “immersive walls” and use 8-24 feet long screens to fill the peripheral vision of the person. This is not to be confused with desktop reality that is used in computer games in 3D.
Main Text
In order to understand what Virtual Reality Tourism is all about, we first need to understand what it means. Virtual Reality Tourism is a concept of a place and time that is based within a virtual world, or rather, a computer based simulated environment whose purpose is to promote interaction between users who interact via avatars. A Virtual Reality Tourism concept is something that is based upon 3 dimensional graphic representations and auditory and touch stimulants. In the world of virtual tourism, we can be transported to any country and have the ability to interact and manipulate the elements within the world we are touring in a way that would not be possible in reality. A Virtual Reality Tour will allow a person to tailor his surroundings and activities to his specific likes and dislikes. It is going to be highly similar to the real thing but with the difference of actual gravity, topography, locomotion and sometimes, delays in real time actions.
All of the aforementioned actions become possible through the use of an artificial computer based reality. In order to gain a Virtual Reality feeling on the tour, one must be equipped with stereoscopic goggles which will provide the 3-D images, a tracking device in order to monitor actions. Tracking devices usually come in the form of data gloves or the goggles themselves.
There is a direct link between the existence of the internet and Virtual Reality Tourism. A number of years back, virtual reality was only a dream. A concept of being able to visit various cultural and heritage sites without actually being there. It was a “Virtual Tour” of the place. Then the internet proved that it would be possible to display images of such sites on the web for everyone to see. This began the Virtual Reality Tourism exploration. These days, it is not uncommon to have 3D models of buildings, objects and sites that will allow us to “visit” the site and manipulate it on our computer screens. Lately, heritage buildings and sites have been added to the list thus giving rise to the term “Virtual Reality Tourism”.
I remember the first time I came across the concept of Virtual Reality Tourism. It was in the 1990 Film “Total Recall” starring Arnold Schawzenegger. In this movie, Virtual Reality Tourism had already left the concept of basic heritage sites and modern architecture and delved into Virtual Reality Tourism of other planets. Then there was the earlier exploration of virtual reality by Hollywood in the film Lawnmower Man starring Pierce Brosnan. I was fascinated by the ability of man to recreate actual locations of places existing across the world without having to leave the comfort of home. Virtual Reality Tourism, from what I saw, would be the answer to all the travel dilemma’s known to man.
Using Virtual Reality to travel means that man will no longer have to put up with various time consuming security measures and pre-departure nightmares that are known to everyday vacationers and travelers. It would eliminate the needs for visas and provide equal access to travel to all men. Such type of travel would mean that security risks and physical limitations would no longer exist because everything would be done from the safety of home or a controlled computer environment.
Although virtual reality tourism can be considered cost prihibitive at this time, due to the technology involved and the limited access that people have to it, I have read enough information pertaining to the area to understand that the cost of the technology, just like anything related to computers, can eventually go down and be enjoyed by many.
However, there are many concerns regarding the rise of Virtual Reality Tourism companies. This is because of the way Virtual Reality Tourism tends to cut into profits and employment opportunities normally offered by actual tourism. Since Virtual Reality does not exist in real time and space, there is no need for the traveler to purchase things like plane tickets, hotel accommodations, transportation, and other things normally associated with travel and touring because he never actually left his existing area and can choose to begin, resume, and end his “travel” experience anytime he feels like it. Basically, the income generated by virtual tourism is not something that can be shared by many as in the case of actual tourism and travel. As an income generating venture, Virtual Tourism only works for the people who own the proprietary technology and those who promote the industry.
When you consider everything, Virtual Tourism can be considered to be the most perfect way of travel known to man. But, it also raises some totally new questions regarding the safety of use and travel in “virtual worlds / countries”. Health concerns abound regarding the potential mental affects on the due to the way the technology involved in such an activity. Since such tours involve the use of highly specialized computer equipment such as Virtual Reality goggles and touch sensitive gloves, there is a tendency for the user to not be able to tell the difference between reality and a virtual environment. Although Virtual Tourism allows the user to safely engage in activities he normally would not undertake on a tour due to health concerns, he can try such activities
and not have any after effects. Or at least, that is what most people believe. After all, what the mind sees and what the body experiences is totally disconnected from whether a person is actually doing the activity or just engaged in it virtually.
So, do I think Virtual Reality Tourism will catch on? Does it have the potential to take over the way man takes vacations and does vacations in the future? My answer is yes. Virtual Tourism has the potential to change the way we view tourism today. It has the potential to also lessen all the security scares and concerns that seem to prevent people from traveling these days. But, it is going to take a very long time before such technologies become affordable to everyone. Until the technology is perfected, only Hollywood can portray potentially accurate scenes of virtual tourism.
Right now, I do not see any reason for Virtual Reality Tourism not to succeed as the computer software and hardware developers constantly innovate and develop more modern ways and means of perfecting the virtual activity. It is a tremendous money maker for the developers and promoters. As for the nature conservationists, this technology will be the perfect tool for them to promote their causes and preserve natural sites and historical areas that have come to decay but still make for good crowd drawers during tours.
Virtual Reality Tours still has its drawbacks however. Very few people will be able to afford the trips that the technology will allow and the technology seems to be proprietary for now. Also, the technology is still mostly used for video games and military or aviation training purposes. This is because these scenarios are easier to create and offer more to the developers in terms of investment rather than the recreation entailed in creating a virtual heritage site.
But the one thing that Virtual Reality Tourism will never do is take over as the main way man takes his vacations and does his business. Virtual Reality is great but there is still something different and unexplainable about actually going to a place and experiencing it in actuality. There is a tremendous satisfaction that can be had from actually touching an object and immersing in the culture, traditions, and ways of a particular country or place that cannot be replicated by Virtual Reality Tourism. Virtual Tours are nice and enjoyable to a certain degree. But the human interaction that is necessary to make the experience a memorable one will simply be missing from the equation. So maybe Virtual Reality Tourism will be a fad for a period of time. It may even be the travel method of choice for some people, but actual tourism is here to stay.
In order to give you a feel of what it is like to take a Virtual Reality Tour, at least on the desktop, please follow the links below to some of the more notable heritage sites on the net:
British Tours: Virtual Tours
Virtual Reality Tours of the Historical Scientific and Cultural Sites of Philadelphia
The Metropolitan Museum or Art Virtual Reality Tour
Hawaiian Islands VR 360 Tour
Virtual Reality Tour of Edmonton
Conclusion
As you can see, there is a growing following for virtual reality tourism and I do not doubt that this area of tourism will remain little tapped for now. It has a tremendous future ahead of it just waiting to explode.
Work Cited
Letellier, Robin. N.A. Virtual Reality: A new tool for sustainable tourism and cultural heritage sites management. Web.
Stuer, J. (1992). Defining virtual reality: dimensions of determining telepresence. The Journal of Communication. Web.
PC Magazine. Definition: Virtual Reality. 2008. Web.
Defining the concept of the Internet is a challenging task, mostly because of the changes that it has undergone over the course of its development. Furthermore, the definition of the Internet may come from different viewpoints. It can be interpreted from a fully technological standpoint, as well as from the social one. Therefore, it is rather difficult to come up with a comprehensive definition that will embrace all facets of the phenomenon.
At present, the Internet is defined as a “global system of interconnected computer networks” (CTI Reviews, 2016, p. 43). The identified approach toward determining the subject matter allows viewing the Internet from the technological perspective. It stresses the grandeur of the technological breakthrough and the weight that it has in science. However, the Internet may also be represented as a system of interlaced computer devices that create a platform for communication between the members of the global community.
The World Wide Web: Definition
Although the term “World Wide Web” (WWW) and the term “the Internet,” are often used interchangeably, there is a difference between the two. Differentiating between the concepts mentioned above is crucial. When considering the concept of WWW, one must refer to the concept of the internet as well (Morley & Parker, 2016).
By definition, WW is only a part of the Internet. Particularly, it is the information system that helps connect the pieces of online content with the help of hyperlinks. In other words, WWW is a system of servers maintaining the connection between online files that exists because of the links mentioned above.
The system is formatted with a tool known as HTML (HyperText Markup Language). The latter is used to not only link files but also introduce graphical and audio elements into the documents. As a result, the premises for designing a multimedia environment are created (Patel, 2013).
Relationship Between the World Wide Web and the Internet
As stressed above, there is a fine line between the concept of the WWW and the one of the internet. Even though that the two are viewed as inseparable from each other, they are not entirely the same. The WWW comprises only a part of the Internet; it clearly is not a substitution for the latter.
While the Internet is viewed as a network of networks, i.e., the tool for keeping global data together and providing platforms for online communication, the WWW is a way of accessing the said information. Moreover, aside from being different in their nature, the Internet and the WWW also have quite different functions.
The WWW is used as the model for data sharing among its users across the globe. For this purpose, one needs to use the software known as web browsers. Consequently, the information is accessed and transferred successfully (University of West Florida, 2016).
Web 1.0 and Web 2.0: Differences
The functions and purposes of the two renditions of the World Wide Web can be viewed as the primary difference aspect. Particularly, Web 1.0 was designed to provide users with relevant information so that they could find the data for which they were searching. The concept on which Web 2.0 is based revolves around communication between its users.
Apart from encouraging people to interact with each other, Web 2.0 also implies that the users should also be able to interact with the sites that they visit. In other words, Web 2.0 is supposed to be the smart version of WWW. The presence of the tools that promote interaction encourages the users to share data and, therefore, build a close community.
Finally, Web 2.0 allows users to change the existing data and add a new one. Thus, more chances for data sharing are created. Web 2.0 has opened new communication opportunities (Lin, 2013).
APIs: Definition and Relation to Web 2.0
API, which is deciphered as the Application Program Interface, incorporates the commands, protocols, routers, and other devices (Richardson, Amundsen, & Ruby, 2013). API offers an extensive description of the available functionalities. Therefore, it informs programmers about the tools for creating the required environment and introducing the necessary elements into it.
Furthermore, API can be used to locate the information about users that needs to be taken into account when creating a new application of addressing the bugs in the current one. Instead of collecting the necessary data from users individually, programmers use API to determine the necessary facts and improve the functioning of the website.
Therefore, APIs create the foil for the successful retrieval of the necessary information from users. In other words, it becomes an intermediary between users and developers. Therefore, it helps improve the process of interaction between users and a site, by which Web 2.0 is defined.
References
CTI Reviews. (2016). Understanding research. New York, NY: Textbook reviews.
Lin, A. (2013). Consumer information systems and relationship management: Design, implementation, and use. New York, NY: IGI Global.
Patel, K. (2013). Incremental journey for World Wide Web: Introduced with Web 1.0 to recent Web 5.0 – a survey paper. International Journal of Advanced Research in Computer Science and Software Engineering, 3(10), 410-417.
Richardson, L., Amundsen, M., & Ruby, S. (2013). RESTful Web APIs: Services for a changing world. Sebastopol, CA: O’Reilly Media, Inc.
University of West Florida. (2016). Chapter 2: The Internet and World Wide Web. Web.
The VR drilling rig training is a complex digital product, the development of which is conducted in several phases. These stages may include the exploration of key concepts, concept design, prototype design, pre-usability test, innovation design, usability test, and effectiveness test (Lyk et al., 2020). The first phase — the identification of key concepts — will take one month and will be focused on examining the challenges experiences by drilling rig operators. The concept design stage will last two months and will involve writing scenarios and planning the shooting. Further, four months will be spent on the prototype design, and one month will be allocated to the pre-usability test. During the final three months of development, the VR training program will be refined and tested for usability and effectiveness. When the product is ready, the promotion phase will begin, which will involve the launch announcement and advertising. After the program is launched, customer feedback will be collected, and any necessary adjustments will be made.
Growth Ambitions
VR technology is an innovative way of training employees in many fields, including the oil and gas industry. It helps workers acquire a wide range of skills, including psychomotor, procedural, decision-making, and spatial skills (Radhakrishnan et al., 2021). VR training is especially useful in circumstances where learning in the real environment is either expensive or involves a high cost of errors. Since the operation of drilling rigs bears certain safety risks, the use of VR technology for training drilling rig operators is justified and has a high potential of becoming a high-demand product. In the petroleum industry, employees should be trained in both rig awareness and well awareness, meaning that they need to know what is happening both inside and outside of the well (Maliardi et al., 2018). Therefore, the growth ambitions include developing VR training programs for improving the knowledge of drilling rigs, well-related operations, and general safety issues.
Downside Risks
Although VR effectively improves employees’ skills and helps reduce costs, it has some downside risks. One risk is that VR technology may cause cybersickness in users, which is manifested by nausea during the VR experience (Radhakrishnan et al., 2021). Although this side effect is infrequent, it may hinder some potential customers from buying this product. Another risk is the possibility of security breaches resulting from cyberattacks. According to Gulhane et al. (2019), breaking into VR learning systems, hackers may use administrator privileges for eavesdropping or impersonation. It means that any security issues with the VR training can lead to data breaches, which will undermine the developer’s reputation and reduce product sales.
Communications
It will be necessary to communicate with oil and gas companies in the first place since they are the primary target audience for the VR drilling rig training. Communication channels that will be used for reaching them include commercial offer letters, telephone calls, and industry events. Another market segment to be addressed is colleges and universities that offer oil and gas training courses. The communication strategy for this audience will include not only raising awareness of the product and promoting it but also distributing educational materials explaining how to use the product. Finally, there is a need to engage in two-way communication with customers. Collecting feedback from users is essential for the success of the VR drilling rig training since it will allow noticing any shortcomings and modifying the product for a better customer experience.
References
Gulhane, A., Vyas, A., Mitra, R., Oruche, R., Hoefer, G., Valluripally, S., Calyam, P., & Hoque, K. A. (2019). Security, privacy and safety risk assessment for virtual reality learning environment applications. In 2019 16th IEEE annual consumer communications & networking conference (CCNC) (pp. 1-9). IEEE.
Lyk, P. B., Majgaard, G., Vallentin-Holbech, L., Guldager, J. D., Dietrich, T., Rundle-Thiele, S., & Stock, C. (2020). Co-Designing and learning in virtual reality: Development of tool for alcohol resistance training. Electronic Journal of e-Learning, 18(3), 219-234.
Maliardi, A., Ferrara, P., Poloni, R., Spagnolo, S., De Marchi, E., Grasso, T., & Allara, P. (2018). Virtual reality in D&C: A new way for immersion training and operation simulation. In Abu Dhabi international petroleum exhibition & conference (pp. 1-13). Society of Petroleum Engineers.
Radhakrishnan, U., Koumaditis, K., & Chinello, F. (2021). A systematic review of immersive virtual reality for industrial skills training. Behaviour & Information Technology, 40(12), 1310-1339.
Today’s world is characterized by its rapid technological development, and new advancements permeate most spheres of human activity. The business environment is not an exception, as firms seek to maximize their value through the implementation of high-tech solutions. In this context, computer-aided design (CAD), augmented reality (AR), and virtual reality (VR) hold particular significance. These technologies are implemented across various contexts and industries, but, according to Thies et al., they become especially instrumental in training (1). Through the use of computing, these knowledge work systems enhance the capacity of a firm, making it more efficient and productive. More specifically, the nexus between human expertise and computer efficacy enables quick and precise calculations and forecasts. Firms’ specialists economize their time and expenditures, as the digital environment allows them to validate concepts and designs prior to further work.
Among the three discussed tools, CAD has been well-established in the business environment for the longest period. In fact, most people engaged in the sphere can be expected to have had certain experiences with this technology. It is indispensable for efficient engineering solutions that require precise designs, meaning that it is used in most practical situations. AR is another major component of contemporary professional training, as it contributes to the better visual representation of ideas. Specialists can encounter the projected tasks and challenges in a safer training environment, which prepares them for practice. As suggested by the personal experience, AR enables a more profound understanding of new prototypes as their physical properties are complemented by digital visuals. From my perspective, AR is the leading tool in today’s corporate environment.
On the other hand, VR is not as developed within the professional community yet. My experience with it remains limited, and the technology itself is associated with leisure. Nevertheless, as it becomes more widespread, it is likely to introduce an entirely new level of efficiency for firms’ training. Ultimately, organizations will be able to simulate an environment with any properties, enabling an unprecedented degree of preparedness. In my opinion, next-generation VR is the most promising avenue in terms of knowledge work system development.
Reference
Thies, Lucas et al. “Compiling VR/AR Trainings from Business Process Models.” 2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 10-18 Oct. 2019, Beijing, China, IEEE, 2020.
Virtual Reality (VR) refers to a high-end user computer interface involving real-time interactions and stimulations that use several sensorial channels which include visual, auditory, tactile, smell and taste. Virtual Reality should not just be taken as a high-end user interface or a medium.
This is because it includes applications that help in providing solutions to problems in different areas for instance in military, medicine and engineering. The ability of a given application to provide a remedy to certain challenges depends on human imagination (Burdea & Coiffet, 2003).
On the other hand, Augmented Reality (AR) aims at supplementing the real world with a virtual world instead of replacing it altogether. In order to achieve this, Augmented Reality makes use of objects generated by a computer and appears to coexist together with the real world (Klopfer, 2008). Many researchers are interested in Augmented Reality for different reasons.
Some of the reasons include enhancing the perception and interaction with real world and undertaking improvement of different tasks in the world. Augmented Reality can also be applied in different areas such as in the medical practices, commerce, engineering, design and inspection, entertainment as well as military field. Classifying the AR system can be done basing on display, tracking and application viewpoint.
Advantages of Virtual Reality
According to Yeon Ma and Choi (2007), there are quite a number of positive implications associated with virtual reality. For instance, VR can be used in the medical field during simulated surgery. It can be used train medical students and new doctors.
The use of flight simulators in the military field can serve as an effective way of providing realistic and advanced situations when undertaking military training. Yeon Ma and Choi (2007) are unanimous that in businesses and corporations, virtual Reality provides a convenient form of communication and at the same facilitates a faster collection of data.
Certain stereoscopic displays and computer screens are used to display virtual reality environments. Headphones and speakers can also be used to boost simulation of the environment (Burdea & Coiffet, 2003). In fact, this amounts to one of the merits of a virtual reality environment.
Moreover, advanced virtual environments can now incorporate a force feedback system that provides some of tactile information. This latest integration of virtual reality environment is mainly made use of in gaming applications. The medical field has also benefited greatly from this new mode of a virtual reality environment. The whole system is heptic in nature (Burdea & Coiffet, 2003).
Another merit of a virtual reality set up is that individuals in remote locations can indeed facilitate some virtual presence of each other through telexistence and telepresence modes. A wired glove or the ordinary mouse and key board components of a computer can be used as virtual artifacts in this case in order to enable remote communication between two or more parties.
In a virtual reality set up, the new environment created can be made to appear like a real world. On the other hand, a virtual reality environment can be significantly altered to resemble the world with slight differences. A case example of this type of virtual reality is the Virtual Reality games (Burdea & Coiffet, 2003).
Disadvantages of Virtual Reality
The main disadvantage of Virtual Reality is with regard to the technology needed to carry out a natural or an immersive experience. it has been found out that for a relatively long period of time, the procedure has remained unsuccessful. Some of the systems that allow articulated presence or provide the expected feedback are at times clumsy. This increases the chances of causing problems when using the system.
Another disadvantage of Virtual Reality relates to the negative social impacts caused by immersive environments to the people and the psychological effects that result from the process due to prolonged usage (Yeon Ma & Choi, 2007).
In terms of demerits, it has proved to be cumbersome to develop a virtual reality environment with high-fidelity. Some of the factors that limit this possibility include communication bandwidth, image resolution, and processing power.
Comparison between Virtual Reality and Augmented Reality
Differences between Virtual Reality and Augmented Reality are based on the level of immersion of the system. A major difference between the two is that a Virtual Reality system aims at reaching a fully immersive virtual environment and uses factors generated by a computer.
This is the environment where the user performs his or her task. On the other hand, an Augmented Reality aims at combining both the virtual and real world. This is mainly aimed at assisting a given user to perform a task from a physical setting (Johnson & Sasse, 1999).
Another difference between the two is that Virtual Reality usually limits the physical movement of the user, whereas Augmented Reality requires the system to be portable especially when dealing with the outdoor augmented reality systems.
However, it is pertinent to note that Virtual Reality and Augmented Reality share some common features. For example, they both share three dimensional images and interactivity and can be applied in similar fields (Yeon Ma & Choi, 2007).
References
Burdea, G., & Coiffet, P. (2003). Virtual Reality technology. Hoboken, N.J: J. Wiley Interscience.
Johnson, C., Sasse, M. A. (1999). International Conference on Human-Computer Interaction & Interact: Human-computer interaction. Amsterdam: IOS Press.
Klopfer, E. (2008). Augmented Learning: Research and Design of Mobile Educational Games.New York: MIT Press.
Yeon Ma, J. & Choi, J.S.(2007). The Virtuality and Reality of Augmented Reality. London: Academy Publisher.
The world of virtual reality is significantly growing with technological advancements. Using virtual reality to expose stories in the writer or maker’s mind gives readers the same experience as the makers’ minds. Like any other creation, there is always a purpose a given content is supposed to serve, and the virtual reality (VR) content creator strives to achieve this goal. This discussion is going to reflect on aspects of some VR content and my take on it.
Watching the videos in virtual reality gives a full-on experience of the story. For instance, the video Wolves in the Walls has good graphics and gives the independence to look at every section of the set-up separately. The video enables the deal to establish the characters’ fears, thoughts, and goals. The video made me feel overwhelmed by the need to help resolve the struggles of the viewer. The creator does not give a systematic flow of events; however, the creator provides a good visual of its completion.
The second video, Travelling While Black, is a story that shows pictorial and audio reflections on various sentiments of the characters. The creator uses a mix of colors as well as black and white effects, which serve as a good flashback representative. However, the film arouses emotions in viewers; in this kind of creation, I think the disclaimer of viewer guidance could have been relevant. The film Notes on Blindness is where the viewer’s attention is needed. One’s focus and full attention are highly required to determine events laid out by the narrator, who is presumably blind. Passive interaction of the story is one where the consumer is limited to the creator’s image such that there is no room for further thought or blanks and questions to be filled.
On the other hand, having some control over the story gives one the liberty to imagine and create a picture regarding what the creator, narrator, or character in a given story is saying. As a VR content designer, my goal would be to be as realistic as possible in the character world to connect with viewers in my creations fully. Using the available technology advancements to make better creation and make content available for viewers. I need to give as many details as possible to the audience to engage in the VR creation fully.