Con’s of using Virtual reality
People who do not have access virtual reality or cannot afford this technology will be left out. As the world is developing very fast in the area of Virtual Reality and online worlds, there is a lack of laws regarding these worlds. People may misuse this technology. Users can say and do things in these worlds that is illegal in reality. Also, users may be less inhibited than in real life due to a sense of anonymity, and may act in a way that is socially unacceptable. Communication using this technology would be susceptible to deception. Many people may become addicted to living in these virtual worlds, and as a result forget or neglect their responsibilities in real life.
Technology is still developing and there are still many flaws to be worked to. Arising health issues due to usage of this technology. Like, some people have been known to have motion sickness due to using the Virtual Reality headset.
Future of virtual reality:
Virtual reality development has slowed down in recent years because of public expectations created by media sensationalisation. Today mostly cars and aeronautics companies are using VR technology. They use this technology to test the product designs and to simulate the user interaction. VR technology is also useful in medical training, and in addition to helping patients recover. There will be more advances for VR in urban design, manufacturing, games, medical therapy, and music.
Virtual reality makes its breakthrough as a mainstream technology. Facebook sees virtual technology as the next big computing platform, but that would be possible only when VR will be considered as a mainstream device. In the future most of the people will have computers with high-end graphics cards with good virtual experience computers. YouTube has introduced 360-degree videos in March and followed up in November with a format called VR video, which has to be watched with Google cardboard headset. The first and foremost barrier for this technology success is getting VR hardware into people’s hand.
Virtual reality in education projects are already disclose. How VR could help its operators practice using robotic arms on the international space station. VR education application based on the Apollo 11 moon landing by Irish, the British Museum use of VR to transport visitors back to the bronze age are the experimental projects in education using VR technology (Dredge, S. 2016, January 07). VR films is a fascinating area for experimentation mainly on journalism. Many of these filmmakers see VR as a way for viewers to actively become a participant and experience how terrible wars or disasters can be using virtual reality.
Virtual reality in healthcare is still in its early days in terms of treatment, widespread clinical adoption and its usage. Innovators are continuously inspect evidence for clinical use through properly designed and accurate clinical trials. Later in future the technology will get interesting w.
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).
Virtual reality (VR) creates interactive simulated environments that can be similar to the real world or fantastical. VR has expanded possibilities for gaming, medicine, the military, and other fields. In medicine, VR allows training of medical students without using human bodies, and performing practice surgeries. The military uses VR for arms and first aid training. While VR has potential drawbacks like health issues, the Oculus Go headset provides an immersive experience without a PC by offering over 1,000 VR apps and experiences. However, VR still has medical and safety concerns limiting more widespread adoption.
Live Streaming and Virtual Reality in E-learningShahar Boyayan
This document discusses the use of live streaming and virtual reality in e-learning. It provides background on live streaming and defines virtual reality. It explains that live streaming allows access to experts in real time and interaction between students. Virtual reality provides engaging, experiential learning through simulation. Various industries that can benefit from these technologies are outlined, including healthcare, automotive, education, and tourism. Combining VR with live streaming is presented as a powerful option for training and education.
Virtual reality technology has advanced in recent years and is being used in various applications beyond just gaming. VR allows for immersive simulated experiences through headsets like the Oculus Rift. It is used widely in education and training for fields like surgery, piloting, and the military by allowing users to practice dangerous or difficult tasks in a safe virtual environment. While motion sickness remains a challenge, VR is also being applied in therapy to help patients with phobias or PTSD gradually exposure themselves to frightening situations in a controlled way.
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.
VR (Virtual Reality) is a technology that has transformed the way we interact with digital environments. In a nutshell, virtual reality provides a simulated experience that can be similar to or completely different from reality. It allows users to enter a computer-generated 3D environment and feel as if they are in a different world through various sensory stimuli. Since its inception, virtual reality has come a long way and is increasingly finding applications in fields such as gaming, education, healthcare, and even therapy. This article delves into the world of virtual reality, including its history, current applications, and potential future impact.
I. A Glimpse into the History of Virtual Reality
The Evolution of VR: From Humble Beginnings to Global Phenomenon
Though virtual reality may appear to be a recent innovation, it has a long history dating back to the mid-20th century. It all started with Morton Heilig's Sensorama, a machine he created in the 1950s. Sensorama aimed to provide the user with a multisensory cinematic experience. This early attempt laid the groundwork for what we now call virtual reality.
The term "virtual reality" was coined in the 1980s by Jaron Lanier, who founded VPL Research. Lanier and his team created the first VR goggles and data gloves, which allowed users to immerse themselves in and interact with virtual worlds. Since then, VR technology has advanced significantly, with significant contributions from companies such as Oculus and HTC.
II. The Mechanics of Virtual Reality
How VR Works: Creating the Illusion of Reality
At its core, VR is based on the combination of several technologies to create the convincing illusion of being in a different location or environment. This is made possible by four major components:
1. Head-Mounted Display (HMD): The most recognizable component of virtual reality is the VR headset, also known as an HMD. It has a screen for each eye that displays the virtual 3D environment. The HMD is worn on the user's head, allowing them to look around and feel as if they are inside the virtual world.
2. Tracking Sensors: These sensors are in charge of tracking the user's movements. They monitor the position and orientation of the head, as well as the position of any handheld controllers. This information is critical for real-time visual updates, ensuring that the virtual environment responds to the user's actions.
3. Audio Systems: Immersive audio is critical to making VR believable. Sound directionality is replicated by 3D audio systems, making it appear as if sounds are coming from specific locations within the virtual environment. This improves the overall feeling of presence.
4. Handheld Controllers: Handheld controllers are input devices that enable users to interact with the virtual environment. In a game, for example, they could act as virtual hands or tools, allowing users to manipulate objects and interact with the VR world.
Get quality online computer science help at an affordable price from our experts. From us, you will get all programming homework solutions including basic programming and advanced programming within the stipulated time frame. Learning a new language is challenging for each student and our computer science experts deliver quality services. Programming languages are very important when these drive as a vital section of the modern world. Computer science is an example of such a language.
Google Daydream is a virtual reality platform developed by Google for use with VR headsets and Android phones. It includes standards for VR hardware, hub software, and apps. The Daydream View headset allows users to access VR content on their phone by placing it in the headset. Daydream simplifies VR access on mobile by providing optimal phone specifications, headsets that meet standards (like Daydream View), and a central app store called Daydream Home for browsing VR content.
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).
Virtual reality (VR) creates interactive simulated environments that can be similar to the real world or fantastical. VR has expanded possibilities for gaming, medicine, the military, and other fields. In medicine, VR allows training of medical students without using human bodies, and performing practice surgeries. The military uses VR for arms and first aid training. While VR has potential drawbacks like health issues, the Oculus Go headset provides an immersive experience without a PC by offering over 1,000 VR apps and experiences. However, VR still has medical and safety concerns limiting more widespread adoption.
Live Streaming and Virtual Reality in E-learningShahar Boyayan
This document discusses the use of live streaming and virtual reality in e-learning. It provides background on live streaming and defines virtual reality. It explains that live streaming allows access to experts in real time and interaction between students. Virtual reality provides engaging, experiential learning through simulation. Various industries that can benefit from these technologies are outlined, including healthcare, automotive, education, and tourism. Combining VR with live streaming is presented as a powerful option for training and education.
Virtual reality technology has advanced in recent years and is being used in various applications beyond just gaming. VR allows for immersive simulated experiences through headsets like the Oculus Rift. It is used widely in education and training for fields like surgery, piloting, and the military by allowing users to practice dangerous or difficult tasks in a safe virtual environment. While motion sickness remains a challenge, VR is also being applied in therapy to help patients with phobias or PTSD gradually exposure themselves to frightening situations in a controlled way.
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.
VR (Virtual Reality) is a technology that has transformed the way we interact with digital environments. In a nutshell, virtual reality provides a simulated experience that can be similar to or completely different from reality. It allows users to enter a computer-generated 3D environment and feel as if they are in a different world through various sensory stimuli. Since its inception, virtual reality has come a long way and is increasingly finding applications in fields such as gaming, education, healthcare, and even therapy. This article delves into the world of virtual reality, including its history, current applications, and potential future impact.
I. A Glimpse into the History of Virtual Reality
The Evolution of VR: From Humble Beginnings to Global Phenomenon
Though virtual reality may appear to be a recent innovation, it has a long history dating back to the mid-20th century. It all started with Morton Heilig's Sensorama, a machine he created in the 1950s. Sensorama aimed to provide the user with a multisensory cinematic experience. This early attempt laid the groundwork for what we now call virtual reality.
The term "virtual reality" was coined in the 1980s by Jaron Lanier, who founded VPL Research. Lanier and his team created the first VR goggles and data gloves, which allowed users to immerse themselves in and interact with virtual worlds. Since then, VR technology has advanced significantly, with significant contributions from companies such as Oculus and HTC.
II. The Mechanics of Virtual Reality
How VR Works: Creating the Illusion of Reality
At its core, VR is based on the combination of several technologies to create the convincing illusion of being in a different location or environment. This is made possible by four major components:
1. Head-Mounted Display (HMD): The most recognizable component of virtual reality is the VR headset, also known as an HMD. It has a screen for each eye that displays the virtual 3D environment. The HMD is worn on the user's head, allowing them to look around and feel as if they are inside the virtual world.
2. Tracking Sensors: These sensors are in charge of tracking the user's movements. They monitor the position and orientation of the head, as well as the position of any handheld controllers. This information is critical for real-time visual updates, ensuring that the virtual environment responds to the user's actions.
3. Audio Systems: Immersive audio is critical to making VR believable. Sound directionality is replicated by 3D audio systems, making it appear as if sounds are coming from specific locations within the virtual environment. This improves the overall feeling of presence.
4. Handheld Controllers: Handheld controllers are input devices that enable users to interact with the virtual environment. In a game, for example, they could act as virtual hands or tools, allowing users to manipulate objects and interact with the VR world.
Get quality online computer science help at an affordable price from our experts. From us, you will get all programming homework solutions including basic programming and advanced programming within the stipulated time frame. Learning a new language is challenging for each student and our computer science experts deliver quality services. Programming languages are very important when these drive as a vital section of the modern world. Computer science is an example of such a language.
Google Daydream is a virtual reality platform developed by Google for use with VR headsets and Android phones. It includes standards for VR hardware, hub software, and apps. The Daydream View headset allows users to access VR content on their phone by placing it in the headset. Daydream simplifies VR access on mobile by providing optimal phone specifications, headsets that meet standards (like Daydream View), and a central app store called Daydream Home for browsing VR content.
“Augmented Reality or Computer-Mediated Reality is nothing but the extension of existing reality in real time with the help of computer software’s or programs which helps the user to better interact with it.”
Augmented Reality vs Virtual Reality Which Will Shape the Future?James William
The Metaverse is a virtual world that is expanding swiftly and has the potential to revolutionize the way we connect to technology and one another. The Metaverse is primarily supported by two fundamental technologies: augmented reality (AR) and virtual reality (VR).
Augmented Reality vs Virtual Reality Which Will Shape the Future?FredReynolds2
The Metaverse is a virtual world that is expanding swiftly and has the potential to revolutionize the way we connect to technology and one another. The Metaverse is primarily supported by two fundamental technologies: augmented reality (AR) and virtual reality (VR). Although there are certain similarities between these two technologies, they exhibit notable differences in their operational mechanisms, potential applications, and the user experiences they provide. As the Metaverse undergoes further development, the issue of which technology will emerge victorious arises in the context of Augmented Reality vs Virtual Reality.
Virtual reality uses headsets to generate realistic images and sounds to immerse users in simulated or imaginary environments. Early versions from the 1950s-1970s were bulky and had simple graphics. In the 1990s, VR started being used commercially for gaming and other industries. Today, many major tech companies are developing VR products and the technology is being used for training, education, healthcare, and entertainment. While VR offers advantages like new experiences and long-distance connections, challenges remain around cost, lack of realism compared to real-world training, and lack of regulations regarding online behavior.
The document discusses virtual reality (VR) and augmented reality (AR). It defines VR as a computer-generated simulation that can be interacted with using electronic equipment like helmets. VR is used in fields like military training, medicine, and sports. AR enhances the real world with computer-generated images and information. The document outlines some of the earliest developments of VR and AR. It then discusses applications of both technologies in areas like gaming, the military, medicine, and education. The advantages and disadvantages of VR and AR are presented. Key differences between VR and AR are that VR creates entirely virtual worlds while AR combines real and virtual elements.
The document discusses the history and applications of virtual reality (VR) technology. It describes how VR was first defined and prototypes were developed in the 2010s. It then outlines several current uses of VR in various industries like military, education, healthcare, entertainment, and more. Finally, it discusses the future growth of VR and how it could be used for training, tourism, meetings, and everyday communication. As computing power continues to grow exponentially, VR is predicted to become more widely used in homes by 2037.
This document discusses various applications of virtual reality technology. It outlines how VR is used for training purposes, such as allowing Walmart to prepare employees for Black Friday sales and helping healthcare professionals practice high-risk medical procedures. The document also discusses VR applications in retail, such as allowing shoppers to explore products in 3D and map out store layouts, as well as uses in construction like enabling architects to showcase building designs to clients through immersive VR simulations before projects are constructed.
Virtual reality uses technology to create simulated environments that users can interact with through headsets, gloves and other devices. It has applications in fields like medicine for surgical simulation and rehabilitation. After starting in the 1960s, VR has advanced with improvements in tracking, displays and immersion. The future holds potential for VR to replace computers and websites through fully immersive virtual worlds.
Virtual reality (VR) allows users to immerse themselves in simulated, computer-generated environments that appear and feel real. VR is used in various fields including military, sports, mental health, medical training, education, and fashion. In architecture, VR allows designers to visualize and experience designs in 3D before construction begins, improving communication with clients and identifying potential issues. VR is improving quality control and accessibility in the construction industry by enabling inspection of virtual models at any project stage.
VIRTUAL REALITY A COMPREHENSIVE ANALYSISanbulegend101
Virtual reality (VR) uses electronic equipment like headsets and gloves to immerse users in simulated 3D worlds. It has applications in gaming, education, healthcare, and more. VR offers unprecedented interaction but faces challenges like motion sickness and high costs. Future trends include standalone VR systems for greater mobility and augmented reality integration. VR collects large amounts of user data, so privacy and equitable access are important issues to consider as the technology advances.
This document provides an overview of virtual reality (VR) and augmented reality (AR). It discusses the history and development of VR from the 1960s to today's applications in gaming, education, healthcare and more. The types of VR range from non-immersive to fully immersive using headsets. Devices like headsets, controllers and sensors are used to create interactive VR experiences. While VR provides benefits like realistic simulations, disadvantages include high costs and potential for isolation or health issues. The document also covers the history, types and applications of AR, how it overlays digital information onto the real world through smartphones and glasses, and its advantages in enhancing experiences though also facing technological and cost limitations.
Merged Reality: Understanding how virtual and augmented realities could trans...Ericsson Latin America
Incorporating technology into our everyday lives is quickly becoming the norm. The World Economic Forum calls the idea of merging the real with the digital – the Fourth Industrial Revolution. Virtual and augmented realities could encourage a similar technological revolution – one where consumers transition between virtual and physical worlds effortlessly for their everyday life activities.
However, in their current form, virtual and augmented technologies collide rather than merge with our physical reality. Today the bulky headsets cut off the user from their surroundings, as well as hinder mobility, and a highly interactive VR experience can induce nausea for some users.
Consumers expect next-generation networks like 5G to address these challenges and enrich shared experiences by providing a fast and high-bandwidth network.
In this Ericsson ConsumerLab report, we explore the impact of these imminent changes on consumer lifestyles, from the perspective of early adopters, laggards and consumers who are planning to use a headset in the future. We also look at the enabling role that next-generation networks like 5G could play.
The document discusses virtual reality (VR), including its history, types, devices, applications, and conclusion. It provides an overview of VR as an artificial computer-generated environment that users can interact with via specialized equipment like headsets and gloves. The document outlines non-immersive and immersive VR types and discusses the evolution of VR technologies from the 1980s to present day applications in fields like military training, medicine, education, and gaming. Key VR devices covered are head-mounted displays, gloves, and CAVE environments. The conclusion discusses VR's potential for realistic and engaging experiences.
Virtual reality uses computer technology to create simulated environments. It was coined in 1987 and has seen significant research development. There are several types including desktop, immersive, and mixed reality. Virtual reality has many applications such as architecture, medicine, engineering, entertainment, training, and manufacturing. It provides advantages like creating realistic experiences and experimenting safely, but also has disadvantages like requiring expensive equipment and complex technology.
The document discusses extended reality (XR), which refers to technologies that combine real and virtual environments. XR includes augmented reality (AR), virtual reality (VR), and mixed reality (MR). The document outlines several benefits of XR technologies, including creating engaging educational and training experiences. It also lists top companies in the XR market and provides examples of XR applications in various industries like healthcare, manufacturing, and automotive design. Finally, it describes how XR, VR, AR, and MR differ and envisions potential future applications of XR, such as interactive gaming, viewing historical events, and virtual meeting spaces that overcome geographical limitations.
This document summarizes a report by Mindshare on trends for 2017, with a focus on virtual, augmented, and mixed reality technologies (collectively referred to as VR/AR/MR). It discusses the current state of these technologies and their potential for growth. Key points include:
- VR/AR/MR have been in development for decades but are now gaining more attention due to improvements in technology. However, widespread adoption still faces barriers of cost, usability, and a lack of compelling applications and content.
- Experts provide opinions on the technologies' development and potential. They believe mobile phones will be key to scaling experiences, and that advertising could use VR to tell immersive stories and demonstrate products,
Uploaded here for the students in my digital communications and online PR workshops
Original document here http://www.mindshareworld.com/sites/default/files/Mindshare%20Trends%202017.pdf
This document discusses several topics related to emerging technologies including artificial intelligence, augmented reality, and virtual reality. It provides an overview of how AI has developed since the 1960s and how algorithms are designed to make decisions using real-time data. Augmented reality is presented as a technology that can help with tasks like navigation and control programs through glasses. Virtual reality is traced back to the 1950s and discusses how the technology has advanced with headsets and how it is used mainly for entertainment through gaming and films. Health and privacy concerns are also mentioned regarding prolonged VR usage.
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. urrently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. "Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[2] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[2]
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[3] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.
Widespread adoption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research, and the 1992 film Lawnmower Man, which features use of virtual reality systems.[4] One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver.
With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar.
thank
KATIES POST The crisis case I chose to discuss this week is th.docxdonnajames55
KATIE'S POST:
The crisis case I chose to discuss this week is the Tennessee Valley and the Kingston ash slide. On December 22, 2008, Tennessee Valley Authority who uses coal to generate electricity, had one of their containment pods that holds sludge from the ash wall begin to leak. The leak then caused the wall to eventually crumble. The leak then flowed into the Emory River that is located nearby. The river flowed into a nearby community, destroyed several houses, and forced families to evacuate the area.
Chapter 5 discusses the importance of organization members accepting that crisis can start quickly and unexpectedly. Two months before the leak, TVA was informed of a wet spot located on one retaining wall that suggested a leak was present. The moisture was eroding the structure's integrity, but TVA continued to add ash to the pond. TVA organization leaders ignored the warning signs of a potential crisis. TVA then accepted blame for the spill and began dredging the Emory River shortly after the incident. No other independent party was allowed to assess the dredging plan before it launched. If TVA's plan failed, the organization would have been at fault once again.
Upon further investigation of the crisis, lawyers were able to identify six primary failures in TVA's systems, controls, standards, and culture. “Lack of clarity and accountability for ultimate responsibility, lack of standardization, training, and metrics, siloed responsibilities and poor communication, lack of checks and balances, lack of prevention priority and resources, and being reactive instead of proactive” (Ulmer, Sellnow,& Seeger, 87).
Unfortunately, this unintentional crises could have been avoided had the proper crisis management, quality assurance, and procedures been put in place. TVA's negligence cost people their homes, polluted the river, and the uncertainty of long-term health conditions from being exposed to the ash's toxins. "The community was not able to locate reliable information about potential short- and long-term health effects, uncertainty about the extent of environmental damage, and feared plummeting property values" (Ritchie, Little, & Campbell, 179). TVA was at fault for several things, but the most significant fault they did not consider is the risk of storing large volumes of fly ash near the Emory River that flowed into a nearby community.
Ulmer, R. R., Sellnow, T. L., & Seeger, M. W. (2017). Effective crisis communication: Moving from crisis to opportunity. Sage Publications.
Ritchie, L. A., Little, J., & Campbell, N. M. (2018). Resource Loss and Psychosocial Stress in the Aftermath of the 2008 Tennessee Valley Authority Coal Ash Spill. International journal of mass emergencies and disasters, 36(2), 179.
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Kate Chopins concise The Story of an Hour. What does Joseph.docxdonnajames55
Kate Chopin's concise "The Story of an Hour".
* What does Josephine represent in the story? What does Richards represent?
*The doctors said Mrs. M. died of "heart disease - of joy that kills." How is this ironic?
* What are some themes in the story? What are some symbols?
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Similar to Con’s of using Virtual realityPeople who do not have access virt.docx
“Augmented Reality or Computer-Mediated Reality is nothing but the extension of existing reality in real time with the help of computer software’s or programs which helps the user to better interact with it.”
Augmented Reality vs Virtual Reality Which Will Shape the Future?James William
The Metaverse is a virtual world that is expanding swiftly and has the potential to revolutionize the way we connect to technology and one another. The Metaverse is primarily supported by two fundamental technologies: augmented reality (AR) and virtual reality (VR).
Augmented Reality vs Virtual Reality Which Will Shape the Future?FredReynolds2
The Metaverse is a virtual world that is expanding swiftly and has the potential to revolutionize the way we connect to technology and one another. The Metaverse is primarily supported by two fundamental technologies: augmented reality (AR) and virtual reality (VR). Although there are certain similarities between these two technologies, they exhibit notable differences in their operational mechanisms, potential applications, and the user experiences they provide. As the Metaverse undergoes further development, the issue of which technology will emerge victorious arises in the context of Augmented Reality vs Virtual Reality.
Virtual reality uses headsets to generate realistic images and sounds to immerse users in simulated or imaginary environments. Early versions from the 1950s-1970s were bulky and had simple graphics. In the 1990s, VR started being used commercially for gaming and other industries. Today, many major tech companies are developing VR products and the technology is being used for training, education, healthcare, and entertainment. While VR offers advantages like new experiences and long-distance connections, challenges remain around cost, lack of realism compared to real-world training, and lack of regulations regarding online behavior.
The document discusses virtual reality (VR) and augmented reality (AR). It defines VR as a computer-generated simulation that can be interacted with using electronic equipment like helmets. VR is used in fields like military training, medicine, and sports. AR enhances the real world with computer-generated images and information. The document outlines some of the earliest developments of VR and AR. It then discusses applications of both technologies in areas like gaming, the military, medicine, and education. The advantages and disadvantages of VR and AR are presented. Key differences between VR and AR are that VR creates entirely virtual worlds while AR combines real and virtual elements.
The document discusses the history and applications of virtual reality (VR) technology. It describes how VR was first defined and prototypes were developed in the 2010s. It then outlines several current uses of VR in various industries like military, education, healthcare, entertainment, and more. Finally, it discusses the future growth of VR and how it could be used for training, tourism, meetings, and everyday communication. As computing power continues to grow exponentially, VR is predicted to become more widely used in homes by 2037.
This document discusses various applications of virtual reality technology. It outlines how VR is used for training purposes, such as allowing Walmart to prepare employees for Black Friday sales and helping healthcare professionals practice high-risk medical procedures. The document also discusses VR applications in retail, such as allowing shoppers to explore products in 3D and map out store layouts, as well as uses in construction like enabling architects to showcase building designs to clients through immersive VR simulations before projects are constructed.
Virtual reality uses technology to create simulated environments that users can interact with through headsets, gloves and other devices. It has applications in fields like medicine for surgical simulation and rehabilitation. After starting in the 1960s, VR has advanced with improvements in tracking, displays and immersion. The future holds potential for VR to replace computers and websites through fully immersive virtual worlds.
Virtual reality (VR) allows users to immerse themselves in simulated, computer-generated environments that appear and feel real. VR is used in various fields including military, sports, mental health, medical training, education, and fashion. In architecture, VR allows designers to visualize and experience designs in 3D before construction begins, improving communication with clients and identifying potential issues. VR is improving quality control and accessibility in the construction industry by enabling inspection of virtual models at any project stage.
VIRTUAL REALITY A COMPREHENSIVE ANALYSISanbulegend101
Virtual reality (VR) uses electronic equipment like headsets and gloves to immerse users in simulated 3D worlds. It has applications in gaming, education, healthcare, and more. VR offers unprecedented interaction but faces challenges like motion sickness and high costs. Future trends include standalone VR systems for greater mobility and augmented reality integration. VR collects large amounts of user data, so privacy and equitable access are important issues to consider as the technology advances.
This document provides an overview of virtual reality (VR) and augmented reality (AR). It discusses the history and development of VR from the 1960s to today's applications in gaming, education, healthcare and more. The types of VR range from non-immersive to fully immersive using headsets. Devices like headsets, controllers and sensors are used to create interactive VR experiences. While VR provides benefits like realistic simulations, disadvantages include high costs and potential for isolation or health issues. The document also covers the history, types and applications of AR, how it overlays digital information onto the real world through smartphones and glasses, and its advantages in enhancing experiences though also facing technological and cost limitations.
Merged Reality: Understanding how virtual and augmented realities could trans...Ericsson Latin America
Incorporating technology into our everyday lives is quickly becoming the norm. The World Economic Forum calls the idea of merging the real with the digital – the Fourth Industrial Revolution. Virtual and augmented realities could encourage a similar technological revolution – one where consumers transition between virtual and physical worlds effortlessly for their everyday life activities.
However, in their current form, virtual and augmented technologies collide rather than merge with our physical reality. Today the bulky headsets cut off the user from their surroundings, as well as hinder mobility, and a highly interactive VR experience can induce nausea for some users.
Consumers expect next-generation networks like 5G to address these challenges and enrich shared experiences by providing a fast and high-bandwidth network.
In this Ericsson ConsumerLab report, we explore the impact of these imminent changes on consumer lifestyles, from the perspective of early adopters, laggards and consumers who are planning to use a headset in the future. We also look at the enabling role that next-generation networks like 5G could play.
The document discusses virtual reality (VR), including its history, types, devices, applications, and conclusion. It provides an overview of VR as an artificial computer-generated environment that users can interact with via specialized equipment like headsets and gloves. The document outlines non-immersive and immersive VR types and discusses the evolution of VR technologies from the 1980s to present day applications in fields like military training, medicine, education, and gaming. Key VR devices covered are head-mounted displays, gloves, and CAVE environments. The conclusion discusses VR's potential for realistic and engaging experiences.
Virtual reality uses computer technology to create simulated environments. It was coined in 1987 and has seen significant research development. There are several types including desktop, immersive, and mixed reality. Virtual reality has many applications such as architecture, medicine, engineering, entertainment, training, and manufacturing. It provides advantages like creating realistic experiences and experimenting safely, but also has disadvantages like requiring expensive equipment and complex technology.
The document discusses extended reality (XR), which refers to technologies that combine real and virtual environments. XR includes augmented reality (AR), virtual reality (VR), and mixed reality (MR). The document outlines several benefits of XR technologies, including creating engaging educational and training experiences. It also lists top companies in the XR market and provides examples of XR applications in various industries like healthcare, manufacturing, and automotive design. Finally, it describes how XR, VR, AR, and MR differ and envisions potential future applications of XR, such as interactive gaming, viewing historical events, and virtual meeting spaces that overcome geographical limitations.
This document summarizes a report by Mindshare on trends for 2017, with a focus on virtual, augmented, and mixed reality technologies (collectively referred to as VR/AR/MR). It discusses the current state of these technologies and their potential for growth. Key points include:
- VR/AR/MR have been in development for decades but are now gaining more attention due to improvements in technology. However, widespread adoption still faces barriers of cost, usability, and a lack of compelling applications and content.
- Experts provide opinions on the technologies' development and potential. They believe mobile phones will be key to scaling experiences, and that advertising could use VR to tell immersive stories and demonstrate products,
Uploaded here for the students in my digital communications and online PR workshops
Original document here http://www.mindshareworld.com/sites/default/files/Mindshare%20Trends%202017.pdf
This document discusses several topics related to emerging technologies including artificial intelligence, augmented reality, and virtual reality. It provides an overview of how AI has developed since the 1960s and how algorithms are designed to make decisions using real-time data. Augmented reality is presented as a technology that can help with tasks like navigation and control programs through glasses. Virtual reality is traced back to the 1950s and discusses how the technology has advanced with headsets and how it is used mainly for entertainment through gaming and films. Health and privacy concerns are also mentioned regarding prolonged VR usage.
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. urrently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. "Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[2] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[2]
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[3] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.
Widespread adoption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm VPL Research, and the 1992 film Lawnmower Man, which features use of virtual reality systems.[4] One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver.
With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar.
thank
Similar to Con’s of using Virtual realityPeople who do not have access virt.docx (20)
KATIES POST The crisis case I chose to discuss this week is th.docxdonnajames55
KATIE'S POST:
The crisis case I chose to discuss this week is the Tennessee Valley and the Kingston ash slide. On December 22, 2008, Tennessee Valley Authority who uses coal to generate electricity, had one of their containment pods that holds sludge from the ash wall begin to leak. The leak then caused the wall to eventually crumble. The leak then flowed into the Emory River that is located nearby. The river flowed into a nearby community, destroyed several houses, and forced families to evacuate the area.
Chapter 5 discusses the importance of organization members accepting that crisis can start quickly and unexpectedly. Two months before the leak, TVA was informed of a wet spot located on one retaining wall that suggested a leak was present. The moisture was eroding the structure's integrity, but TVA continued to add ash to the pond. TVA organization leaders ignored the warning signs of a potential crisis. TVA then accepted blame for the spill and began dredging the Emory River shortly after the incident. No other independent party was allowed to assess the dredging plan before it launched. If TVA's plan failed, the organization would have been at fault once again.
Upon further investigation of the crisis, lawyers were able to identify six primary failures in TVA's systems, controls, standards, and culture. “Lack of clarity and accountability for ultimate responsibility, lack of standardization, training, and metrics, siloed responsibilities and poor communication, lack of checks and balances, lack of prevention priority and resources, and being reactive instead of proactive” (Ulmer, Sellnow,& Seeger, 87).
Unfortunately, this unintentional crises could have been avoided had the proper crisis management, quality assurance, and procedures been put in place. TVA's negligence cost people their homes, polluted the river, and the uncertainty of long-term health conditions from being exposed to the ash's toxins. "The community was not able to locate reliable information about potential short- and long-term health effects, uncertainty about the extent of environmental damage, and feared plummeting property values" (Ritchie, Little, & Campbell, 179). TVA was at fault for several things, but the most significant fault they did not consider is the risk of storing large volumes of fly ash near the Emory River that flowed into a nearby community.
Ulmer, R. R., Sellnow, T. L., & Seeger, M. W. (2017). Effective crisis communication: Moving from crisis to opportunity. Sage Publications.
Ritchie, L. A., Little, J., & Campbell, N. M. (2018). Resource Loss and Psychosocial Stress in the Aftermath of the 2008 Tennessee Valley Authority Coal Ash Spill. International journal of mass emergencies and disasters, 36(2), 179.
.
Kate Chopins concise The Story of an Hour. What does Joseph.docxdonnajames55
Kate Chopin's concise "The Story of an Hour".
* What does Josephine represent in the story? What does Richards represent?
*The doctors said Mrs. M. died of "heart disease - of joy that kills." How is this ironic?
* What are some themes in the story? What are some symbols?
.
K-2nd Grade
3rd-5th Grade
6th-8th Grade
Major Concepts, Principles, and Learning Theories (To be completed in Topic 3)
Cognitive
Linguistic
Social
Emotional
Physical
.
Just Walk on By by Brent Staples My firs.docxdonnajames55
Just Walk on By
by Brent Staples
My first victim was a woman—white, well dressed, probably in
her early twenties. I came upon her late one evening on a deserted street
in Hyde Park, a relatively affluent neighborhood in an otherwise mean,
impoverished section of Chicago. As I swung onto the avenue behind her,
there seemed to be a discreet, uninflammatory distance between us. Not so.
She cast back a worried glance. To her, the youngish black man—a broad
six feet two inches with a beard and billowing hair, both hands shoved
into the pockets of a bulky military jacket—seemed menacingly close.
After a few more quick glimpses, she picked up her pace and was soon
running in earnest. Within seconds she disappeared into a cross street.
That was more than a decade ago. I was 23 years old, a graduate
student newly arrived at the University of Chicago. It was in the echo of
that terrified woman’s footfalls that I first began to know the unwieldy
inheritance I’d come into—the ability to alter public space in ugly ways. It
was clear that she thought herself the quarry of a mugger, a rapist, or
worse. Suffering a bout of insomnia, however, I was stalking sleep, not
defenseless wayfarers. As a softy who is scarcely able to take a knife
to raw chicken—let alone hold it to a person’s throat—I was surprised,
embarrassed, and dismayed all at once. Her flight made me feel like an
accomplice in tyranny. It also made it clear that I was indistinguishable
from the muggers who occasionally seeped into the area from the
surrounding ghetto. That first encounter, and those that followed signified
that a vast unnerving gulf lay between nighttime pedestrians—particularly
women—and me. And I soon gathered that being perceived as dangerous
is a hazard in itself. I only needed to turn a corner into a dicey situation,
or crowd some frightened, armed person in a foyer somewhere, or make
an errant move after being pulled over by a policeman. Where fear and
weapons meet—and they often do in urban America—there is always the
possibility of death.
In that first year, my first away from my hometown, I was to
become thoroughly familiar with the language of fear. At dark, shadowy
intersections in Chicago, I could cross in front of a car stopped at a traffic
light and elicit the thunk, thunk, thunk, thunk of the driver—black, white,
male, or female—hammering down the door locks. On less traveled streets
after dark, I grew accustomed to but never comfortable with people who
crossed to the other side of the street rather than pass me. Then there were
the standard unpleasantries with police, doormen, bouncers, cab drivers,
and others whose business it is to screen out troublesome individuals
before there is any nastiness.
I moved to New York nearly two years ago and I have remained an
avid night walker. In central Manhattan, the near-constant crowd cover
minimizes tense one-on-one stre.
Just make it simple. and not have to be good, its the first draft. .docxdonnajames55
Just make it simple. and not have to be good, it's the first draft.
I want it a complete essay of 2 pages before 10 am on Sunday.
The instructions in the second file. There is a picture in the third file.
CDT (Central Daylight Time)
UTC/GMT -5 hours
.
JUST 497 Senior Seminar and Internship ExperienceInternationa.docxdonnajames55
JUST 497: Senior Seminar and Internship Experience
International Film Critique: The Whistleblower
· Due: April 3
· Reaction Paper: 10 Points
· Presentation: 5 Points
Your first written assignment was to critique a newspaper article dealing with misconduct and/or corruption at a local level within the United States. The capstone essay asks you to consider a social injustice and its consequences that occur on a national level. The International film assignment asks you to consider issues of international law and justice.
The Whistleblower based on a true story depicts the horrors of human trafficking and human rights violations across international borders.
Please choose Assignment A or B.
Assignment A
Write a 3-4 page Reaction Paper to the above film. Summarize the producer’s main message in no more than a half page. The remainder of the paper should reflect your opinion of the content of the film based on your knowledge of international law. Make specific references to scenes in the film that correlate with information you have gained in previous or current coursework. Cite all sources in-text according to the Hacker & Sommers APA Manual of Style.
Cautionary Notes
· Do not summarize the video.
· Cite specific information from the film using the required APA Manual of style.
· Use 12 font, double spacing and 1 inch margins.
Students who need a special accommodation and cannot find a copy of a closed caption video, must meet with their instructor to design an alternative assignment.
Assignment B
The Whistleblower implicates the United Nations, the U.S. State Department, and private contractors in post war Bosnia in an organized human trafficking scheme. Kathryn Bolkovac discovers a lucrative, far-reaching operation involving the local police and United Nations peacekeepers, many of them protected by diplomatic immunity. This film is based on a true story and reflects the international concern with corruption and human trafficking.
Cast
· Kathryn Bolkovac: Nebraska police officer who accepts an offer to work with the U.N. International Police in Bosnia run by a private company in the U.K., Democra Security
· Madeleine Rees: Head of the United Nations Human Rights Commission
· Nick Kaufman: Kathryn’s Field Commander
· Peter Ward: Internal Affairs Specialist
· Luba, Raya and Irka: teenagers sold to the sex trafficking ring
· Fred Murray: Democra Security Officer
· John Blakely: Head of Human Resources
Based on the movie, address the following questions. Answers should be in a Question and Answer format and not essay style.
1. Discuss the suffering and oppression witnessed by (not experienced by) the main character. Cite specific scenes from the movie to support your discussion.
2. In whatspecific ways does Kathryn advocate for the victims she encounters? Cite scenes from the movie to support your answer.
3. Discuss how both local citizens and higher ranking officials contribute to organized corruption in post-war Bosn.
July 2002, Vol 92, No. 7 American Journal of Public Health E.docxdonnajames55
July 2002, Vol 92, No. 7 | American Journal of Public Health Editorial | 1057
⏐ EDITORIAL
A Code of
Ethics for
Public Health
The mandate to ensure and pro-
tect the health of the public is an
inherently moral one. It carries
with it an obligation to care for
the well-being of communities,
and it implies the possession of an
element of power to carry out
that mandate. The need to exer-
cise power to ensure the health of
populations and, at the same time,
to avoid abuses of such power are
at the crux of public health ethics.
Until recently, the ethical na-
ture of public health has been im-
plicitly assumed rather than ex-
plicitly stated. Increasingly,
however, society is demanding ex-
plicit attention to ethics. This de-
mand arises from technological
advances that create new possibil-
ities and, with them, new ethical
dilemmas; new challenges to
health, such as the advent of HIV;
and abuses of power, such as the
Tuskegee study of syphilis.
Medical institutions have been
more explicit about the ethical
elements of their practice than
have public health institutions.
However, the concerns of public
health are not fully consonant
with those of medicine. Thus, we
cannot simply translate the princi-
ples of medical ethics to public
health. In contrast to medicine,
public health is concerned more
with populations than with indi-
viduals, and more with prevention
than with cure. The need to artic-
ulate a distinct ethic for public
health has been noted by a num-
ber of public health professionals
and ethicists.1–5
A code of ethics for public
health can clarify the distinctive
elements of public health and the
ethical principles that follow from
or respond to those elements. It
can make clear to populations and
communities the ideals of the pub-
lic health institutions that serve
them, ideals for which the institu-
tions can be held accountable.
THE PROCESS OF
WRITING THE CODE
The backgrounds and perspec-
tives of people who identify
themselves as public health pro-
fessionals are as diverse as the
multitude of factors affecting the
health of populations. Articulating
a common ethic for this diverse
group is a formidable challenge.
In the spring of 2000, the gradu-
ating class of the Public Health
Leadership Institute chose writing
a code of ethics for public health
as a group project. The institute
provides advanced leadership
training to people who are al-
ready in leadership roles in pub-
lic health. Because the fellows
bring a wealth of experience from
a wide variety of public health in-
stitutions, they are uniquely able
to represent diverse perspectives
and identify ethical issues com-
mon in public health.
At the 2000 meeting of the Na-
tional Association of City and
County Health Officers, the group
added a non-institute member
( J. C. Thomas) and charted a plan
for working toward a code. The
plan included receiving a formal
charge as the code of ethics work-
ing group at the annual meeting of
the American Public Health Asso-
c.
Journals are to be 2 pages long with an introduction, discussion and.docxdonnajames55
Journals are to be 2 pages long with an introduction, discussion and conclusion. They must be double spaced. Your formatting, sentence structure, spell checking, etc., will all be taken into account.
Utilizing YouTube, do a search for and listen to at least two perspectives from CNN, Fox News and/or MSNBC regarding culture wars. Provide me with an analysis that discusses two different perspectives. I typed in CNN/Fox News/MSNBC and then culture war, and was able to find quite a few 5 minute vignettes with regard to the topic. If you find a discussion of the culture wars either in written form or at another site, you must insure that it is a legitimate source and provide a link to the site.
Make sure to first provide your understanding of the definition of culture wars as outlined in the text readings, then provide me with your analysis obtained from the news outlets.
.
Judgement in Managerial Decision MakingBased on examples fro.docxdonnajames55
Judgement in Managerial Decision Making
Based on examples from one of the recommended articles selected by you, the lecture notes, the text, and other sources, discuss one or several of the themes: the nature of managerial decision making, the steps in the managerial decision making, organizational learning and creativity, judgmental heuristics, common biases in managerial decision making, bounds of human judgment, strategies for making better decisions.
.
Joyce is a 34-year-old woman who has been married 10 years. She .docxdonnajames55
Joyce is a 34-year-old woman who has been married 10 years. She has three children, all less than 10 years old: Sheena (age 9), Jack (age 6), and Beth (age 2). Her husband is a prominent attorney. They present an ideal picture of an upper-middle-class family. They live in a fashionable suburb. The husband has been successful to the extent that he has been made a full partner in a large law firm. The family is very active in church, the country club, and various other social organizations. Joyce is an active member of several charitable, civic, and social groups. Joyce’s initial call to the abuse center was vague and guarded. She expressed an interest in inquiring for “another woman” in regard to the purpose of the center. After she had received information and an invitation to call back, a number of weeks elapsed. Joyce’s second call occurred after receiving a severe beating from her husband.
Joyce tells the crisis worker in the phone:"Well, last night he beat me worse than ever. I thought he was really going to kill me this time. It had been building up for the past few weeks. His fuse was getting shorter and shorter, both with me and the kids. It’s his work, I guess. Finally he came home late last night. Dinner was cold. We were supposed to go out, and I guess it was my fault . . . I complained about his being late, and he blew up. Started yelling that he was gonna teach me a lesson. He started hitting me with his fists . . .knocked me down . . . and then started kicking me. I got up and ran into the bathroom. The kids were yelling for him to stop and he cuffed Sheena . . . God, it was horrible! (Wracked with sobs for more than a minute. CW waits.) I’m sorry, I just can’t seem to keep control."
As the crisis worker:
1-What typical dynamics did you see occurring—denial, guilt, fear, rationalization, withdrawal, and so on—in the victim? How would you as the crisis worker handle them?
What are some of the domestic violence intervention strategies? Pick one and how would you apply it to the scenario
.
Journal Write in 300-500 words about the following topic.After .docxdonnajames55
Journal: Write in 300-500 words about the following topic.
After watching some news and some television shows, including movies and anime. What are some portrayals of sexual harassment and rape myths that are perpetuated by social media, entertainment media, and news outlets?
What is the motivation of rapists on TV and in the movies?
What “types” of women get raped or sexually assaulted and harassed in movies and television?
Some research suggests that on TV and in the movies nontraditional women get raped more often than traditional women as a means of putting nontraditional women “in their place.”
How does what you saw compare to the research? How do gender stereotypes perpetuate rape and harassment culture?
In your experience or opinion, what are some ways society can address some of these issues around sexual assault and sexual battery, especially on college campuses and workplaces?
.
Journal Supervision and Management StyleWhen it comes to superv.docxdonnajames55
Journal: Supervision and Management Style
When it comes to supervising and managing personnel in human services organizations, everyone has his or her own leadership style. Some styles are effective and supportive; others may be ineffectual and unhelpful. When supervising and managing staff, it is important for human services administrators to first identify their leadership style and examine personal strengths and weaknesses related to their leadership style. Understanding how to utilize strengths and address weaknesses in leadership style is important for administrators to be both effective and supportive when supervising and managing.
In order to complete the Application Assignment, you must first complete the "Types of Leadership and Patterns of Management" interactive graphic provided in the Learning Resources. Once you have done so, take note of your leadership style and think about your areas of strengths and weaknesses.
After completing the self-assessment tool in this week’s Learning Resources, reflect on the results.
RESULTS:
I am very good at executing the work of a task, though I like clarity about the desired outcome.
1.
Engaging
2.
I really prefer to be peaceful and calm, finding ways to help others achieve their goals
3.
Achieving consensus among followers assures the best success
4.
It is ok to breech boundaries if we can all move in the same direction
5.
Being a change agent is never easy, but it is very stimulating for me
6.
I really prefer to be in control, though it does not have to be out in public
7.
Challenges should be addressed head on
8.
I like predictability
9.
I like to always put my best foot forward
10.
I am known to sometimes be argumentative, I believe it is the way new ideas emerge
11.
The best way to succeed is to trust oneself
12.
When determining goals to reach, we should always challenge ourselves a little beyond what we can see ourselves accomplishing
13.
The best way for me to relax is to spend some time alone quietly.
14.
When decisions are necessary my primary concern is its effect on the persons involved
15.
I am confident and assertive
16.
I am a compassionate person and there is significant value in the person (s) knowing where it comes from
17.
I am a very consistent person and am guided by my values
18.
I am a compassionate person but would rather show it behind the scenes
19.
I am conscientious and organized
20.Next
I like to focus on group cohesion
21.
When decisions are necessary I can make them easily and quickly as circumstances demand it
22.
My strong ability to envision the future makes me a result oriented leader
23.
Building and sustaining a strong image is a principle contributor to progress
24.
I see the big picture
25.
The best way for me to relax is to be reflective with a friend
26.
I am known to create harmony among others as it creates an optimal working environment. I am unimpressed with conflict
27.
Realistic
28.
I lik.
Journal of Social Work Values & Ethics, Fall 2018, Vol. 15, No.docxdonnajames55
Journal of Social Work Values & Ethics, Fall 2018, Vol. 15, No. 2 - page 37
Ethnicity, Values, and Value Conflicts of African
American and White Social Service Professionals
Andrew Edwards, MSW, Ph.D.
Cleveland State University, Emeritus
[email protected]
Mamadou M. Seck, Ph.D.
Cleveland State University
[email protected]
Journal of Social Work Values and Ethics, Volume 15, Number 2 (2018)
Copyright 2018, ASWB
This text may be freely shared among individuals, but it may not be republished in any medium without
express written consent from the authors and advance notification of ASWB.
Abstract
This aspect of a broader study included 110 (68
White/European American and 42 Black/African
American) social service professionals. The primary
focus of this aspect of the study was to verify the
value orientation or core beliefs of the practitioners
who deliver services to clients through social service
agencies and programs. The conceptualization
of the core beliefs explored the values and value
conflicts in relation to professional practice. The
participants were employed in a Midwestern
metropolitan region. They responded to a survey
instrument that included vignettes, closed-ended
items, scaled responses, as well as either-or type
items. Major categories of the exploration included:
life and death issues, lifestyle, domestic and
social perspectives, value conflicts with the social
work profession, and personal responses to value
conflicts. Specific items measuring values related
to abortion, homosexuality, religiosity, euthanasia,
and corporal punishment were included. Study
results showed statistical significance on 26 issues
as African American participants were compared
with White participants.
Keywords: value conflicts, social work, ethical
dilemmas, ethnicity, professional relationship
Introduction
The complexity of American society (Jarrett,
2000), specifically due to its historic, economic,
social, and ethnic makeup, requires that social
work professionals take their clients’ ethnicity,
values, and professional-client value conflicts
into consideration. Historical dynamics, such as
unproductive treatment, have contributed to the
reluctance of various population groups to engage
with professional service providers. This history
(Barker, 2014) has influenced the adoption of
guidelines that require social workers to be culturally
aware during interventions and recognizing that
diversity-related characteristics have influence upon
an individual’s thoughts, feelings, and behaviors.
Barker (2014) further noted that the concept of
values is influenced by one’s perceptions of what
comprises appropriate principles, practices, and
behaviors. An individual’s personal values are often
considered as a representation of one’s core beliefs
and what an individual may perceive as right.
Therefore, these beliefs do not require supporting
evidence for those who embrace them and may
result in behavio.
Journal of Personality 862, April 2018VC 2016 Wiley Perio.docxdonnajames55
Journal of Personality 86:2, April 2018
VC 2016 Wiley Periodicals, Inc.
DOI: 10.1111/jopy.12301Unique Associations Between Big
Five Personality Aspects and
Multiple Dimensions of Well-Being
Jessie Sun ,
1,2
Scott Barry Kaufman,
3
and
Luke D. Smillie
1
1
The University of Melbourne
2
University of California, Davis
3
University of Pennsylvania
Abstract
Objective: Personality traits are associated with well-being, but the precise correlates vary across well-being dimensions and
within each Big Five domain. This study is the first to examine the unique associations between the Big Five aspects (rather
than facets) and multiple well-being dimensions.
Method: Two samples of U.S. participants (total N 5 706; Mage 5 36.17; 54% female) recruited via Amazon’s Mechanical Turk
completed measures of the Big Five aspects and subjective, psychological, and PERMA well-being.
Results: One aspect within each domain was more strongly associated with well-being variables. Enthusiasm and Withdrawal
were strongly associated with a broad range of well-being variables, but other aspects of personality also had idiosyncratic
associations with distinct forms of positive functioning (e.g., Compassion with positive relationships, Industriousness with
accomplishment, and Intellect with personal growth).
Conclusions: An aspect-level analysis provides an optimal (i.e., parsimonious yet sufficiently comprehensive) framework for
describing the relation between personality traits and multiple ways of thriving in life.
Keywords: Personality, aspects, Big Five, subjective well-being, psychological well-being
When multiple positive end states are examined, it becomes
apparent that aspects of psychological well-being may be
achieved by more people than just the nonneurotic, extra-
verted members of society. (Schmutte & Ryff, 1997, p. 558)
The large literature describing the associations between person-
ality traits and well-being suggests that Extraversion (the tendency
to be bold, talkative, enthusiastic, and sociable) and Neuroticism
(the tendency to be emotionally unstable and prone to negative
emotions) are especially strong predictors of well-being (e.g.,
Steel, Schmidt, & Shultz, 2008). But is well-being only accessible
to the extraverted and non-neurotic? We propose that more
nuanced insights can be revealed by examining the relation
between narrower traits and a broader spectrum of well-being
dimensions. The goal of the current study is to comprehensively
describe the unique associations between personality aspects and
dimensions of well-being across three well-being taxonomies.
Personality Traits and Three Taxonomies
of Well-Being
Personality traits and well-being dimensions can each be
described at different levels of resolution. The Big Five domains
provide a relatively comprehensive framework for organizing
differential patterns of affect, behavior, and cognition (John,
Naumann, & Soto, 2008). These broad traits can be further bro-
ken dow.
Journal of Personality and Social Psychology1977, Vol. 35, N.docxdonnajames55
Journal of Personality and Social Psychology
1977, Vol. 35, No. 9, 677-688
Self-Reference and the Encoding of Personal Information
T. B. Rogers, N. A. Kuiper, and W. S. Kirker
University of Calgary, Canada
The degree to which the self is implicated in processing personal information
was investigated. Subjects rated adjectives on four tasks designed to force
varying kinds of encoding: structural, phonemic, semantic, and self-reference.
In two experiments, incidental recall of the rated words indicated that adjec-
tives rated under the self-reference task were recalled the best. These results
indicate that self-reference is a rich and powerful encoding process. As an
aspect of the human information-processing system, the self appears to func-
tion as a superordinate schema that is deeply involved in the processing, inter-
pretation, and memory of personal information.
Present research and theory in personality
appear to be placing more and more empha-
sis on how a person has organized his or her
psychological world. Starting with Kelly's
(1955) formulation of personal constructs,
we see a gradual emergence of a number of
avenues of inquiry that use this as their focal
point. In person perception, the concept of
lay personality theory stresses that the ob-
server's analytic network of expected trait
covariations is an integral part of how he
processes (and generates) interpersonal data
(Hastorf, Schneider, & Polefka, 1970). Bern
and Allen (1974), in their embellishment of
Allport's (1937) idiographic position, argue
that an important determinant of predictive
utility of trait measurement is the manner
in which the respondent has organized his or
her view of the trait being measured. These
authors see the overlap between the respond-
ent's and the experimenter's concept of the
trait as a necessary prerequisite of predic-
tion. Attribution theory (Jones et al., 1971)
is another example of this increased accent
on personal organization. Here the emphasis
is on how the subject explains past behavior
This research was supported by a grant from the
Canada Council. We would like to thank the fol-
lowing persons for their useful ideas and comments
on earlier drafts: F. I. M. Craik, E. J. Rowe, P. J.
Rogers, H. Lytton, J. Clark, J. Ells, C. G. Costello,
and especially one anonymous reviewer.
Requests for reprints should be sent to T. B.
Rogers, Department of Psychology, The University
of Calgary, Calgary, Alberta, Canada, T2N 1N4.
and how these explanations are organized in
an attributional network. The common
thread in all of these contemporary research
areas is the notion that the cognitions of a
person, particularly their manner of organ-
ization, should be an integral part of our
attempts to explain personality and behavior.
Of concern in the present article is the
construct of self and how it is implicated in
the organization of personal data. Our gen-
eral position is that the self is an extremely
active and powerful agent in the organizati.
Journal of Pcnonaluy and Social Psychology1»M. Vd 47, No 6. .docxdonnajames55
Journal of Pcnonaluy and Social Psychology
1»M. Vd 47, No 6. 1292-1302
Copynghi I9S4 by the
American Psychological Association. Inc
Influence of Gender Constancy and Social Power
on Sex-Linked Modeling
Kay Bussey
Macquarie University
New South Wales, Australia
Albert Bandura
Stanford University
Competing predictions derived from cognitive-developmental theory and social
learning theory concerning sex-linked modeling were tested. In cognitive-develop-
mental theory, gender constancy is considered a necessary prerequisite for the
emulation of same-sex models, whereas according to social learning theory, sex-
role development is promoted through a vast system of social influences with
modeling serving as a major conveyor of sex role information. In accord with
social learning theory, even children at a lower level of gender conception emulated
same-sex models in preference to opposite-sex ones. Level of gender constancy
was associated with higher emulation of both male and female models rather
than operating as a selective determinant of modeling. This finding corroborates
modeling as a basic mechanism in the sex-typing process. In a second experiment
we explored the limits of same-sex modeling by pitting social power against the
force of collective modeling of different patterns of behavior by male and female
models. Social power over activities and rewarding resources produced cross-sex
modeling in boys, but not in girls. This unexpected pattern of cross-sex modeling
is explained by the differential sex-typing pressures that exist for boys and girls
and socialization experiences that heighten the attractiveness of social power
for boys.
Most theories of sex role development as-
sign a major role to modeling as a basic
mechanism of sex role learning (Bandura,
1969; Kagan, 1964; Mischel, 1970; Sears,
Rau & Alpert, 1965). Maccoby and Jacklin
(1974) have questioned whether social prac-
tices or modeling processes are influential in
the development of sex-linked roles. They
point to findings that in laboratory situations
children do not consistently pattern their
This research was supported by Research Grant No.
M-S162-21 from the National Institute of Mental Health,
U.S. Public Health Services, and by the Lewis S. Haas
Child Development Research Fund, Stanford University.
We thank Martin Curland, Brad Carpenter, Brent Sha-
phren, Deborah Skriba, Erin Dignam, and Pamela Minet
for serving as models. We are indebted to Marilyn
Waterman for filming and editing the videotape modeling
sequence, to Eileen Lynch and Sara Buxton, who acted
as experimenters, and to Nancy Adams, who assisted in
collecting the data. Finally, we also thank the staff and
children from Bing Nursery School, Stanford University.
Requests for reprints should be sent to either Kay
Bussey, School of Behavioral Sciences, Macquarie Uni-
versity, North Ryde, Australia, 2113, or to Albert Bandura,
Department of Psychology, Stanford University, Building
420 Jordan Hall, Stanford,.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
Assessment and Planning in Educational technology.pptx
Con’s of using Virtual realityPeople who do not have access virt.docx
1. Con’s of using Virtual reality
People who do not have access virtual reality or cannot afford
this technology will be left out. As the world is developing very
fast in the area of Virtual Reality and online worlds, there is a
lack of laws regarding these worlds. People may misuse this
technology. Users can say and do things in these worlds that is
illegal in reality. Also, users may be less inhibited than in real
life due to a sense of anonymity, and may act in a way that is
socially unacceptable. Communication using this technology
would be susceptible to deception. Many people may become
addicted to living in these virtual worlds, and as a result forget
or neglect their responsibilities in real life.
Technology is still developing and there are still many flaws to
be worked to. Arising health issues due to usage of this
technology. Like, some people have been known to have motion
sickness due to using the Virtual Reality headset.
Future of virtual reality:
Virtual reality development has slowed down in recent
years because of public expectations created by media
sensationalisation. Today mostly cars and aeronautics
companies are using VR technology. They use this technology
to test the product designs and to simulate the user interaction.
VR technology is also useful in medical training, and in
addition to helping patients recover. There will be more
advances for VR in urban design, manufacturing, games,
medical therapy, and music.
Virtual reality makes its breakthrough as a mainstream
technology. Facebook sees virtual technology as the next big
computing platform, but that would be possible only when VR
will be considered as a mainstream device. In the future most of
the people will have computers with high-end graphics cards
with good virtual experience computers. YouTube has
introduced 360-degree videos in March and followed up in
November with a format called VR video, which has to be
2. watched with Google cardboard headset. The first and foremost
barrier for this technology success is getting VR hardware into
people’s hand.
Virtual reality in education projects are already disclose.
How VR could help its operators practice using robotic arms on
the international space station. VR education application based
on the Apollo 11 moon landing by Irish, the British Museum use
of VR to transport visitors back to the bronze age are the
experimental projects in education using VR technology
(Dredge, S. 2016, January 07). VR films is a fascinating area
for experimentation mainly on journalism. Many of these
filmmakers see VR as a way for viewers to actively become a
participant and experience how terrible wars or disasters can be
using virtual reality.
Virtual reality in healthcare is still in its early days in terms of
treatment, widespread clinical adoption and its usage.
Innovators are continuously inspect evidence for clinical use
through properly designed and accurate clinical trials. Later in
future the technology will get interesting with implementation
of VR with sensors, big data analytics and increased computer
power. With the smart, accurate and adaptive virtual technology
patient-focused care can change the way healthcare is delivered.
Google Cardboard, Oculus Rift, Samsung Gear VR, and the
HTC Vive are some of the mind-blowing immersive VR
experiences devices launched till now. Here's are some VR that
will change the world and also your everyday life in the next 5
years.
Travel to universal destinations like Mars from your living
room
The technology that allows visiting the tourist hotspots in the
world using a headset like the Oculus Rift is already there. But
with the new technologies we will not only travel the world
hotspots or destination places but also can travel the universe
like traveling to Mars. With the help of VR we will be able to
get an intuitive sense of presence in the universe without any
special respirator or suit constraints. VR will feel so real that it
3. will successfully make impression on our memory that we
actually visited there.
Attending sports game or concert with a VR ticket
VR is also on pathway to change the method we are familiar
with live events, concerts and sports. In sports games we can
really sense like we are one of the players, and can see all the
other players too. In January, I Heart Radio and Universal
Music Group announced that they are planning to bring
"immersive VR experiences" to the concerts at this year only.
Also Live Nation and Next VR presently got a contract to
broadcast 100s of concerts and programs in VR. This will offer
so many people who cannot afford ticket to the show. With the
help of VR front-row seats won't be the finest seat in the show
for long. Visualize it as you are on the stage with your favorite
singer or actor, standing next to him/her and performing
together, you can also watch the crowd and experience that rush
of adrenaline that arrives from being at the front of so many
people.
No travel for work ever again
VR will take video conferencing to the next point where as an
alternative of writing on a white board or furiously scribbling
down notes to memorize main details, we will be able to queue
up and replay exacting minute from meetings on-demand. It will
be a huge chance and it would get rid of a lot of that require for
travel.
Recover from medical problems and horrible injuries by
retraining brain
Studies have revealed that VR will be used to reprogram our
brains, reigniting neuroplasticity and retraining our synapses to
regulate to new situations. There are enormous suggestion for
how people will be treated with chronic situations and
debilitating injuries. VR is already being used to care for stroke
patients and people with Parkinson’s; it is helping a lot to take
back control of mobility. VR has a great result on the effective
pain management tool where morphine isn't sufficient.
VR is becoming more and more everywhere and acceptable in
4. public places, in five years, the connection between virtual and
improved reality will let for personal wearable’s that will be
fewer obtrusive. Finally, wearable VR devices may be small
adequate to sit on our eyeballs.
Virtual reality is being used in a number of ways by the
business community which include:
Virtual tours of a business environment
Training of new employees
A 360 view of a product
Many businesses have embraced virtual reality as a cost
effective way of developing a product or service. For example it
enables them to test a prototype without having to develop
several versions of this which can be time consuming and
expensive.
Plus it is a good way of detecting design problems at an early
stage which can then be dealt with sooner rather than later.
Business benefits
For some businesses, fully immersive virtual reality a la CAVE
system is the way forward. They like the fact that they can use
this to test drive a product in the early stages of development
but without any additional costs (or risks) to themselves.
This is particularly useful for companies who produce
dangerous or potentially harmful products which need to be
evaluated before use. They can test their product within a
virtual environment but at no risk to themselves or their
employees. And virtual reality technology has advanced to the
stage where it has a high degree of realism and efficiency.
Some companies use virtual reality to help with data analysis
and forecasting trends in order to gain an edge over their
competitors. One example of this is a system developed by
researchers at the University of Warwick which is designed to
help businesses gain a greater understanding of their data.
References
Kingsley, J. (2015, September 09). Future of virtual reality lies
in the hands of developers. Retrieved from
5. http://www.theguardian.com/media-
network/2015/sep/09/virtual-reality-developers-games-
hollywood
Dredge, S. (2016, January 07). Three really real questions about
the future of virtual reality. Retrieved from
https://www.theguardian.com/technology/2016/jan/07/virtual-
reality-future-oculus-rift-vr
Virtual reality isn’t just about gaming. The applications of
virtual reality are very wide and its possibilities are tantalizing.
It is being used in many innovative ways to make lives better.
Some of the applications are considered to be unusual or more
challenging than others. They include:
Military:
VR is adopted by the military and is used for training purposes.
The simulation enables soldiers prepare themselves for
dangerous settings and other combat situations without the risk
of serious injury or death. Its uses include battlefield
simulation, flight simulation, medic training (battlefield),
vehicle simulation and virtual boot camp. An inbuilt tracking
system with head mounted displays (HMD) and data gloves
which enables interaction within the virtual world are used for
training purposes. In combat visualization soldiers and other
related people are provided with virtual reality glasses which
creates a three dimensional depth of illusion. For instance,
British Army used Oculus Rift to recruit new potential soldiers
(MailOnline, V. W. 2015).
Education:
VR is used for teaching and learning situations in education
sector. It enables students’ interaction with each other within a
three-dimensional environment. For instance, astronomy
students may learn about how a solar system works by virtually
creating the planets, stars, and galaxies. Medical students can
6. explore surgery simulations and three dimensional structures of
human body.
Healthcare:
Virtual reality in health care is used to train healthcare
professionals in a safe and simulated environment. This
includes encompasses skills training, phobia treatment, robotic
surgery and surgery simulation among others. Example:
HumanSim is a system which offers nurses, doctors and other
medical personnel a three dimensional environment to interact
and engage in training scenarios with a patient.
Entertainment
Video games, movies, media come under edutainment category
where VR is used to educate as well as entertain people. There
are wide range of virtual reality systems available in the market
for audience entertainment such as augmented reality systems,
CAVE systems (known as CAVE Automatic Virtual
Environment. It is a cube-like space where a series of images
are displayed by projectors), 3D display platforms and
simulators. Virtuix Omni is an active VR motion platform where
the player’s actions are controlled by first-person navigation in
the virtual world like running or walking. It creates a
revolutionary sense of immersion (Jan Goetgeluk, 2015).
Fashion
Fashion industry is engaged in using VR for building virtual
fashion stores, three dimensional avatars for clothes design
display and 3D fashion portfolio among others. For example,
VR is used as part of a live fashion show where a 3D image is
projected into a real world setting like a catwalk. Forbes
recently reported that Tommy Hilfiger, fashion apparel giant
has hosted a virtual reality-based campaign where shoppers
were let to watch the latest catwalk fashion shows in the stores.
Heritage
VR settings in heritage sector employs interaction with people
in new and exciting ways. It was used to construct virtual
walkthroughs through historical buildings, archaeological digs,
old towns and villages, monuments, Stonehenge, sculptures and
7. caves which enhances the visitor’s experience. For instance, a
world leader in Virtual Reality, EON Reality Inc., initiated the
EON World Heritage Initiative as part of its EON’s Learn for
Life Program to preserve, and share the world’s most valuable
locations and artifacts through virtual reality.
Business
Virtual reality in business community has applications such as
virtual tours of a business environment, attend technology
conferences, training new employees and a 360 view of a
product. For example it enables the businesses to test a product
or service without developing it which can be time consuming
and expensive. A healthcare facility might consider create a
new clinic in VR which helps them tweak designs, before
constructing to view the floorplan in a 360-degree viewer and
thus reduce costs. According to company representatives,
Lockheed Martin, an American global defense, aerospace,
security and advanced technologies company saves several
million dollars expenditure by producing motion captures which
simulate satellites and space vehicles on the production floor
(Brandon, J., 2015).
Engineering
Virtual reality in engineering includes usage of visualization
techniques and 3D modelling tools in design process. This
allows engineers to see their project in 3D and gain in depth
knowledge of how it works. It enables them to spot any
potential risks or flaws before implementation. Balfour Beatty
Rail, a rail infrastructure contractor employed VR for
prototyping, planning and construction purposes which helps
them with project realization.
Sport
Virtual reality is used in training purposes in many sports such
as athletics, golf, cycling, and skiing, etc. It enables to measure
athletic performance and technique analysis. In addition, it is
used in clothing and equipment design like running shoe design.
VR is also used to enhance the audience’s experience by allow
them to walkthrough a sporting location or a stadium, which
8. helps them while purchasing a ticket to an event.
Media
Virtual reality in the media includes television, radio, books,
music, films as well as arts. The examples of VR inspired films
include: The Matrix, Tron, The Lawnmower Man, The
Thirteenth Floor, eXistenZ and Vanilla Sky among others. For
instance in Tron, the main characters were transported into a
virtual world inside a computer away from the reality. The
television programs include selected episodes of Red Dwarf,
Doctor Who and Star Trek: The Next Generation.
Advantages of using Virtual Reality
· Using virtual reality environments and 3D as part of training
methodology enhances students’ ability to understand a
particular topic more accurately
· Workforce can experience an entirely new way of training.
· VR makes tourism and visiting sites more accessible by giving
a detailed view of the original place, e.g. Virtual tour.
· VR provides a chance to experience things in real life which
are impossible to, as if you were actually there e.g. fighting
zombies in a game
· Real-life situations like fighting in a war or a medical surgery
training can be made possible without risking human lives.
· It makes learning fun and interesting.
· It is cost effective. It reduces the original cost to be invested
in creating a real object or scenario.
References:
Brandon, J. (2015). Is virtual reality finally ready for business
use? Retrieved from http://www.cio.com/article/2983679/it-
industry/is-virtual-reality-finally-ready-for-business-use.html
EON Reality Preserves Historical Sites And Artifacts For The
Future With EON World Heritage Initiative. (n.d.). Retrieved
from http://www.eonreality.com/press-releases/eon-reality-
preserves-historical-sites-and-artifacts-for-the-future-with-eon-
world-heritage-initiative/
MailOnline, V. W. (2015). Experience what it's REALLY like to
9. fight on the front line: Army uses Oculus Rift to recruit new
members. Retrieved from
http://www.dailymail.co.uk/sciencetech/article-2912565/Army-
recruits-virtual-reality.html
N, D. (2015). How Virtual Reality Will Change Your Life -
Boston Commons High Tech Network. Retrieved from
http://www.bostoncommons.net/how-virtual-reality-will-
change-your-life/
Virtual Reality in Sport - Virtual Reality. (2015). Retrieved
from http://www.vrs.org.uk/virtual-reality-
applications/sport.html
Running Head: VIRTUAL REALITY
Title: Virtual Reality
Virtual reality refers to the computer technology which
replicates an environment thus allowing user interaction by
simulating the user’s physical environment and presence. In the
current trends of technological enhancements have seen
organizations that ought to be successful adopt the use of
virtual reality technologies. Most of the industries that use
virtual reality include but not limited to healthcare,
entertainment, marketing and advertising, automotive,
education, tourism, military and law enforcements and most
recently in human resource departments which help in
10. conducting interviews and training (Erin, 2015). Virtual reality
has made enormous changes to the business world; it is
connecting people, organizations, and nations, making
geographical locations irrelevant.
However, virtual reality is widely used in gaming and
healthcare (Alex, 2015 ). In healthcare, virtual reality is much
used in virtual simulations for medical education and training;
(Alex, 2015 ) insinuates that surgery simulators have enhanced
healthcare in the entire world. For instance, visual simulation
together with force-feedback technology helps surgeons
experience both physical and visual feedback. Other than
surgery, virtual reality has proved to be a cost-effective,
engaging and safe method for training and clinical of healthcare
such as counselors, nurses, dentists, paramedics as well as
patients. The virtual reality healthcare sophisticated also come
handy in training in a more immersive and realistic environment
instead of using the traditional paperwork and videos. Well,
virtual reality training thus allow medical trainees a risk-free
environment as they practice life-saving procedures especially
surgery. Furthermore, virtual reality simulations in the recent
past have been used in the healthcare to treat patients suffering
from conditions such as post-traumatic stress disorders, phobias
and tears. (Alex, 2015 ) Suggests that in the future, virtual
reality will revolutionize health care at a personal level by
using adaptive VR simulations which learn while a patient
interacts with them when integrated with high-level artificial
intelligence and consequently improving healthcare delivery.
Virtual reality is used in automotive companies such as the Ford
Motor Company (Erin, 2015); the company uses virtual reality
at its immersion labs to help in getting the sense of the
consumer experience and usability of their cars by customers.
Therefore, VR has immensely helped automotive companies to
improve car interiors and exteriors thus tackling the user taste
and preferences, which has led to increased sales; well, the
more the sales, the higher the returns on investments and
dividends. In these company, the virtual reality is thus
11. beneficial in helping the company jump on product development
without necessarily using a real or physical prototype of the
new model. Veteran companies in the automotive industry such
Audi and Toyota are also adopting the technology to improve
their products as users would prefer to remain competitive in
the ever innovative world market.
In education and training, virtual reality is most effective in
training. Its advantage in training is that virtual reality helps
professionals learn new skills or improve their skills without
the consequences of failing. Combat training in military and law
enforcement have benefited from the use of virtual reality
technology. The simulations of military recruits to respond to
different types of combat situations by simulating different
environments, terrains, scenarios, and situations. Virtual reality
also comes handy in flight simulations. Piloting schools benefit
a lot by using this technology by helping reduce the risks as
well as helping pilots get acquainted with different flying
situations, environments, and encounters; flight simulations
helps in reducing transference time between real flight and land
training, the economy, safety and sometimes reduce pollution
(Erin, 2015). In the entertainment industry, virtual reality
ranges from games, videos and sound. In games, truck
simulation is widely used in Belgium to help firemen on how to
drive with less damage. In sounds, the current technological
trend is the use of 3D sounds. In the recent past, companies are
turning to virtual reality to improve customer loyalty thus
retaining customers. The immersive and interactive VR helps
improve user experience just like in the automotive industry.
Therefore, virtual reality is proving to be an asset in the
corporate world. Most competitive such as automotive, as well
as sophisticated fields such as healthcare and flights, benefit
from the virtual reality simulations and training. In the
corporate world as well as the education sector, VR is useful in
information presentation. 3D information technology has
improved the education sector vehemently such as the use of
models in teaching and training. Similarly, the technology is
12. useful for companies when presenting information especially in
marketing and advertising which eventually leads to more sells
and so are the profits. As discussed earlier, the virtual reality
simulations have helped in interviewing and hiring military
men; VR helps know the exact reactions of recruits in different
situations thus help in placing people in areas they are best
suited to.
Nonetheless, virtual reality has helped produce better
professionals with best experiences in the world; health care has
benefited from professional skill enhancements by use of the
VR. As mentioned earlier, virtual reality is a worthy investment
in the corporate world; it helps companies improve user
experience by developing usable products which in return
improves their competitive levels. Virtual reality has also
helped reduce risks associated with flights by helping trainees
tackle the problems in a manner that failing has no real
consequences.
References
A. S. ( 2015, September 16). Virtual Reality In Healthcare:
Where’s The Innovation? Retrieved from
http://techcrunch.com/2015/09/16/virtual-reality-in-healthcare-
wheres-the-innovation/
Brooks Jr, & F. P. (1999). What's real about virtual reality?.
Computer Graphics and Applications, 19(6), 16-27.
E. C. (2015, March 10). Nine industries using virtual reality.
Retrieved from techrepublic.com:
http://www.techrepublic.com/article/9-industries-using-virtual-
reality/
E. G., & R. S. (n.d.). Past, Present, and Future. Virtual Reality:.
J. E. (2015, July 7). Virtual Reality Job Interview Training
Helps Veterans With PTSD Find Work. Retrieved from
HuffingtonPost:
http://www.huffingtonpost.com/2015/07/07/virtual-reality-job-
interview-veterans_n_7737708.html
13. Running Head: VIRTUAL REALITY
1
VIRTUAL REALITY
5
VIRTUAL REALITY
Virtual Reality
Virtual reality initially was regarded as the digital space created
to be accessed by people through the use of sophisticated
computer gadgets. In that digital space, the people are able to
interact with other people and objects in an environment whose
appearance is dependent on the imagination of human beings.
Virtual reality is defined an interactive environment that is
generated by the computer with the amalgamation of the
technologies essential in building that environment (Biocca &
Levy 2013).
According to Biocca & Levy (2013), a virtual environment can
be defined as the digital space through which the movement of a
user is traced with his environs rendered and exhibited to the
senses in harmony with the movements. The computer games
are a good example. The movements of the joystick used by a
player can be traced as the character moves forward, in essence,
translating into a new environment. Virtual environments and
virtual reality are used interchangeably in the technology sector.
The primary objective of the virtual environment is to swap the
cues of the environment of the real world with the digital one.
The Importance of virtual reality
14. The utilization of virtual reality in social science is intrinsic in
the nature of technology. The main reasoning behind the
development of virtual reality was to provide an environment
where people could intermingle in the absence of the physical
world’s constraints. Virtual reality is therefore a means through
which the body and mind are extended. Virtual reality offers a
chance to discover the psychological and social phenomena
taking place in the novel as well as the physical world. It is
attributable to the ability by virtual reality recreating fantasy
and real environs and the host of sensory experiences between
them (Ohta & Tamura 2014).
Virtual reality is also viewed as a developing means which
plays an important role in our lives daily by enabling personal
interrelations and inter longstanding mass media roles. The
prevalent dependence on mobile media gadgets and the internet
is indicative of the fact that the transition into a full virtual
environment is imminent.
Components of the virtual environment
Earn (2014), states that the virtual environment takes various
forms and is usually determined by the ability of the hardware
or the platform through which the virtual environment is
experienced. The hardware is a simple cellular device that
integrates wearable devices which allow users to move in
physical environs.
The most basic virtual environments are available on
computers’ desktops, mobile gadgets, and gaming gadgets. They
are three or two dimensional. The use employs the joystick,
mouse and the presses keys to move a representation and in
essence provides a simple form of tracing. The latest
technological advancements have enhanced the tracing
capability.
The virtual environment is made up of the rudimentary
15. components viewed in the physical environs and external
landscape components like internal space walls and floors.
Peoples’ representations are some of the primary thought-
provoking virtual objects. The representations have an impact
on the viewers and the users. They are dependent on what and
on who controls their actions (Wexelblat 2014).
Conclusion
Virtual reality gives us an opportunity to explore the
psychological and social phenomena taking place in the novel as
well as the physical world. It plays a significant role in our
lives daily coupled with the recent overreliance on the internet
and mobile phones. The transition into a virtual environment is,
therefore, forthcoming.
References
Biocca, F., & Levy, M. R. (Eds.). (2013). Communication in the
age of virtual reality.
Routledge.
Earn shaw, R. A. (Ed.). (2014). Virtual reality systems.
Academic press.
Ohta, Y., & Tamura, H. (2014). Mixed reality: merging real and
virtual worlds. Springer
Publishing Company, Incorporated.
Wexelblat, A. (Ed.). (2014). Virtual reality: applications and
explorations. Academic Press.