This document analyzes the impact of virtual reality technology on interaction design. It discusses the history and concepts of virtual reality and how it has evolved over time with advances in technology. Virtual reality started in the 1950s but became more common in the late 1980s and 1990s. It has since gained applications in various fields like gaming, medicine, military, construction, and more. The study finds that virtual reality greatly complements interaction design by bringing a more convenient and immersive experience compared to traditional technologies. Whether in the present or future, virtual reality has broad potential to positively impact interaction designs in more advanced ways.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
This document provides a survey of augmented reality (AR) technology. It begins with definitions of AR, noting that AR combines real and virtual content in real-time and registers the virtual content in 3D. AR is discussed in the context of related technologies like virtual reality and ubiquitous computing. Key differences between AR and virtual reality are described. The survey then covers the history, technologies, applications, and future directions of AR research.
This document summarizes augmented reality (AR) technology. It discusses how AR enhances the real-world environment by incorporating digital information like graphics. Examples of AR applications discussed include Intel's x-ray glasses that allow seeing inside objects and Google's Project Tango, which uses sensors and cameras to integrate 3D environments into mobile devices. The document traces the history of AR concepts back to Rene Descartes in the 1600s and discusses ongoing research areas like improving depth sensing and object recognition to advance AR capabilities.
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
Raspberry Pi Augmentation: A Cost Effective Solution To Google GlassIRJET Journal
This document proposes a cost-effective augmented reality system using a Raspberry Pi. The system includes a Raspberry Pi, camera module, augmented reality display through a semi-transparent mirror, and intelligent user interface using Amazon Alexa for voice commands. The system is designed to be worn on a head-mounted frame. It acquires visual data from the environment using the camera and processes it to provide real-time information to the user through the augmented reality display or voice responses. The goal is to create an affordable augmented reality solution that serves as a portable computer and human enhancement through voice interaction and visual processing.
The document discusses Meta Pro Space Glasses, a new type of augmented reality glasses created by the company Meta in collaboration with Professor Steve Mann. The Meta Pro Glasses can superimpose 3D content onto the real world by building a 3D model of the surroundings using cameras and sensors. The glasses have a large holographic screen, are lightweight, and allow the user to project their computer interface anywhere. The document also discusses the "father of augmented reality," Professor Steve Mann, and his work pioneering wearable computing technologies.
The document is a project report on virtual reality submitted to Amity University. It discusses what virtual reality is, types of virtual reality including fully immersive, non-immersive, collaborative, web-based and augmented reality. It also covers components of virtual reality like input devices, output devices, software. Applications of virtual reality discussed include education, scientific visualization, industrial design and architecture, games and entertainment. The results section discusses benefits of VR training. The conclusion covers ongoing advances being made in VR technologies.
AN EVALUATION OF THE USE OF AUDIO GUIDANCE IN AUGMENTED REALITY SYSTEMS IMPLE...ijma
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups,
using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and
Augmented Reality (AR) technologies are becoming more ubiquitous in our society and “virtual history”
exhibits are starting to be available to the public. There are numerous studies focusing on AR, however a
scant amount of research is being done at historical sites. An initial experiment used repeated measures
(ANOVA) to compare and rank three different types of AR devices used at a site of cultural heritage. A
further experiment was then undertaken to observe participants using two different AR devices with and
without sound to determine if which device used or the presence of sound impact the usability of the device,
or the user’s satisfaction/preference of specific devices. Several surveys, including demographic and
usability surveys, were provided in order to collect a range of user data. A two-way repeated measures
(ANOVA) were used to analyze the quantitative data gathered. No significant effects were observed based
on the quantitative data provided by the surveys, indicating that all devices were equally usable and
satisfactory, and that sound did not have a significant impact in this instance. However, the qualitative
data indicated that users may prefer using AR technology on a smartphone device and preferred to use this
device paired with sound.
Augmented reality : Possibilities and Challenges - An IEEE talk at DA-IICTParth Darji
This presentation is a part of a talk I was invited to give on the topic of Augmented Reality and Virtual Worlds. This talk, organized by IEEE, aimed at introducing the technology to students and discuss the scope and research associated with it. Qualcomm's Vuforia platform is used as a prototype.
This document provides a survey of augmented reality (AR) technology. It begins with definitions of AR, noting that AR combines real and virtual content in real-time and registers the virtual content in 3D. AR is discussed in the context of related technologies like virtual reality and ubiquitous computing. Key differences between AR and virtual reality are described. The survey then covers the history, technologies, applications, and future directions of AR research.
This document summarizes augmented reality (AR) technology. It discusses how AR enhances the real-world environment by incorporating digital information like graphics. Examples of AR applications discussed include Intel's x-ray glasses that allow seeing inside objects and Google's Project Tango, which uses sensors and cameras to integrate 3D environments into mobile devices. The document traces the history of AR concepts back to Rene Descartes in the 1600s and discusses ongoing research areas like improving depth sensing and object recognition to advance AR capabilities.
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
Raspberry Pi Augmentation: A Cost Effective Solution To Google GlassIRJET Journal
This document proposes a cost-effective augmented reality system using a Raspberry Pi. The system includes a Raspberry Pi, camera module, augmented reality display through a semi-transparent mirror, and intelligent user interface using Amazon Alexa for voice commands. The system is designed to be worn on a head-mounted frame. It acquires visual data from the environment using the camera and processes it to provide real-time information to the user through the augmented reality display or voice responses. The goal is to create an affordable augmented reality solution that serves as a portable computer and human enhancement through voice interaction and visual processing.
The document discusses Meta Pro Space Glasses, a new type of augmented reality glasses created by the company Meta in collaboration with Professor Steve Mann. The Meta Pro Glasses can superimpose 3D content onto the real world by building a 3D model of the surroundings using cameras and sensors. The glasses have a large holographic screen, are lightweight, and allow the user to project their computer interface anywhere. The document also discusses the "father of augmented reality," Professor Steve Mann, and his work pioneering wearable computing technologies.
The document is a project report on virtual reality submitted to Amity University. It discusses what virtual reality is, types of virtual reality including fully immersive, non-immersive, collaborative, web-based and augmented reality. It also covers components of virtual reality like input devices, output devices, software. Applications of virtual reality discussed include education, scientific visualization, industrial design and architecture, games and entertainment. The results section discusses benefits of VR training. The conclusion covers ongoing advances being made in VR technologies.
AN EVALUATION OF THE USE OF AUDIO GUIDANCE IN AUGMENTED REALITY SYSTEMS IMPLE...ijma
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups,
using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and
Augmented Reality (AR) technologies are becoming more ubiquitous in our society and “virtual history”
exhibits are starting to be available to the public. There are numerous studies focusing on AR, however a
scant amount of research is being done at historical sites. An initial experiment used repeated measures
(ANOVA) to compare and rank three different types of AR devices used at a site of cultural heritage. A
further experiment was then undertaken to observe participants using two different AR devices with and
without sound to determine if which device used or the presence of sound impact the usability of the device,
or the user’s satisfaction/preference of specific devices. Several surveys, including demographic and
usability surveys, were provided in order to collect a range of user data. A two-way repeated measures
(ANOVA) were used to analyze the quantitative data gathered. No significant effects were observed based
on the quantitative data provided by the surveys, indicating that all devices were equally usable and
satisfactory, and that sound did not have a significant impact in this instance. However, the qualitative
data indicated that users may prefer using AR technology on a smartphone device and preferred to use this
device paired with sound.
An Evaluation of the use of Audio Guidance in Augmented Reality Systems Imple...ijma
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups, using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and Augmented Reality (AR) technologies are becoming more ubiquitous in our society and “virtual history” exhibits are starting to be available to the public. There are numerous studies focusing on AR, however a scant amount of research is being done at historical sites. An initial experiment used repeated measures (ANOVA) to compare and rank three different types of AR devices used at a site of cultural heritage. A further experiment was then undertaken to observe participants using two different AR devices with and without sound to determine if which device used or the presence of sound impact the usability of the device, or the user’s satisfaction/preference of specific devices. Several surveys, including demographic and usability surveys, were provided in order to collect a range of user data. A two-way repeated measures (ANOVA) were used to analyze the quantitative data gathered. No significant effects were observed based on the quantitative data provided by the surveys, indicating that all devices were equally usable and satisfactory, and that sound did not have a significant impact in this instance. However, the qualitative data indicated that users may prefer using AR technology on a smartphone device and preferred to use this device paired with sound.
IRJET-Mixed Reality in Healthcare EducationIRJET Journal
The document discusses how mixed reality can enhance healthcare education. It begins by explaining how virtual reality, augmented reality, and mixed reality are increasingly being used in the healthcare sector to improve surgical training, patient experiences, and learning. The document then reviews literature showing that augmented reality provides contextual learning opportunities and allows for safer skills training compared to traditional methods. Finally, the document discusses how virtual reality and augmented reality work and some of their applications in healthcare education, such as visualizing complex anatomical structures and surgical procedures.
This document provides a literature review and overview of augmented reality (AR) technologies. It discusses several enabling technologies for AR, including head-mounted displays, handheld displays, and tracking methods. The document reviews research on AR development tools, applications of AR in education, and challenges and future directions for AR. Key advantages of AR include enhancing real-world experiences and making invisible objects observable. However, challenges include cognitive overload and usability difficulties for some users. Overall, the literature indicates that AR has significant potential to improve education and other fields when designed appropriately.
A case study on Adstuck's Augmented Reality ventures (Amity University) by Pa...Dr Ritesh Malik
This document is a minor project report on augmented reality in the context of Adstuck, an Indian advertising company. It includes sections on the company profile of Adstuck, research methodology used in the project, findings on the technology behind various augmented reality apps and concepts developed by Adstuck, an analysis and SWOT analysis of augmented reality applications in different industries. The report was submitted in partial fulfillment of an MBA degree and includes standard elements like a declaration, acknowledgements, table of contents and figures.
A ‘white paper’ overview by Dr Mike Hobbs, Visiting research fellow, CEMP, Bournemouth University and Professor Debbie Holley, CEMP and Department of Nursing Sciences Bournemouth University
This briefing paper outlines and summarises recent developments in the context and range of technologies for delivering Augmented Reality (AR). We share some of the uses of the products and examples of applications in social, commercial, medical and educational applications; but make no claim as to this being a full inventory. The work can be read as an independent document or as an extended commentary providing more detail to support the Augmented Reality for Education article in the Encyclopaedia of Educational Innovation (Holley, Hobbs 2020) and the Augmented Reality and Learning Innovation presentation at Edutech 2021 (Holley 2021).
Google Glass is a research project by Google to develop augmented reality smart glasses. The glasses will have a small video display, camera, speaker, and respond to voice commands. They will connect to smartphones and the internet to display information and allow hands-free interaction. The glasses use technologies like wearable computing, augmented reality, eye tap, Android OS, and 4G to function. While innovative, they may raise privacy concerns if the camera is used without consent of others. Overall, Google Glass has potential benefits but also risks that will need to be addressed.
This document discusses artificial intelligence and its role in the metaverse. It begins by introducing key terms related to the metaverse like virtual reality, augmented reality, blockchain, and AI. It then discusses several technical aspects of the metaverse that AI can enhance, such as natural language processing, machine vision, blockchain, networking, digital twins, and neural interfaces. It also provides an overview of the economic system of the metaverse and how it differs from the conventional economy. Finally, it discusses challenges to developing AI for the metaverse, such as limited training data for image and video understanding.
IRJET- Data Visualization using Augmented RealityIRJET Journal
This document summarizes a research paper on using augmented reality for data visualization. It discusses how augmented reality can provide a 3D view of machines in an industry by overlaying 3D models onto the camera view. Sensors collect real-time machine data that is stored in a cloud database. When users view machines through their device camera, they can see status information by clicking on the overlaid 3D models. The document also discusses challenges like hardware limitations, information filtering, and tracking accuracy that must be addressed for practical augmented reality applications.
Augmented reality is an innovation which allows a user to the computer simulated environment, regardless of whether that condition is a reproduction of this present reality or a conjured up universe. It is the way to encountering, feeling and contacting the past, present and whats to come. It is the medium of making our very own reality, our own customized reality. It could go from making a computer game to having a virtual walk around the universe, from strolling through our very own fantasy house to encountering a stroll on an outsider planet. With computer generated reality, we can encounter the scariest and exhausting circumstances by playing safe and with a learning point of view. Not many individuals, be that as it may, truly realize what VR is, the thing that it is fundamental standards and its open issues are. In this paper a chronicled outline of computer generated reality is displayed, essential wording and classes of VR frameworks are recorded. A savvy investigation of normal VR frameworks is done and finds the difficulties of Virtual Reality. Augmented reality, in which virtual substance is reliably planned with grandstands of genuine scenes, is a creating zone of natural arrangement. With the climb of individual cellphones prepared for making charming augmented reality conditions, the tremendous ability of AR has begun to be examined. This paper audits the present forefront in expanded reality. It delineates work performed in different application territories and clears up the leaving issues experienced when building extended reality applications considering the ergonomic besides, specialized confinements of cell phones. Pratibha Jha | Sapna Yadav ""Virtual and Augmented Reality: An Overview"" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-3 , April 2019, URL: https://www.ijtsrd.com/papers/ijtsrd23351.pdf
Paper URL: https://www.ijtsrd.com/engineering/computer-engineering/23351/virtual-and-augmented-reality-an-overview/pratibha-jha
IRJET- Deep Dive into Augmented RealityIRJET Journal
This document provides an overview of augmented reality (AR) including how AR works, tools used for AR, advantages of AR, and applications of AR. It discusses three main ways to augment reality: 1) augmenting the user with devices like head-mounted displays, 2) augmenting physical objects, and 3) augmenting the environment without directly affecting users or objects. Popular AR tools like Vuforia, Kudan, ARKit, and ARCore are also outlined. Some key advantages of AR discussed are improving learning, enabling richer communication and interaction, and benefits for business like virtual product mockups. Applications mentioned include navigation, tourism, retail, and manufacturing.
This is one of the first learning presentations that I had worked during my college days. Now, you can find more articles related to technology domain at https://www.biztechpost.com/
The document discusses the history and applications of virtual reality. It begins with defining virtual reality as a computer-generated 3D environment that can be interacted with and explored by a user. It then covers the history of VR from early flight simulators to modern consumer headsets. The main types and technologies of VR systems are described, including head-mounted displays, data gloves, cave automatic virtual environments, and software. Applications of VR discussed include military training, education, healthcare, engineering, entertainment, and communication. The architecture of a typical VR system is also outlined.
The 6-hour, one-day workshop provides an introduction to metaverse technologies including augmented reality (AR), virtual reality (VR), mixed reality, artificial intelligence, blockchain, non-fungible tokens, digital twins, internet of things, and cloud computing. The workshop will demonstrate applications of these technologies in industries such as advertising, manufacturing, supply chain, finance, healthcare, and entertainment. Participants will receive a certificate and participate in hands-on demonstrations of AR and VR experiences. The workshop aims to have a minimum of 100 students per batch and commercials are Rs. 650 per participant.
Virtual reality (VR) is a technology that allows users to interact with computer-simulated environments, whether real or imagined. Some key developments in VR history include Morton Heilig creating a multi-sensory simulator in 1962, the first computer-generated movie in 1982, and the rise of VR gaming in the late 1990s. VR has applications in fields such as medicine, engineering, education, and entertainment. While VR offers benefits for interaction and visualization, challenges remain regarding usability, side effects, and a lack of standardization.
Virtual Reality and Augmented reality: A Study on their ApplicationsIRJET Journal
The document discusses virtual reality (VR) and augmented reality (AR), their applications, and a comparison between the two technologies. It provides definitions of VR as an animated simulation of a real environment, while AR enhances the real world with computer-generated perceptual information. Examples of applications discussed include plastic surgery simulation using VR, and AR enhancing tourism experiences by overlaying additional information on real locations. The document also summarizes several research papers on topics like using VR in medical fields and enhancing tourism with AR. It concludes that both VR and AR technologies have made significant contributions across fields like education, medicine and entertainment, though each also faces challenges to be addressed.
The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
Rise of augmented reality : current and future applicationsU Reshmi
This seminar presentation discusses the rise of augmented reality, including its current and future applications. It provides an introduction to augmented reality and discusses its implementation through components like head-mounted displays, tracking systems, and mobile computing power. Examples of current augmented reality applications are given in the medical, entertainment, military, engineering, robotics, education and other fields. Challenges like accurate tracking and limited computing power are also outlined. The conclusion discusses the future scope of augmented reality becoming indistinguishable from real world as technology advances.
Disrupting Reality: Taking Virtual & Augmented Reality to the EnterpriseCognizant
The impact of virtual and augmented reality platforms and applications will be profound for enterprises across industries, allowing companies to transform processes and improve how employees work, communicate and collaborate. All within a real-time, "real-life" environment that reduces the need for physical premises and presence.
The document provides an overview of mixed reality, including definitions of virtual reality, augmented reality, and mixed reality. It discusses the history and how mixed reality works by merging the real and virtual worlds. The types of mixed reality apps are enhanced environment apps, blended environment apps, and immersive environment apps. Examples of current and future applications are given across various industries like education, medicine, games, and more. Advantages include a detailed view while disadvantages are high costs and inability to touch.
1. The Internet of Things (IoT) involves connecting physical objects through sensors and networking capabilities. An estimated 6.4 billion IoT devices were in use worldwide in 2016, with that number expected to grow to over 20 billion by 2020.
2. Asian markets are important for IoT adoption, with close to one-third of all connected devices projected to be located in the region by 2020. Chinese manufacturers are developing consumer IoT products for homes, fitness, and more. Data from these devices can provide insights for improved products and services.
3. IoT is enabling new business models, like pay-as-you-drive insurance where activity data from smartwatches can lower premiums. Connected
PNC Bank provides various financial services including lending, deposits, wealth management, and assets management. The document analyzes PNC Bank's financial performance through key ratios such as return on equity, return on assets, tax ratio, and expense ratio. It also examines assets utilization, equity multiplier, loans, and risk management. Overall, the analysis finds that PNC Bank has relatively low returns compared to competitors and needs to improve assets management to boost profitability. However, the bank effectively manages expenses and taxes.
This document summarizes Act 1, Scene 1 of A Midsummer Night's Dream by William Shakespeare. Theseus, the Duke of Athens, is preparing to marry Hippolyta. Meanwhile, Hermia's father Egeus wants her to marry Demetrius, but she loves Lysander. Theseus gives Hermia an ultimatum - marry Demetrius, become a nun, or face death. Lysander and Hermia plan to flee into the nearby forest to escape their fate.
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Recently, museums and historic sites have begun reaching out beyond their traditional audience groups, using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and Augmented Reality (AR) technologies are becoming more ubiquitous in our society and “virtual history” exhibits are starting to be available to the public. There are numerous studies focusing on AR, however a scant amount of research is being done at historical sites. An initial experiment used repeated measures (ANOVA) to compare and rank three different types of AR devices used at a site of cultural heritage. A further experiment was then undertaken to observe participants using two different AR devices with and without sound to determine if which device used or the presence of sound impact the usability of the device, or the user’s satisfaction/preference of specific devices. Several surveys, including demographic and usability surveys, were provided in order to collect a range of user data. A two-way repeated measures (ANOVA) were used to analyze the quantitative data gathered. No significant effects were observed based on the quantitative data provided by the surveys, indicating that all devices were equally usable and satisfactory, and that sound did not have a significant impact in this instance. However, the qualitative data indicated that users may prefer using AR technology on a smartphone device and preferred to use this device paired with sound.
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This document is a minor project report on augmented reality in the context of Adstuck, an Indian advertising company. It includes sections on the company profile of Adstuck, research methodology used in the project, findings on the technology behind various augmented reality apps and concepts developed by Adstuck, an analysis and SWOT analysis of augmented reality applications in different industries. The report was submitted in partial fulfillment of an MBA degree and includes standard elements like a declaration, acknowledgements, table of contents and figures.
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Google Glass is a research project by Google to develop augmented reality smart glasses. The glasses will have a small video display, camera, speaker, and respond to voice commands. They will connect to smartphones and the internet to display information and allow hands-free interaction. The glasses use technologies like wearable computing, augmented reality, eye tap, Android OS, and 4G to function. While innovative, they may raise privacy concerns if the camera is used without consent of others. Overall, Google Glass has potential benefits but also risks that will need to be addressed.
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This is one of the first learning presentations that I had worked during my college days. Now, you can find more articles related to technology domain at https://www.biztechpost.com/
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The document discusses augmented reality (AR), including its history dating back to the 1960s, how it works by superimposing digital images onto the real world using markers recognized by smartphone cameras, and its applications in healthcare, military, manufacturing, and entertainment. Some advantages of AR are increasing knowledge and enabling shared experiences over long distances, while disadvantages include potential security and user experience issues.
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1. The Internet of Things (IoT) involves connecting physical objects through sensors and networking capabilities. An estimated 6.4 billion IoT devices were in use worldwide in 2016, with that number expected to grow to over 20 billion by 2020.
2. Asian markets are important for IoT adoption, with close to one-third of all connected devices projected to be located in the region by 2020. Chinese manufacturers are developing consumer IoT products for homes, fitness, and more. Data from these devices can provide insights for improved products and services.
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A critical research study on the impact of virtual reality.docx
1. 1
A critical research study on the impact of virtual reality in relation to
interaction desighn Applicatiobn
2. 2
University of Plymouth
School of Art,Design and Architecture
BA Digital Media Design
A critical research study on the impact of virtual reality
Yuting Chen
10693669
3. 3
Table of Contents
Excutive summary............................................................................................................................................... 4
1.0 The Impact of Virtual Reality Technology on Interaction Design............................................................... 5
1.2 introduction............................................................................................................................................... 5
Virtual reality technology and interaction design........................................................................................... 5
1.3 Structural background study summary ..................................................................................................... 5
1.4 The impact of virtual reality technology on interaction design ................................................................ 6
Literature review......................................................................................................................................... 6
1.5 The concept and application of interaction design................................................................................... 7
1.6 The connection between virtual reality technology and interaction design ......................................... 8
2. Application to the game field.......................................................................................................................... 8
2.3 Application in the medical field............................................................................................................... 10
2.4 Application in the field of bulding and construction............................................................................... 12
Analysis...................................................................................................................................................... 14
Architecture................................................................................................................................................... 14
2.5 Application in the military field............................................................................................................... 15
2.6 VR Interaction Design in the military field............................................................................................... 16
2.7 The role and influence of virtual reality technology on interaction design in multiple fields ................ 16
3.1 Methodology ............................................................................................................................................... 17
3.2 Analysis................................................................................................................................................... 18
3.3 Discussion............................................................................................................................................ 19
5. prospects....................................................................................................................................................... 20
3.4 Application and prospects in animation displays.................................................................................... 21
4.1 Conclusion ................................................................................................................................................... 24
References......................................................................................................................................................... 26
4. 4
Excutive summary
Virtual reality (VR) is a computer-generated model. An individual can connect with a three-
dimensional virtual world through digital equipment such as specialized glasses with a monitor or
gloves embedded with sensors. The user may have an authentic view of this modeled artificial world.
Augmented reality (AR) differs from virtual reality (VR) in that it augments the physical world with
digital overlays rather than creating a completely interactive environment. They have a long history of
application dating from the 150s. This paper analyses the impacts of virtual reality on interaction
design. It has enabled the development of gadgets that enhance customer engagement. Virtual reality
has also gained application in various fields like sports, medical, and military construction. The study
analyzed the impacts of virtual reality on interaction design through qualitative analysis. From the
finding which was collected by the use of reaserch questions distributed electronically.
The analysiss presented presents the practicability of the technology in fields like, medical
applications, e-commerce application,military application,bulding and construction application among
other essential areas.
This study therefore, according to the presented analysis affirms that virtual reality technology greatly
complements with interaction design. Compared to traditional technologies, virtual reality technology
brings a relatively convenient and high sense of experience to interaction design. Whether in modern
times or in the future, this technology has a broad potential to positively impact te ineteraction
desighns in more advanced way than it is today.
5. 5
1.0 The Impact of Virtual Reality Technology on Interaction Design
1.2 introduction
Virtual reality technology and interaction design
The concept and development history of virtual reality technology Virtual reality is thought to have
started in the 1950s, but it only became common in the late 1980s and 1990s. It can be credited to
Jaron Lanier, a visionary software engineer who coined the word "virtual reality" in 1987. Virtual
reality work progressed into the 1990s, and the advent of movies like The Lawnmower Man aided in
raising its popularity (Errichiello et al, 2019.pp,590). Ivan Sutherland suggested the first definition in
1965: "make the (virtual) world in the window look authentic, sounds real, feel real, and react
objectively to the audience's actions" ( Yildirim et al., 2008). During this perid, there are multiple
identifyable advance which have been modified as the technology advances and more reaserches are
put in place to make good look better and more useful.the study will focus on varios literal analysis
of how the interaction desighn correlate with virtual reality and thus draw a critical analysis of
how the technological model has gradually been modified over time and applied in various
industrial uses in specific data presentation.
1.3 Structural background study summary
The majority of virtual reality worlds are mainly visual simulations, viewed on a computer monitor or
with unique stereoscopic displays. Auditory enhancement via speakers or headphones can also be used
in virtual reality. Users can communicate with the simulated world using accessories such as a
keyboard, mouse, or connected glove. Virtual reality's past has been chiefly one of the efforts to make
an interaction more possible. The bulk of historical representations are optical, with a few exceptions
being audible. This is since, of all the human senses, vision offers far the most knowledge, preceded
6. 6
by listening (Bijsterveld, et al, 2019.pp, 174). About 90% of our experience of the universe is visual or
auditory (Boas, 2013).
VR technology has evolved way from its inauguration, and recent developments have been even more
inspiring. Several vital advances in virtual reality and mixed reality technologies have occurred over
the past 15 years. In the last two decades, the industry has significantly gained from the remarkable
rise of VR and AR in entertainment and other uses (Ryan, 2015). The purchase of Oculus by Facebook
in 2014 was a massive success for the Virtual reality industry. Google, for example, has launched
temporary augmented reality devices such as the 'do it yourself' goggles, which utilize Google
Cardboard and Google Daydream for smartphones.
Brands such as Google have expanded on this principle with devices such as the Galaxy Gear, which
has advanced features like gesture control. It appears that the next few years will be crucial for the
Virtual reality industries. Although these innovations have improved a lot from their introduction,
recent developments have been even more promising. The current everyday products include the
organizational use of outpaces, entertainment, and gaming, attracting many people. introduction of 5g
also has made it easier for AR and VR enabling the more effortless transfer of information
1.4 The impact of virtual reality technology on interaction design
Literature review
Blom & Beckhaus, 2014; Essabbah et al., 2014) have focused on studying VE interface elements in
taxonomies grouped in functional categories or ranks, such as navigation, collection, control,
instruments, graphical environments, and so on. Despite the extensive usage of computers in industry
professionals', artists', and engineers' routines, emerging methods of depiction and simulation such as
virtual reality (VR) and augmented reality (AR) remain underutilized (AR). By evaluating the previous
7. 7
works, its reported that virtual Reality tools can encourage design review thus improving the
presentation. Indeed, the fall in prices and the improvement of hardware and software quality have led
to the widespread use of VR in the car industry. The bulk of experimental works look at the promise
of augmented reality. Many scientific works examine VR's capacity using usage tests in a lab
environment in the form of survey questions and empirical functionality studies.
The latter work (Madathil and Greenstein (2001)is the only one that has taken a quantitative research
approach, contrasting the number of faults found in VR and a conventional design evaluation method.
Nonetheless, more research into VR-supported design analysis in real-world industrial environments
focused on legitimate CAD models is required before businesses can ultimately capitalize on the
technology's potential.
1.5 The concept and application of interaction design
Interaction design could be described in basic definitions: it is the design of user-product interactions
(Yin et al, 2021.pp,31) When people speak about interaction design, they typically refer to digital items
such as apps or websites. Interaction design aims to develop solutions to help users accomplish their
goal(s) in the most successful possible manner. The five dimensions of interaction design are vital
when making any analytical discussion on VR. For instance taking a case of two students who study
online in the same school receives different form presentations. This is an affirmation which reflects
how video annotation as part of the five principal dimensions has taken a lot of virtual skills from
various experts in the industry (Piot et al., 2019). Other cases examples which affirms the
correlation between virtual reality and interaction desighn would include: the 2D visual
representation, and how it deals with components such as images and icons used by the users. The
main feature is the enhancement of the words used to relay information to consumers. The other one
8. 8
is the 3D physical objects which determine how the user interacts with a gadget such as smartphones
and telephones. The third one is time (4D). It is media that evolves with time. They include animations,
videos, and sounds. Video and sound provide a better interaction for the users. It is also concerned
with the quantity of time the user spends on interaction with the product. The last one is five 5D which
is the behavior of the users with the product.
1.6 The connection between virtual reality technology and interaction design
The challenge of modern product virtual reality (VR) systems involves creative solutions, interaction
designs, and enhanced customer engagement. With VR predicted to become more available (i.e.,
affordable) in the coming years, customers will be able to indulge themselves in this emerging
environment (Stein, 2015). VR, including smartphones and social media, would be a fundamentally
transformative technology as more people believe it has the power to transform the environment
(Rosdale, 2016). Because of the variety of technologies and implementations, it is difficult to predict
which technology/method would be the best fit for each interface design in terms of immersion.
Although concepts of immersion vary and are multidimensional, it is generally assumed that
immersion offers boundaries within the central framework of VR, namely the element of existence
(Slater, 2009). Although immersion catalyzes suspension of disbelief, allowing users to transcend
these barriers, several issues arise: What are these limits made of? How can users get immersed in
VR? What is the relationship between interaction design, user needs, and immersion?
1. Application and influence of virtual reality technology in various fields (five)
2. Application to the game field
Virtual reality is transforming the games industry for gamers, coaches, and spectators. Coaches and
players can use virtual reality technology to prepare more productively across various games because
9. 9
they can view and encounter specific circumstances repetitively and enhance each time (Zhang and
Ho, 2015). It is primarily used as a training aid to measure sports performance and the analysis of
technique. Some claim that it can also boost athletes' thinking skills when they are injured, as it helps
them virtually simulate gaming situations. Likewise, virtual reality has been used to improve the
audience's perception of a sports competition.
Broadcasters are also broadcasting video games in virtual reality and planning to sell online tickets to
actual games so that everyone in the world can 'join' any sporting event. It will potentially allow anyone
who cannot possibly spend money on watching live sporting events to feel involved because they will
have the same experience online, whether for free or at a reduced cost. 2.2 Application in the field of
construction
The use of 360-degree cameras to catch and broadcast football games in VR is becoming increasingly
popular. It is a boon to all sports enthusiasts who cannot afford to travel halfway around the globe to
watch their favorite clubs and athletes compete (Yates et., 2016). In most situations, all you'll need is
a VR headset and an application to be transported to the arena and look about for yourself as the action
unfolds, all without leaving the safety of your own home. It is the most authentic feeling you can get
by seeing a sporting event without ever being there in person.
NextVR is a virtual reality media startup investing big in primary league sports coverage and
improving the audience experience. The company has also provided VR coverage for several major
sporting activities, including the 2015 NBA opening game between the Golden State Warriors and the
New Orleans Pelicans last fall. Although the increased freedom is essential, computer-generated
images will not cater to the vast majority of fans. Nevertheless, the platform can be highly beneficial
to sports leagues, replaying and evaluating games from various viewpoints (Ferguson et al., 2015).
10. 10
VR Interaction Design in-game field
As the random change of technology keeps expanding,
there is a significant change of the
services. Almost all organizational groups are working extra hard to add value to the experiences by
advocating using the technology. The service designers have acquired a new technology to improve
the interaction between one service circle to the other. For instance, the designers have adapted the use
of orchestrating advanced systems to develop a well-innovated
platforms where the people will interact. The adjustment has specifically focused on advancing the
HR functionality and other management gigs which lie in the same field by accepting and designing a
transformative plan.
2.3 Application in the medical field
VR technology has evolved as a critical means of treating post-traumatic stress disorder. An individual
uses VR exposure therapy to enter a re-enactment of a stressful experience to come to terms with it
and recover. Similarly, it's been used to relieve paranoia, phobias, and anxiety. For instance, some
anxious patients feel that meditating with Virtual reality is a crucial way to manage stress responses
and improve coping strategies. Virtual reality technology will provide a fun atmosphere for patients to
interact with something they are afraid of while being in a secure and secure environment.
Because of its immersive existence, health and dental learners have started to use VR to perform
procedures and treatments, countenancing for a risk-free educational environment; the danger of
causing injury or acting irresponsibly when working on actual patients is removed. Virtual patients are
used to encouraging students to practice techniques that can be useful in the real world. Using Virtual
reality in the medical sector is an excellent way to increase the quality of students in practice and
11. 11
provide a tremendous opportunity to reduce costs, which is particularly important given that health
facilities are increasingly under pressure with small budgets.
VR is a new 3D computing system that can be used in various surgical procedures and therapies. A
surgeon can also clearly see the skeleton, blood vessels, and other body pieces. This technology is used
in surgical operations for medication management and risk reduction. As a result, physicians will see
any medical operation and other health conditions in great detail. VR technologies can help alleviate
the patient's cognitive discomfort while still relieving stress (Rashevska, 2018). In cardiology, VR
should be used to prescribe chemotherapy. It aids in the careful preparation of cardiac surgery and the
knowledge of patient anatomy. It creates a three-dimensional virtual reality for constructive
interaction.
Virtual reality has also been shown to help pain relief and recovery of patients with severe pain, such
as those suffering from a skin transplant, during the everyday washing of burn injuries, or to make
regular shots more tolerable for infants. Immersive VR has successfully inhibited and alleviated certain
patients' pain, mainly when anesthesia or anesthesia is not an option. During active recuperation,
computer-generated reality permits the shortening of recuperation times by making it more
straightforward for patients to do their activities (Maples-Keller et al., 2017). It is because the VR
dismisses the patient's consideration from the agony, giving a retaining elective reality that all the
while passageways, persuades, and urges them to finish the action. Accordingly, moderation endeavors
from a stroke can perform complex motions without bringing about additional injury from a fall. It
would give them more mental fortitude with regards to getting around in their genuine climate.VR
Interaction Design in the medical field
12. 12
The development of technology services has played a significant role in medical institutions and
innovation. The use of the health care robots, for instance, can be used to show an interaction created
through virtue reality skill to bring aid to issues concerning health. . they have been used to replace
the workers from the routine work which a times overload them. This includes the nurses and other
medical practitioners.
2.4 Application in the field of bulding and construction
In a survey, the IT systems used during product design, production modeling, and distribution in the
British house construction industry were studied. More than half of the questioner participants had
already seen a VR presentation in the building industry. Enterprise, 82 percent said it might be
beneficial for their businesses, and 76 percent said it would take few years. Whyte and Bourchlaghem
(2010) described a research trip to Japan during which three cases were performed to examine Japanese
house construction companies' use of Virtual reality. According to the results, Japanese home builders
have recognized the advantages of virtual reality in building and have been using VR technology for
three to four years.
Safety training in construction
According to Neville (2011), education is necessary for rehearsal reasons and preventing accidents
and injuries. Safety in Building Using Virtual Reality is an immersive virtual simulation model created
to educate laborers on avoiding falling from interface railings. Users can communicate with the VE
using HMDs to identify dangerous situations and attempt to remove them. Participants' success is
measured using a ranking system. SAVR was made up of two primary modules: an erect module and
an examination module. The suspension module is used to illustrate scaffolding erecting practices. The
examination module is used to classify and fix possible slip causes. Soedarmono et al. (2009) have
13. 13
designed a new Virtual reality model for teaching construction workers to prevent falls. Legislation
from the Occupational Safety and Health Act was incorporated into the model as 2D text and audio
data. When a customer moves closer to a structural framework in Value engineering, they may fall,
alerting texts are showcased or revealed.
Project planning and monitoring
While current project management helps create and evaluate project schedules, coordination among
the people involved is challenging and error-prone due to their 2D physical manifestation. Retik [44]
devised a solution to resolve these problems using a computer-based framework for visual preparation
and control of building processes. The technology enables developing a 'virtual building project' from
a timeline and visual tracking and engagement with the projected project status.
The Virtual Building Site, a model framework for evaluating, visualizing, and optimizing project
schedules within a VR framework, is being developed at the University of Teesside in the United
Kingdom. The ZIRCON program's design is composed of three major modules: A task database,
research methods, and predictive analytics elements to manage time and space-sensitive projects, as
well as a visualization element to convey the project database and research outcomes through a series
of integrated graphic windows. A task database, research methods, and predictive analytics elements
to manage time and space-sensitive projects and a visualization element to convey the project database
and research outcomes through a series of integrated graphic windows.
A Building Visualization Method was introduced by Kim et al. (2001). The framework was designed
to be used on massive, complex projects that necessitate milestone scheduling and comprehensive
operation monitoring. The device's technical framework consists of five modules:
3D CAD modeling
VR modeling
14. 14
Program information analysis
Linking graphic data with schedule data
Visualization performance modules
VR Interaction Design in the construction field
The trip in the construction field has been acquired through progressive advancement in construction
and engineering. The introduction of VR targeted the civil engineering students to be part of the
advanced innovation knowledge and understand the significance. The development and the link
created through the VR targeted in facilitating the engineering theories and how they are implemented.
Analysis
Dawood and Marasini (2001) created a visualization and modeling model to resolve the pre-cast
concrete goods industry's crisis. Place constraints and lengthy vehicle hold lists on the stockyard for
both access and processing of concrete materials are issues.
Architecture
Several ventures and scientific research have used augmented reality for architectural restoration and
reference manual applications, such as the VRND project (founded by Digitalo Inc. and sponsored by
UNESCO to conserve the cathedral's cultural and archaeological values digitally) and the Virtual Graz
project created by Bong-fish. Like WS Atkins in the United Kingdom, many firms have illustrated VR
for visualization in the industry. Several requirements were designed for feasibility analysis,
external/internal examination, below surface examination, land take and room use evaluation,
sightlines, and building sequencing. VE apps are generated by importing 3D models into native
VRML.
15. 15
2.5 Application in the military field
The military in the United Kingdom and the United States have both embraced augmented reality in
their preparation because it enables them to do a wide variety of exercises. Virtual reality is used in all
military parts, including the army, naval, air force, navy seals, and border patrol. In a society where
technology is embraced at a young age and children are exposed to video games and computers, virtual
reality (VR) proves to be an effective form of training. Virtual reality can transfer a trainee into various
circumstances, settings, and conditions for various training activities. It is used by the military for
multiple purposes, including flight simulations, war simulations, medic preparation, car simulation,
and virtual boot camp.
It may also be used to educate troops on delicate skills, such as communicating with residents or
foreign counterparts when deployed. Another use is for curing Post-Traumatic Stress Disorder (PTSD)
in veterans who have recovered from war who need support readjusting to everyday life situations;
this is known as Augmented Reality Immersion Counseling (VRET). VR will reconstruct missions
that take place in a glacial world of the jungle. Besides that, this form of preparation allows the military
to replicate situations while preventing fatalities. It saves money, reduces costs, and improves trainee
wellbeing. Virtual reality (VR) enables soldiers to experience extremely precarious or unsafe
situations, such as equipment failure or other unexpected conditions.
Military preparation is heavily reliant on augmented reality modeling and is used in a variety of
military settings. For example, it can model specialized land vehicles, simulating any vehicle and
allowing soldiers to observe its form and maneuverability. It also encourages soldiers to play whatever
role they may have in the car, like driver or gunner (Velichko 2018). To summarise, virtual training
will not substitute live training, but it will play a growing role in the military training market. Without
16. 16
question, it will help soldiers learn skills and situational understanding while decreasing training costs
and increasing training protection.
2.6 VR Interaction Design in the military field
Implementation of the interaction targeted in conducting regular research on security matters. The
surveillance from VR has dramatically expanded the militia groups in advancing the security search
through cyber databases. The monitoring system, which is stored by individual information, has played
a vital role in improving the previous skill that the militia team used in promising a secure and safe
country. The use of VR targeted in sensing the areas of weakness in security issues and also helping
in researching how well to get prepared in case of a terror attack.
2.7 The role and influence of virtual reality technology on interaction design in multiple fields
The digital environment can interact in an infinite number of ways thanks to virtual reality
technologies. Digital reality innovation ushers in a modern platform, presenting new obstacles for user
experience designers in terms of encounters and experiences. User experience experts previously
developed types, blogs, and smartphone apps. It is now necessary to re-learn the marketable skills used
to create applications and occasions for VR. Interaction can be described as the mechanism that allows
the recipient (user) to assume the sender's position and manipulate the medium. In basic terms,
connectivity in virtual reality is the capacity of the user to travel inside the digital environment and
communicate with the item in that world. Because the user is absorbed in a 3D world, these relations
are referred to as immersive interaction.
According to the above example, it is concluded that virtual reality technology has a certain degree of
influence and effect on interaction design.
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3.1 Methodology
Data used in this study were derived from both primary and secondary sources. Ford preliminary data,
the study evaluated various sources like the journals from the expert, the information in social blogs
like Twitter, and different innovation recommendation letters. On the other hand, the secondary
sources used include the previously published work from various scholars, electronic materials, and
innovation articles. Data collection was conducted using phone calls in conducting the interviews since
a survey was problematic from the present restrictions on the pandemic. Othe methods used included
the review of blog responses and the analysis conducted by the global virtual experts.
A wide variety of surveying instruments were used as part of this mixed methodology research design.
Before the experiment's commencement, all participants completed a basic self scale, a ten-item
quantitative scale intended to measure the positive self-beliefs used to deal with a range of challenging
life decisions (Coxon et al., 2016). The scale's elements focused on the principle of presumed self-
efficacy and stressed human agency and accountability for good results in uncertain circumstances.
Demographic information was collected to evaluate the respondents' age, gender, and previous gaming
experience. The critical evaluation tool was an interview questionnaire that was given after each
encounter. The interviews were held one at a time and lasted about 10 minutes on average. The
questions included hard questions that specifically concentrated on the user's interactions during the
Virtual reality session, for instance, "What did you witness?" "Did you have the sense of being in a
different place?" "How and why was that?" How did you feel in your (virtual) body?") with user
experiments in the form of q in a laboratory setup.
Respondents were asked to explain the variations in their views of both demonstrations after their
second encounter in the VR environment. Following their discussions with our study team, both
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participants were drawn to an interactive community dialogue to capture social sense mechanisms. A
presence question was sent out after each interview. It consisted of ten sentences adapted from Witmer
and Singer (2018) that measured the users' sense of presence in a simulated world. Participants were
asked to rate their agreement on a score of 1–5, with responses ranging from "I disagree at all" to "I
agree." The findings of the users' survey questions were cross-checked to ensure continuity with the
users' comments in the interview.
To record their gestures and physical behaviors on a more realistic basis, all of the study participants
were filmed during their encounters in Virtual reality. The tapes recorded both synthetic and actual
gestures as well as some utterances at the same time. The researchers spent a total of 15 minutes in the
Virtual reality surroundings.
3.2 Analysis
The qualitative approach provides a more in-depth comprehension of a subject's impressions and
interactions during their first encounter with a virtual reality environment. As opposed to statistical
evidence, qualitative results can reveal not only what but also how appearance and contact are viewed.
Qualitative research asserts that what a topic says orally is not the only important aspect of the
scientific analysis; instead, the researcher must decode the implicit context underlying what a subject
says.
The Documentary from Bohnsack (2010) was used in this analysis. It contrasts between the two
previously described levels of meaning by relating to the first as deliberate expressive meaning and
the latter as documentary meaning (Nohl, 2010). As a result, user interview analysis precludes a
difference between a structured evaluation, which summarises topics, and a conveyed understanding
of the configuration setting, elaborating on issues. The above description offers details on a person's
accustomed orientation mechanisms, which correspond to a taxonomy of immersion expectations.
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3.3 Discussion
This analysis's qualitative evidence offers a more detailed comprehension of human desires about the
importance of contact and its relationship to immersion. It is anticipated that these results would lead
to a more distributed worldwide of applications and interactions in the long term. From the viewpoint
of a Virtual reality creator, the suggested typology can help create virtual worlds since, consider
individual variations, and there appears to be a shared ground with the users' interactions. About their
first encounter with virtual reality, all participants asked themselves the subsequent statements in
virtual reality.
What effect do I have on the world?
What effect does this world have on me?
Different groups of consumers appear to gravitate toward various types of immersion by addressing
these questions. Even so, there is one restriction: human users cannot be limited to either one of these
types of interests. There will still be those that exhibit several dispositions simultaneously and are thus
classified in various ways. This research demonstrates that effective immersion depends on the
configurations of the participants and interactive content and the layout of virtual worlds. In other
words, neither interaction design nor colorful graphics are enough to create immersion. There is no
uniformly standard access to soaking; different forms of consumers are submerged in various ways.
As a result, an interactive experience can be determined by the users' primal orientations instead of the
degree of contact in a simulated world.
Although this can seem to be a minor detail at first glimpse, it is likely to significantly impact the
developer side of Virtual reality for the development of computer-generated imagery. Since Virtual
reality is a target of Biocca (2011) rather than software, it is unknown how this new frontier will
develop. If it is the next transformative technology Kalisbary et al. (2004) or not, one thing is sure.
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Now that user VR is available, there will be increased interest in these innovations' human facets. What
are the social consequences of these devices? How does the industry build customized experiences for
various types of users?
Virtual reality needs immersive environments that elicit feelings and make consumers feel like they
are in an unrestrained environment with unexpected outcomes. Although present consumer technology
is technically adequate for absorption, it does not guarantee good immersion personally. As a result,
similar to Bartle's (2014) categorization of player styles in interactive games, Virtual reality developers
can consider the variations in users' tastes for immersion. Only then can Virtual customer reality be
appealing to a wide range of user groups in the long term
5. prospects
In addition to the ideas of VR and AR, new similar ideas such as virtual reality (Alalwan et al. (, 2020)
and extended reality (XR) Burke (2018) have arisen in recent times. MR is fundamentally a variant of
AR in that it helps users communicate with simulated knowledge reflected in the physical world. It
has the potential to improve the user experience. XR is a revolutionary term that combines VR, AR,
and MR technologies. Users of XR devices could openly swap between modes such as VR, AR, and
MR, as seen in Fig. 1. Devices in the future will be able to transform from one phase to the next
efficiently.
From the previous description, VR offers details on a person's accustomed orientation mechanisms,
which correspond to a taxonomy of immersion expectations. Many virtual reality headsets use
smartphones to view content. Although these devices are a decent way to get started with VR, they
lack the visual consistency needed to have an engaging experience. Headsets are also heavy, making
extended use impractical.
21. 21
In the future, virtual and augmented reality devices will be consolidated into two forms: tethered
devices and integrated units. Tethered devices will consist of a machine or wearable on the head
connected by a wire to a processing network. Standalone units will include all systems, from view to
processing, and will be wearable.
It's no secret that augmented reality has the power to change people's lives. Consumer applications,
such as gaming, continue to dominate headlines as businesses compete to grab the public interest and
propel Virtual reality into the forefront. However, the focus on consumer-oriented, interactive virtual
reality technologies obscures Virtual reality technology's ability to make a splash in the business sector
and shape the future of work more broadly. Various virtual reality technologies have the potential to
profoundly shape a variety of industries, including healthcare, engineering, journalism, and others.
3.4 Application and prospects in animation displays
It is possible to access architectural impact graphs in a more extensive and informative way using
virtual reality technologies, including different architectural details at a glance. Simultaneously, it will
instinctively and three-dimensionally present architectural architecture in the context of three-
dimensional models. Furthermore, it is practicable to use VR equipment to convert the architectural
impact map into a simulated architectural space system, providing people with a sense of actual space
reality and deepening their knowledge and control of architectural design details.
Using terrain design, landscape planning, road construction, and so on as examples, virtual reality
technology can be used to create a three-dimensional architectural model that allows you to examine
the architectural design system from any perspective and identify flaws to enhance and refine it.
With the convergence of augmented reality and virtual reality, technologies will construct an
environment for people in which we will be unable to discern the difference between the virtual and
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physical worlds in just two years. Michael Abrash, the Oculus principal investigator who founded this
forecast, discusses the difficulties of rebuilding the physical world and predicts that augmented reality
will be an essential part of virtual reality. Abrash also believes that combining both would result in a
technology used for much longer and for far other purposes than it is now.
Although further research is required, Abrash is adamant that software will evolve in which the line
between virtual reality and real-life will be even more fuzzy and undefined.' Virtual reality is expected
to help the healthcare sector handle and resolve these fears by 2030. VR would virtually transfer the
patient into a stressful event, bringing them face to face with the same problem they are trying to stop.
This will benefit both the medical community and the patient by significantly assisting patients in
managing and potentially resolving their concerns.
Internet shopping has increased dramatically over the past century, which is not surprising given that
people can shop for clothing from the convenience of their own homes. One of the current drawbacks
of online retail shopping is purchasing anything that does not suit or does not look right, but augmented
reality is set to eliminate this. By 2050, shoppers will be able to put on clothes in augmented reality
dressing rooms, where they'll see how things look on them and are informed by AI store clerks who
will appeal to your exact preferences. You will have your shopping helper in your existence.
While the VR/AR industry has made significant strides, it is still in its early growth stages. Many flaws
remain unresolved, such as high costs, a lack of information, and poor image quality. Fortunately, the
mobile industry's growth has resulted in cost savings, size reduction, and enhanced display devices
and sensors, laying a firm basis for future VR/AR advancements. The VR/AR industry would
undoubtedly accelerate growth. As per Goldman (2013), the value generated by the VR/AR sector will
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primarily focus on four elements: high-quality screen technology, elevated processors, movement-
tracking systems, and tactile feedback products.
According to Jessica Lowry, a UX Designer reporting for the Next Web, augmented reality (AR) is
the potential of architecture, and we seem to agree. Already, cell phones have been such an essential
part of our lives that they might be considered parts of our bodies. When technology becomes more
embedded into our lives without being invasive, augmented reality would undoubtedly offer ways to
enrich consumer interactions past measure.
It will almost definitely see substantial advancements in the much-touted yet still-unseen Internet of
Things. Software developers in the AR area will need to carefully examine how AR can change
conventional environments – just having the cooker worthy of using computer upgrades is not enough;
consumers must think about healthy eating or better-prepared food.
AR would have a bright future whether it increases job performance or the consistency of an interface
for the customer. It is the primary obstacle of the UX career in the twenty-first century. In little over a
century, virtual reality has progressed from pipe dream to reality. There are many AR implementations
in use or production today. Still, the term can only become widely adopted as UX designers consider
how they can incorporate AR into everyday life to increase effectiveness, reliability, or the quality of
interactions.
The development of virtual reality technology is becoming more and more rapid, and it has a specific
good influence on various fields and has a particular connection with real life. Therefore, virtual reality
technology lays a specific foundation for augmented reality technology and is relevant to interactive
design. Some of the products or systems have relatively important influences and functions.
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4.1 Conclusion
The results show that FL educators in higher education are increasingly able to provide language
teaching using VR technologies. In terms of methodologies, qualitative and quantitative-qualitative
approaches of triangulated data collection can provide a systematic and in-depth study of language
learning in VLEs. We expect that more sophisticated and novel data collection approaches, such as
brain function and eye-tracker data, and casual reading ability, will develop to capture in-world
language behaviors more reliably.
Nevertheless, the content review conducted in this study showed many places where significant efforts
are urgently required. First, only a limited percentage of the included papers investigated teachers'
experiences and work design comprehension. As Peterson (2011) found out, the instructor's most
important role in VLEs is still unknown. Consequently, longitudinal studies on how trainers' functions
shift in a Virtual reality classroom, teachers' choice on how to adapt pedagogical practices into VLEs
by using the strengths of Virtual reality, and how to inspire teachers to accept and continue using VLEs
while teaching is limited.
Its application to architecture animation shows, plan comparison, renovation, real estate transactions,
and other factors will significantly increase the performance, design level, and design consistency of
the design and architecture while ensuring the architecture and design's technical and operability
scheme to the maximum degree possible.
Construction project management is highly specialized, the whole design process is nuanced, the total
expense is substantial, and the features are permanent. There are technological flaws or errors, which
leads to more extensive damages and severe consequences and the successful use of virtual reality
technologies. Such issues are avoidable.
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Virtual reality technology and interaction design complement each other, and compared to traditional
technologies, virtual reality technology brings a relatively convenient and high sense of experience to
interaction design. Whether in modern times or in the future, this technology will bring interaction
design to Comes with certain benefits.
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