Ryan Wright Professor Hunter ENG 1201-A50 22 February 2018 The Actuality of Virtual Reality Usage Virtual Reality is no longer a work of fiction. Admittedly, fellow video game enthusiasts wearing bulky headsets may currently be the most visible experimenters of this constantly developing technology; however, most people will find themselves with improved daily interactions using augmented and virtual reality in the near future. Last summer, while vacationing at Cedar Point amusement park, there was a long line and big group of people waiting near a normally empty roller coaster. There was a special event that paired Virtual Reality headsets with riders. People were buzzing with excitement as they decided to wait in line, sign forms, and have the chance to try wearing a VR headset that was specifically created to enhance the ride. It was the first time many people attempted to experience VR and the crowd of excited riders seemed to be from every age group. This is just one example that shows the virtual technology is capturing the attention of people of all ages and being used to create new experiences. Augmented reality and virtual reality are meshing into the daily routines of society as the true human to human interaction is reduced as computers begin to take away the need for people to occupy a common space for interactions. This is not limited to video game play, as shown in Fig. 1, but is found in many facets of daily life. It is time for people to overcome their fears and to embrace the advancements in virtual reality technology because it will continue to have a positive impact on mainstream society.
Fig. #1 Video game players actively using VR ("VR Technologies and Applications”). Robert Scoble and Shel Israel are technology speakers and co-authors of The Fourth Transformation: How Augmented Reality and Artificial Intelligence Change Everything. Their book takes a very thorough approach to explaining the specific advances in technology that are happening as they focus on virtual, augmented, and mixed reality while discussing the impact VR is making as people change from passive observers to having an immersion experience of products (xxi). At the moment, people are putting on bulky headsets that block out the user’s real surroundings. However, smart glasses are being developed to allow mixed-reality as users can see both their current surroundings and have virtual 3D images added in which they can manipulate. Imagining all of the possibilities seems surreal , but all of these images become possible with the use of point clouds, which help take data from outlines to full objects as they build images in real-time. This technology is often shown on TV shows which use a large technology grid to build models with a few clicks of a button. The concept of spatial computing, where computers use point clouds to give real-time location aids in the development of this technology, is allowing its potential to spread to unlimited applications (4-6). Uncovering some of the technical aspects and roadblocks it takes to create a Virtual Reality experience is a helpful first step in understanding opposing views about the viability of VR applications in real life situations. In a special report for “Expert Technology”, tech writer Nick Scott shared some background of the initially slow development of Virtual Reality and the issues with motion sickness. He tracked the first use back to a 1920’s flight simulator. Then 30 years later in the 1950’s was a cinematographer’s Sensorama cabinet with a 3D display, speakers, and a vibrating chair (48). Remarkably, both of these applications took place before the advancements of faster computer processors and the availability of the internet. In a similar study for Science News, Betsy Mason took a look at motion sickness problems with VR. She referenced a 1957 U.S. Military flight training reported flight simulators making pilots motion sick, and admitted that still remains a common complaint (5). Mason further explains that motion sickness comes from the necessary design of VR which creates two or more senses being mismatched and impacting balance. With VR, this mismatch happens because people are using their vision to move through a place, but their vestibular system knows their bodies are not actually moving (4). As with any introduction of new ideas, there will be time spent to improve the experiences as problems or concerns arise and “the VR industry is moving at a pace science can’t match, forging ahead with its own grand experiment as millions of users test its products” (Mason 7). Understanding that technical aspects of VR systems are under rapid improvement supports the belief that the motion sickness issues can be managed, making the expansion into mainstream society not only possible but also probable. The technical requirements and cost initially kept this as a research tool used with a limited scope of impact. Most recently, as computer processing speeds and computer accessibility has increased and the cost has decreased, VR is finally expanding and creating entertainment experiences that are able to be enjoyed by many without resulting motion sickness. Mason’s concern lies in the problem of people becoming sick, wondering if that will stop people from using the technology. Mason explained a study completed for Experimental Brain Research, where college students were asked to play VR games. 78% of the women versus 33% of the men reported motion sickness. The study concluded that the more sensitive a person is to motion sensory cues, the more likely to have their brain detect the mismatch, leading to motion sickness (Mason 4). Since video game play is one of the fastest growing markets for Virtual Reality, it deserves a closer look. With the recent rise in popularity of VR headsets, such as the 2012 Oculus VR purchased by Facebook in 2014 and Sony’s 2016 release of PlayStation 4 video game console, VR has landed in living rooms around the world (Scott 48). The 2016 Holiday season was filled with commercials and stories showing people of all ages experiencing VR for the first time. Demo kiosks in stores and at conferences help sell these devices more than advertising because once people try them they become excited and share with friends (Scoble & Israel 14). Scoble & Israel credit Millennials and the estimated 1.2 billion worldwide gamers, which averages out to two players per home, for spreading the popularity of VR technology (17). As amazing as the video game experiences may become with VR, there is a natural tendency to question of the effects of such realistic virtual game worlds. It is not a secret that realistic violence in video games has been a concern, but the realistic experience with VR makes people fear that “...young people (and even adults) may not perceive the difference between reality and VR. They may not be mature enough to distinguish the difference” (Park 1). Social isolation is another frequent discussion point in regards to video gaming and the concern that people will become addicted to virtual world and neglect daily responsibilities. Connecting through online groups allows for gamers to interact, but online identities are not always true. In her article for the Journal of Learning and Teaching in a Digital Age, Park explains that some users see a VR platform as a false world which may influence young people to have a false identity. Park shared an example of a young couple becoming so immersed in the video game platform that they neglected to help their own baby (2). Park concludes her research by suggesting people remain conscious of the possible interpersonal harm that can accompany the advancing VR technology. This suggestion is no different than current video game equipment required age ratings which leaves it up to adults to follow, control, and monitor their minor’s access to the appropriate context. Besides game-playing devices, Virtual Reality is making its way to improve the popular entertainment arena of films. This is best explained by closely examining the 2016 TED Talk when guest speaker and music video director, Chris Milk, brought the Google Cardboard VR to a new audience. Milk prepared the audience to try the google cardboard platform for the first time by explaining how it can be an awe-inspiring experience. With the advancements in VR technology, he is able to take that one step further and move people into the medium. Milk views VR as an experience as his words clearly express, “ You feel your way inside of it. It's a machine, but inside of it, it feels like real life, it feels like truth. And you feel present in the world that you're inside and you feel present with the people that you're inside of it with” (Milk). He finally instructs the audience to put on their headsets and then he narrates as they watch, listen, and experience this technology for the first time. People visibly moved their heads up and down and reacted in amazement to the sights and sounds they were processing in this created world. Milk created this film in a Syrian refugee camp in Jordan so the viewers would be able to fully understand and empathize with the difficulties people experience. He is working with the United Nations to create more films in order to “connect humans to other humans in a profound way...and it can change people’s perception of each other”(Milk). Now, he uses music in his films to help build empathy with viewers because he believes VR has the potential to help people become better connected, more passionate, and empathetic. It is a great example describing the impact VR can have to make people feel and can connect to world-wide needs and help make a difference (Milk). Milk specifically explained the detailed process of using multiple 3D cameras and binaural microphones to create a sphere of the world the viewer will immerse themselves inside. He shared details to acknowledge that either due to previous bad experience with VR motion sickness or stories they’ve heard, some people remain uninterested in this technology. Knowing that some people experience VR sickness, and decide to avoid VR experiences, programmers are working with strategies in the design phase to help reduce motion sickness. Strategic techniques, such as teleporting to zoom in and out of new worlds, or a “sprint” to continue the rate of speed until a target is reached, has been shown to help with motion sickness even though it may change the experience of a true virtual feel (Mason 1-5). Addressing the issue of motion sickness is leading to changes to perfect VR and make it comfortable for all viewers which should help increase widespread acceptance. Fig. #2 Medical use of VR technology (Miranda). Even though it is exciting, VR is not just about fun and games. The technology is proving to be lifesaving as its increased use is impacting the medical field with surgical training. In Figure #2, you can see a doctor using VR as a surgery is taking place. This is now a common training and surgery support tool. Kugler, a freelance technology writer, addresses computing machinery specialists in his article in the Communications of the ACM, as he explains that this technology can be life-saving. In the medical setting, both surgical residents and veterans can improve technical surgical skills by being better prepared for procedures. In addition, hospitals can reach more doctors with remote training because it saves both time and money. Procedures that are not performed as routinely can be simulated in a realistic experience before operating on a patient. Kugler does a great job of explaining exactly how the reality of wide-spread VR use is a practical and productive tool for medicine. His specific examples allow the reader to better understand the changes that will continue to impact collaborative medical work environments and safety outcomes (16). Kugler’s article even includes an interview with well-known technology specialist, Ajey Shah, who takes the current technology advances a step further with his speculation about the future technology advancing to the point of making smartphones obsolete. Kugler is quick to note that Shah’s company is working on the wearable technology he is proposing will replace the smartphones, so they can state this as a true possibility that people need to prepare to explore and embrace further. Virtual Reality as a life-saving tool is a literally a critical care issue, but money saving is a driving factor for business economics. The business world of “professionals stand to gain far more by transporting themselves to a digital world than by simply enhancing the real one” (Miranda 2). Companies are investing time and money on experts and equipment as they transition to collaborative VR and AR work environments. Developments have helped manufacturing as collaboration on design can bring people together instantly in a virtual environment, without the need of expensive, time-wasting travel. As shown in Figure # 3, teams are able to still “see” products first hand, so it is better than a conference call or facetime meeting. They can work to immediately improve 3D models as they view images and discuss specifics about components (Kugler 16). In this way, virtual reality is beginning to change how companies carry out daily operations everywhere.
Fig #3 Business manufacturing collaboration with VR (Miranda). Similarly, Scott’s article discusses the increasing importance of Virtual Reality (VR) as it is emerging into the business realm and promising to transform how business and working lives as the technology is improving. He affirms previously shared information that the technology that was once only alluded to has now become available due to developments. Scott credits Facebook’s 2014 purchase of the Oculus VR headset and Sony’s 2016 PlayStation 4 video console headset as a moment that “shifted VR firmly into the mainstream of entertainment technology”(48). Scott dives into some of the past downfalls of VR capability, explaining that the potential was there back in 1980 but the computer processing speed was not able to handle the task. People who viewed the early, costly, simple pictures that moved slower than a head movement often experienced motion sickness and interest faded. Now, computer processors are more powerful and the software costs are lowering, which helps reduce this previously common concern. Scott further dives into the reality of saving money by reliance on VR technology. Fields such as the military, aerospace, nuclear work, engineers, automotive operations, marketing, and training can have true costs savings. Physical stores may be needed less, as retailers can use VR technology to give customers access to a shopping experience without a physically stocked store. The developing technology of feeling virtual objects, haptics, will help VR progress in training, shopping, and museum object discovery. Companies can connect a team of multiple users into one virtual location, which saves time and money on travel (Scott 50). Take a moment to think about how the daily operations in the world could save financially due to technological developments. Acknowledging that there are still a few kinks in the system that need to be worked out before VR is a mass market item, Scott examines some of the technology developments that are in the works and will soon propel the use of technology. Dr. Emine Mine Thompson, a program leader of MSc Future Cities course at Northumbria University, is watching miniaturization, haptics, and Augmented Reality developments which are leading VR to “increasingly becoming part of our lives, and understanding of the world”(51). Even though VR has potential to be a good thing, it has potential problems depending on the purpose of its use. Park says “the advance in VR technology is value-neutral as with all things, whether something is good or bad depends on how humans use it” (1). There has not been enough time to have enough research to fully evaluate the effectiveness of using VR as the technology continues its rapid advancements. Some of the VR innovations are helping educational methods to have more immersion in studies, but the advances are happening so fast that the harmful influences have been unable to be reviewed. Park’s article helps shed a light on some of the concerns people have about VR technology as it begins to infiltrate our daily lives, but people should remain open to considering ways it may one day have a personal impact, especially if it touches a need in their life. Research proves that Virtual Reality is not just a fantasy or trendy bit of technology that is too costly or confusing. This advanced technology is making its way to businesses, hospitals, athletics, schools, and more; impacting people in various ways. Even though some people have concerns about its impact, VR has the possibility to impact so many sectors. It is easy to become overwhelmed, which is why this discussion focused on just a few main areas. It also serves as a reminder about the expansive use of this technology, which may change many interactions as we now know them to exist. It is here to stay with the potential to help improve our lives in many ways so as an important first step, the general public needs to take the time to consider the possibilities as they become educated on the potential impact this technology is bringing to our lives. In conclusion, advancements in virtual reality technology will continue to have a positive impact on mainstream society.
Scoble, Robert, and Shel Israel. The Fourth Transformation: How Augmented Reality and Artificial Intelligence Change Everything. Patrick Brewster Press, 2017.