Software+&+Virtual+Reality

Software and Virtual Reality By: Yaneli Saldana

=Definition and Description= toc = = A person enters into a virtual reality when an environment is enhanced by a computer program making it seem like a replica of the real world. Such programs create an artificial resemblance of the physical world that can be manipulated by the user on a computer screen through the use of a keyboard or mouse. Some programs, however, allow users to manipulate objects through joysticks, trackballs, or speech recognition devices. Virtual reality programs can be found on the Internet, for purchase at retail stores, or in educational environments such as classrooms. Virtual reality can also take form of a three-dimensional (3D) program where the user is able to see a 360 degree view of their surroundings like it would be in real life or another environment that is different from the physical reality. Virtual reality programs give users the illusion of being present in the game or program because of its real-time response and feedback.

Users are able to manipulate the virtual world via different tools such as the Head Mounted Display (HMD), Motion Tracker, Joystick, or sensor glove. The purpose of virtual programs is to allow users to visualize and manipulate the enhanced environment, which is why special tools have been created. Like regular games, virtual reality programs have one of six purposes; teaching, experimental, entertainment, therapy, operational and training (Shubik, 2009).

media type="youtube" key="z3gHCupXSMs" height="203" width="420"

=Examples=

Like other types of software, virtual reality programs also fit the criteria for a critique. Desktop based, simulation based and avatar based virtual reality programs allow users to sign in, ask for help, control and save information, while not all projector based virtual reality programs offer such options. 

Desktop Based Virtual Reality
Desktop based virtual reality can be seen in typical computer games such as the Sims because the environment is seen in 3D on a regular desktop screen. Users are able to manipulate character and settings with ease in desktop based virtual reality games. 

Avatar Based Virtual Reality
Avatar Based Virtual Reality environments can be found online or for purchase. Users create a virtual representation of themselves and manipulate the environment via the avatar. Most avatar based virtual worlds are used as social networks, such as Second Life. 



Simulation Based Virtual Reality
In Simulation Based Virtual Reality, users simulate an actual event such as maneuvering an aircraft. Simulation based virtual reality is common in training areas such as aviation school. <span style="font-family: Times New Roman; font-size: 12pt; line-height: normal; margin: auto auto 3.75pt;">

<span style="font-family: Times New Roman; font-size: 12pt; line-height: normal; margin: auto auto 3.75pt;">Projector Based Virtual Reality
Projector based virtual reality can be found when a person is immersed into a virtual world via a large projector screen. One can think of California Adventure's Soarin' Over California ride as a projection based virtual environment because individuals are flying over real places. <span style="font-family: Times New Roman; font-size: 12pt; line-height: normal; margin: auto auto 3.75pt;">

=Summary of Literature=

<span style="font-family: 'Times New Roman','serif'; font-size: 12pt; line-height: 115%;">The word 'virtual reality' was first used by Jaron Lanier in 1987 (Lanier 2007) nine years after the first network game became available. The first virtual reality type games was all text based, as was //Advent//, which was first showcased in 1975. Multi User Dungeons, the first game played over a network in 1978, allowed users to play through a computer (Crellin, Duke-Williams, Chandler & Collinson 2009). <span style="font-family: 'Times New Roman','serif'; font-size: 12pt; line-height: 115%;">Over the years, several virtual and interactive games have become available in the form of computer games and also in training as live simulations. Flight simulators, for example, have been used since World War I. Although virtual reality can be a beneficial tool to acquire hands on experiences, the low quality resolution often detracts from the experience of simulations. <span style="font-family: 'Times New Roman','serif'; font-size: 12pt; line-height: 115%;">In the past decades, simulations have become known as 'virtual worlds' because of their likeness to the real world. New softwares like //World of Warcraft (WoW),// //Second Life// and //Project Wonderland// are some of the most popular virtual reality simulations available. //Second Life//, a virtual world, can be played online by users who subscribe to the site. Users are able to create avatars, or virtual representations of themselves, to communicate with ‘netizens’. <span style="font-family: 'Times New Roman','serif'; font-size: 12pt; line-height: 115%;">Online communities, such as //Second Life//, allow users to manipulate the software to their liking. The purpose of //Second Life// and other virtual worlds like //Club Penguin, World of Warcraft and Project Wonderland//, is to allow users to create a new world in which they can manipulate their avatar as they wish. There is no specific goal to be reached in these softares, rather, the user decides how to carry their avatar in the virtual world (Crellin, Duke-Williams, Chandler & Collinson 2009).The introduction, for instance, can be skipped and users can end the program as they wish. Directions are given when users first subscribe to the website. They are then able to select a user name and avatar they will continue using when returning to the site. Buttons are located at the bottom of the screen, the frame menu is always visible and hyperlinks are available as well allowing users different methods of control. Users can manipulate the site through the keyboard and mouse. Avatars and virtual city appearances are consistent throughout the software. The animations on //Second Life// are close representations to real life humans. The frame menu allows users to seek help as needed and exit at any time while saving their progress. //Second Life// can be used in the educational field as students are able to collaborate with other classmates. <span style="font-family: 'Times New Roman','serif'; font-size: 12pt; line-height: 115%;">//Second Life// <span style="font-family: 'Times New Roman',serif; font-size: 16px; line-height: 18px;">enhances the learning experience in an educational setting, but according to users, the movement of seemed slow, but this may be due to the internet connection (freitas, Rebolledo-Mendez, Liarokapis, Magoulas & Poulovassilis 2010). Virtual reality programs have gained popularity on the internet (Crellin, Duke-Williams, Chandler& Collinson 2009). //Second Life,// an online program that allows users to communicate with other people via avatars has become one of the highest used virtual worlds because it is free and allows users to socialize with others.

=Virtual Reality in Education=

<span style="font-family: 'Times New Roman',serif; font-size: 16px; line-height: 18px; margin: 0px; padding: 0px;">Educators have been using virtual reality programs in the classroom as motivational tools because it can influence students performance and participation (Lee, Wong, & Fung 2010). Students have also been found to engage in lessons more and therefore have better recall and understanding of content. Furthermore, the leaner control options that virtual reality programs offer allows students to become problem solvers as they make decisions about their progress. <span style="font-family: 'Times New Roman',serif; font-size: 16px; line-height: 18px; margin: 0px; padding: 0px;">A study conducted by Lee, Wong and Fung (2010), identified how the use of the V-Frog virtual reality software would impact student learning. V-Frog is a provides a virtual environment in which students can dissect a frog with virtual tools such as tweezers and scalpels. It was determined that students motivation level increased with the use of the software as opposed to reading about it in a book. Furthermore, this desktop based program promoted active learning as it allowed students to manipulate tools and therefore learn independently. While virtual education websites are beneficial, one must also consider the drawbacks of technology. Server failures, downtime and maintenance time are important factors to consider when using "virtual worlds that are maintained via large clusters of servers" because it can have an impact on learning (Morgan 2009). <span style="font-family: 'Times New Roman',serif; font-size: 16px; line-height: 18px;">The collaboration aspect of virtual reality programs is another factor that positively influences learners (de Freitas, Rebolledo-Mendez, Liarokapis, Magoulas & Poulovassilis, 2010) <span style="font-family: 'Times New Roman',serif; font-size: 16px; line-height: 0px; margin: 0px; overflow-x: hidden; overflow-y: hidden; padding: 0px;"> <span style="font-family: 'Times New Roman',serif; font-size: 16px; line-height: 0px; margin: 0px; overflow-x: hidden; overflow-y: hidden; padding: 0px;">media type="youtube" key="2X3vNUxstxw" height="273" width="336"

=Resources= The Sims is a Desktop Based Virtual Reality game created by Maxis. The Sims Official Website Second Life is an Avatar Based online virtual world. Second Life Official Website An Introduction to Virtual Reality Virtual Reality PowerPoint

=References=

Crellin, J., Duke-Williams, E., Chandler, J., & Collinson, T. (2009). Virtual worlds in computing education. //Computer Science Education//, 19(4), 315-334.

de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., & Poulovassilis, A. (2010). Learning as immersive experiences: Using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world.

Ai-Lim Lee, E., Wong, K., & Fung, C. (2010). How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach. //Computers & Education//, 55(4), 1424-1442.

Lanier,J. (2007). //Brief Biography of Jaron Lanier.// Retrieved March 31, 2011, from <span style="background-attachment: initial; background-clip: initial; background-color: initial; background-origin: initial; background-position: 100% 50%; background-repeat: no-repeat no-repeat; cursor: pointer; padding-right: 10px;">[]

Hanson, K., & Shelton, B. E. (2008). Design and Development of Virtual Reality: Analysis of Challenges Faced by Educators. //Journal of Educational Technology & Society//, 11(1), 118-131.

Shubik, M. (2009). It Is Not Just A Game!. //Simulation & Gaming//, 40(5), 587-601.

Morgan, G. (2009). Challenges of Online Game Development: A Review. //Simulation & Gaming//, 40(5), 688-710.