Sunday, June 2, 2019

Media Depictions of VR and its Progressive Development

Media Depictions of VR and its Progressive DevelopmentIntroductionThis paper will be a review of the literature on virtual(prenominal) Realitys ikons in media and how its progressing to build its projected vision for the end user. I will be using a range of academic literary studies and primary sources to provide first-hand information that is closest to my reach of study.Because virtual(prenominal) Reality is a relatively new bea of interrogation as the technology has only been accessible for the last half decade and previously where the most research had been conducted was before the 2000s, the technology was non effective adequate to create the desired experience that VR was intended for. My review will be an examination of its current state and expected outcome.BodyTo establish what VR is we first face at its origins, when giving an explanation of virtual do primary(prenominal), you would st artistic creation with explaining that virtual reality is created by computers co mbining images and sound to create a three-dimensional image with accordingly create a sense of nominal head in another surround that does not exist in the real world. Thus, creating a feeling of physical presence within a computer-generated environment. So instantaneously by in allowing the user to fetch interactions with the space within the generated imagery, VR as be described as a virtual(prenominal) and immersive simulation of a three-dimensional environment, created using interactional softw are and hardware, and experienced or controlled by movement of the body or typically as an immersive, interactive experience generated by a computer. Wiki Virtual reality (2016)So, by understanding what VRs intended use is, we can right away see VR technology will quickly become a staple part of our day to day lives because of its range of uses. from academic research, designing computer engineering, business, and entertainment. But irrespective of those uses, VR would now allow u s to gain a new set of data gathered together that could help develop, training, interactions and communication methods. This literature review will explain the potential definitions of VR, chiefly covering VR in media. To fully understand the purpose of VR we first have to explain the concept of presence, which refers to the feeling of being in an environment that is not interpret in reality. The function of virtual reality thus lays in its technological capabilities. A device such as this is valuable to media producers however for anyone outside of this area of research, hardware alone does not provide any insight into the intended effect of VR. when its intended use is for the end user. It fails to provide a functional intro from which to exemplify to media consumers and fails to provide a tone from which to create media products, Failing to provide a means for consumers to understand the effects of VR besides their experiences with other media (S. Johnathan, 1993) in defini ng Virtual Reality.Johnathan then further explains the short comings of the defined are and states that these inadequacies concede truly constructing a fair review for virtual reality in full point of play as the term itself suffers from inadequacies that manifest in two ways. Johnathan (ibid.) firstly, a technologically based definition explains that the most prominent aspect in recognizing what a VR organisation is, is through the hardware then the experience of presence or the lack off. secondly Any system arbitrarily named as a VR System, depending solely on if it includes a minimal army of specific functions that create the environment for VR. So, there is no clear measurement system of analysis for the prerequisites VR. Hardware alone does not seem adequate for a review that aims to delve deeper into the potential of VR when the minimum requirements for establishing a proposition has not been met. With this in hand we know currently we have to perceive a VR environment as a subjective space that is generated in various ways and techniques for different purposes and uses. We could suggest that the most effective tooth root to these problems would be to leave the term completely in favour of a more theoretically sound definition. The paper by J. Beniger The control revolution suggests a broad explanation of hardware technology and uses in media. Beniger defines technology as any intentional extension of a natural process, that is, processing of matter, energy, and information that characterizes all living systems, Beniger (1986, p. 9) and McLuhan in The extensions of Man who defines a medium as any An extension of mankind. (1964, p. 21), Another area of VR that will be reviewed for its depictions and its progressing state is how we are already intertwining augmented reality with reality in our day to day lives and how we are beginning to overlap realities. these boundaries are a crucial question for many people, curiously artists. Sally Norman profes sor of Performance Technologies proposes that the medium of art exemplifies our ingest to represent areas of our reality to contrast our regular existence by creating symbolic environments. This predilection also explores the relationships that we mix in realities whether it be via hardware and technology or hybrid areas such as installations created by contemporary artists who create storytelling environments. (Sally,2003) Art normals are a creative and technical process, the forms with the practice involved must be ready to adapt and resonate with the ever-changing social environments. The artists involved must collectively push the limits of their imaginations for us to be able to push our ability to perceive and interpret serving as our translators for the new realities that are in our future. But at the same time to create a truly convincing reality the have to be respective to our present reality. Sally (ibid.) Through installations, outdoor art site based pieces and perfo rmances incorporating image and sound, sally predicts that these while all become a art history category later on VR has become establishes. Art testifies to our need to represent areas of existence set apart from commonplace realities Sally (ibid.)The representations of VR in Normans, her conceptualizations broaden the potential of creative media outside of its envisioned use. To contrast and ground these theories into practice and apply them to the current state of VR as a communication tool through a cognitive learning environment so that it can be approached practically and systematically as studied and conducted by Clare Regan, she precisely examines the effects and side effects of prolonged stay in a VR environment. she finds thatIn a VR study conducted by Clare Reagan, she set out to document the amount of times subjects experienced side-effects whilst immersed in VR, she put 150 people in VR and they were all needed to provide a rating from 1 to 6 prior and straight after compactness, then after 5 minute intervals, during a 20-minute immersion period subjects would be required to complete a performance sickness questionnaire. 61% of the subjects said that they experienced some type of uncomfortableness such as motion sickness while immersed in that 20-minute period. The subjects had symptoms ranging from headaches, nausea and eyestrain and 5% of the subjects withdrew from the study from the severity of the symptoms. These side-effects could be due to a couple of things, one being that immersion in VR conflicts with the bodies equilibrium conflicting with the bodies senses. And technological barriers such as latency and the screen resolutions of the displays could be responsible for some of the symptoms experienced. Clear finding in VR studies are hard to find as so little practical research has been done on it as its passive early specialist technology that is still not widely accessible to the majority. Bricken who also documented the study state s that Learning deals with new inputs coming from environment. Bricken (1991) So what we want is to analyse this concept via memory processes in VR. Since the environment seems to play a major role in acquiring and retaining information in VR, the experiment aims to see the subjects ability to recall information when the VR environment changes, the results from this test neither nor did they find a an effect happening to memory processes and therefore virtual reality could be a potential means of educating. (Bricken 1991) emphasises that VR offers teachers and students peculiar experiences that are consistent with successful instructional strategies hands-on learning, group projects and discussions, field trips, simulations, and concept visual image. (p.178). Wicken, another researcher in this field argues that a task accruing in virtual reality would produce a long-term decrease in memory processes despite the changing user experience levels within the environment. This is becaus e virtual reality decreases the cognitive effort needed to rete a useful or long-term links with the information learned. In summary, the more ecological interfaces require less(prenominal) user input and less mental stimulus from the brain thus reducing mental activity and degradation o learning. And to follow, he then argues that visualisation of abstract concepts is not the brains way of learning. With Virtual Reality, this representation may become the reality for the learner, who forgets arbitrary rules and who is a potential victim of visual distortions (Tversky, 1993)To conclude, we find that the main side-effect of learning n a VR environment leads to lower memory performance levels whilst performing tasks but the effect leaves once information is made to be recalled. We now find that VR as a learning tool is functional in its current form be it in the early stages. Even though the media depiction of seamlessly existing within a VR environment has not been achieved yet, this study proves that it can be a useful resource to build around as a foundation. This may be what Sally Norman theorises when she states that environments and site-specific works of projected sound and image will soon be a seemingly unclassifiable collection of hybrids which may one day turn out to constitute a distinct art history category after the emergence of VR and it has been fully acquire as a part of everyday life.Conclusion To conclude the research into Media Depictions of VR and its progressive festering, we find that even though the its depictions in the Media vary greatly, at the heart and soul of the current hardware and tools of development, we find that the expectations and reality merge at the core as the functions are being met, current VR has been proving to be functional by scientists and teachers such as Clare Reagan and Tversky. Though there are major gaps that have to be resolved such as the user experience sickness and strain after short usage and the lack o f hardware that the consumer could easily use to understand what the feeling of presence is, my overall perspective would be that the potential of VR is what is driving its development and that is what we should also be studying.BibliographySUBJECT WIKI Virtual reality (2016)Online Available at https//en.wikipedia.org/wiki/Virtual_realityJohnathan, S. (1993) Defining Virtual Reality Dimensions Determining Telepresence. Online Paper 1. P.3. Available from http//www.cybertherapy.info/pages/telepresence.pdf Accessed 11/12/2016Beniger, J. R. (1986). The control revolution. Cambridge, MA Harvard University Press.McLuhan, M. (.ed). (1964) Understanding media The extensions of man. newfangled York Penguin.Norman, Sally Jane. The art of mixing realities. International Conference on Virtual Storytelling. Springer Berlin Heidelberg, 2003.Regan, C. (1997) Virtual Reality. Trainings Future? (ed) Seidel and Chatelier)Plenum Press, New York,Blauert, J. (1983). Spatial hearing The psychophysics o f human sound localization. Cambridge, MAMIT Press.Ashby, H. Kosinski, J. (1979). Being there. Los Angeles NorthstarInternational Pictures.RJ Seidel P.R. Chatelier (eds ). (1994) Learning Without Boundaries Technology to Support Distance Distributed Learning, Defence Research Series playscript 5 Plenum Press, New YorkGibson, J. J. (1966). The senses considered as perceptual systems. Boston Houghton Mifflin.Gibson, J. J. (1979). The ecological approach to visual perception. Boston Houghton Mifflin.Gibson, W. (1984). Neuromancer. New York Ace Books.Greenbaum, P. (1992, March). The lawnmower man. Film and videoFiligenzi M.T., Ruff T.M., (2000) Virtual reality for mine safety training, App Occupand Environ HygQuerrec R., Chevaillier P, (2001) Virtual Storytelling for Training An Application to Fire Fightingin Industrial Environment, International Conference on Virtual Storytelling, Avignon,LNCS 2197, Springer Verlag

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