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Simulation in
Virtual
Reality (VR)
Team Members
Ali Hassan
Muqtada Hatem
Mustafa Majid
Labib Hussein
Hadeel Alaa
History
overview
01
Nowadays
02
Types of VR
03
Applications
of VR
04
Table of contents
What is VR ?
Virtual Reality (VR) is a computer-generated
simulation of an immersive, three-dimensional
environment that users can interact with through
specialized hardware, typically headsets or glasses
VR technology immerses users in a digital
environment that simulates real-world experiences. By
combining computer-generated imagery, sound
effects, and often haptic feedback, VR creates a
convincing illusion of presence within the simulated
History
overview
01
The slide title goes here!
Do you know what helps you make your point clear?
Lists like this one:
● They’re simple
● You can organize your ideas clearly
● You’ll never forget to buy milk!
And the most important thing: the audience won’t
miss the point of your presentation
● 1. Early Concepts (19th Century to 1960s):
• The concept of VR traces back to the 19th century with
stereoscopic viewers and panoramic paintings, which aimed
to provide viewers with immersive visual experiences.
• In the 1950s and 1960s, pioneers like Morton Heilig explored
the idea of creating immersive cinematic experiences with
inventions like the Sensorama, a multi-sensory theater
experience.
● 2. Emergence of VR Technology (1970s to 1990s):
• The term "virtual reality" was coined by Jaron Lanier in
the 1980s. Lanier founded VPL Research, one of the
first companies to develop and commercialize VR
technology.
• In 1989, the first consumer VR headset, the
"EyePhone" (later renamed Virtual Reality Visor), was
released by VPL Research.
• The 1990s saw significant advancements in VR
hardware and software, with companies like Sega and
Nintendo releasing VR gaming peripherals. However,
these early attempts at consumer VR were often
limited by technological constraints and high costs.
In this photograph from June 7 1989, two people
demonstrate the EyePhone system which uses special
goggles and a DataGlove which allows them to see and
move objects around in a computer created environment.
The EyePhone, developed by VPL Research, was on display
at the Texpo Telecommunications Show held in San
Francisco.
3. Rise and Fall (2000s to
Early 2010s):
• The early 2000s witnessed a
decline in interest and
investment in VR due to
technical limitations and lack
of compelling content.
• Despite setbacks, VR
continued to be explored in
various industries, including
military training, healthcare
simulations, and academic
research.
• Palmer Luckey's Oculus Rift
Kickstarter campaign in 2012
marked a turning point,
reigniting interest in VR and
4. Modern VR Renaissance (Mid-2010s to Present):
•The release of the Oculus Rift Development Kit 1 (DK1) in 2013 and
subsequent consumer versions sparked renewed excitement and
investment in VR.
•Other major players, such as HTC with the Vive and Sony with the
PlayStation VR, entered the market, offering high-quality VR experiences
to consumers.
•Advancements in display technology, graphics processing, and motion
tracking have greatly enhanced the realism and immersion of VR
experiences.
•VR applications have expanded beyond gaming to include education,
healthcare, architecture, virtual tourism, and social interaction.
Oculus Rift Development Kit 1
(DK1)
HTC Vive Playstation VR
Nowadays
Meta Quest Pro
As of my last update in January 2022, there
isn't specific information available about a
product or service called "Meta Quest Pro."
However, based on context, it's possible that
you're referring to a product or service related
to Meta, the parent company of Facebook,
which was previously known as Facebook
Reality Labs. Here are some potential
interpretations and explanations
Apple Vision Pro
Mixed Reality Headset: It's a standalone
mixed reality headset, meaning it can blend
digital elements with the real world you see
around you.
Release Date: Announced in June 2023, it
was just released in the US on February 2,
2024,
Types of Virtual
Reality
Types of Virtual Reality
● Enhanced Reality
● Desktop Virtual Reality
● Telepresence
● Immersive Virtual Reality
● QTVR
Enhanced Reality
● Enhanced Reality (ER) is an emerging technology that blends the
physical world with digital information in real-time, offering users
an enriched perception of their surroundings. Also known as Mixed
Reality (MR) or Augmented Reality (AR), Enhanced Reality goes
beyond traditional AR by seamlessly integrating virtual elements
into the user's environment, often in a more interactive and
immersive manner.
How Enhanced Reality Works
● Sensing Environment: Enhanced Reality systems utilize various sensors such as
cameras, depth sensors, GPS, and inertial measurement units (IMUs) to perceive the
physical world and track the user's movements accurately.
● Processing: The data collected from sensors are processed in real-time by powerful
computing devices like smartphones, tablets, or dedicated headsets. Advanced
algorithms are employed to understand the user's context and spatially map virtual
objects onto the physical environment.
● Overlaying Digital Content: Virtual elements, such as 3D models, text, images, or
animations, are superimposed onto the user's view of the real world. These digital
overlays are precisely aligned with the physical environment, creating a cohesive and
believable user experience.
Desktop Virtual Reality
● Desktop Virtual Reality (VR) refers to a subset of virtual reality experiences
that are designed to be utilized primarily with desktop computers or
laptops, often without the need for specialized VR headsets. This form of VR
typically relies on the existing hardware of a desktop system, combined
with compatible software applications and sometimes additional peripherals
like motion controllers or tracking devices. Desktop VR experiences offer a
more accessible and affordable entry point into virtual environments
compared to high-end VR setups that require dedicated headsets and
sensors.
Components of Desktop Virtual Reality
● Desktop or Laptop Computer: The core component of desktop VR is a standard
desktop computer or laptop. These systems serve as the computing platform for
running VR applications and rendering virtual environments. While high-performance
hardware can provide a smoother and more immersive experience, many VR
applications are designed to run on mid-range or even lower-end systems.
● VR Software: Desktop VR experiences rely on specialized software applications that
generate and render virtual environments. These applications can range from video
games and simulations to productivity tools and educational content. Some popular VR
software platforms for desktop computers include SteamVR, Oculus Rift, and Windows
Mixed Reality.
● Head-Mounted Displays (Optional): While desktop VR experiences can be enjoyed
without dedicated VR headsets
Telepresence
● Telepresence refers to a technology that allows a person to feel as if they are present,
or "telepresent," at a location other than their physical one. It aims to provide a sense
of being physically present in a remote environment by using a combination of audio,
video, and other sensory inputs. Telepresence systems are often used in situations
where physical presence is either impractical or impossible, such as remote meetings,
virtual tours, or telemedicine.
Components of Telepresence
● Audiovisual Equipment: The core components of a telepresence system include
cameras, microphones, speakers, and displays. High-definition cameras capture live
video of the remote environment, while microphones capture audio. Displays present a
live feed of the remote environment, allowing participants to see and hear what is
happening in real-time.
● Network Infrastructure: Telepresence systems rely on network infrastructure, such as
the internet or dedicated communication networks, to transmit audio and video data
between locations. High-speed and reliable network connections are essential for
maintaining the quality and responsiveness of the telepresence experience.
● Control Interfaces: Users interact with telepresence systems through control
interfaces, such as touchscreen panels, keyboards, or remote controls. These
interfaces allow users to initiate calls, adjust audiovisual settings, and control camera
movements remotely.
Immersive Virtual Reality
● Immersive Virtual Reality (VR) refers to a form of virtual reality
technology that aims to fully immerse users in realistic and
interactive virtual environments, often using specialized VR
headsets and motion tracking systems. Unlike traditional forms of
media consumption, immersive VR transports users to digital
worlds where they can explore, interact, and experience sensory
feedback as if they were physically present in the virtual
environment. This level of immersion is achieved through a
combination of advanced hardware, software, and sensory input
devices.
Components of Immersive Virtual Reality
● VR Headsets: Immersive VR experiences typically rely on specialized VR headsets
equipped with high-resolution displays, lenses, and motion sensors. These headsets
immerse users in virtual environments by rendering stereoscopic 3D images that
create a sense of depth and presence. VR headsets may also feature integrated audio
systems, eye-tracking technology, and adjustable straps for comfort.
● Motion Tracking Systems: To enhance immersion, immersive VR systems utilize motion
tracking technology to monitor the user's movements and translate them into the
virtual environment in real-time. This allows users to walk, gesture, and interact with
objects as they would in the physical world. Motion tracking systems may employ
external sensors, cameras, or inside-out tracking sensors embedded in the VR
headset.
QTVR
● QuickTime Virtual Reality (QTVR) is a type of virtual reality technology
developed by Apple Inc. in the mid-1990s. QTVR enables users to create and
view interactive panoramic images and 360-degree virtual tours using the
QuickTime multimedia framework. It was one of the earliest methods for
delivering immersive virtual reality experiences on personal computers.
Components of QTVR
● Panoramic Images: QTVR allows users to create panoramic images by stitching
together multiple photographs or rendering images from 3D modeling software.
Panoramic images capture a 360-degree view of a scene, providing users with the
ability to look in any direction within the virtual environment.
● Viewer Software: QTVR content is viewed using specialized viewer software that is
compatible with the QuickTime multimedia framework. The viewer software enables
users to interact with panoramic images by panning, tilting, and zooming to explore
different perspectives of the virtual environment.
● Interactivity: QTVR supports interactive features such as hotspots, which are clickable
areas within the panoramic image that trigger actions or display additional information
when selected by the user. Hotspots can be used to navigate between different
panoramic views, access multimedia content, or provide contextual information about
objects within the virtual environment.
Virtual reality applications
can be divided into
● Entertainment and Gaming: This category includes immersive gaming
experiences, virtual reality arcades, and interactive entertainment content
designed for virtual reality platforms. VR games range from action-packed
adventures to immersive simulations, providing users with engaging and
immersive entertainment experiences.
● Education and Training: Virtual reality is increasingly being used in
education and training to create immersive learning experiences,
simulations, and virtual laboratories. VR-based educational content covers
diverse subjects, including science, history, art, and vocational skills, and is
used in schools, universities, and professional training programs.
● Healthcare and Therapy: Virtual reality has applications in healthcare for medical
training, patient education, and therapeutic interventions. VR simulations enable
medical professionals to practice surgical procedures, diagnose medical conditions,
and conduct virtual surgeries in a safe and controlled environment. VR therapy
programs are used to treat phobias, anxiety disorders, and post-traumatic stress
disorder (PTSD).
● Architecture and Design: Virtual reality technology is used in architecture and design
industries for architectural visualization, interior design, and virtual prototyping. VR
enables architects, designers, and clients to visualize buildings, explore spaces, and
provide feedback on design concepts in a realistic and immersive manner.
● Tourism and Cultural Heritage: Virtual reality applications in tourism and cultural
heritage include virtual tours, interactive exhibits, and digital recreations of historical
sites, museums, and cultural landmarks. VR tourism enables users to explore
destinations, discover landmarks, and experience immersive travel experiences without
leaving their homes.
● Remote Collaboration and Communication: Virtual reality technology enables remote
collaboration and communication in virtual environments, allowing users to meet,
interact, and work together regardless of their physical location. VR-based
collaboration platforms offer features such as avatars, spatial audio, and shared
whiteboards, enabling remote teams to collaborate effectively across distances.
● Training and Simulation: Virtual reality is used for training and simulation in various
industries, including aviation, military, and manufacturing. VR simulations provide
realistic scenarios, hands-on practice, and feedback mechanisms that enhance
learning outcomes and improve performance in real-world tasks.
● Art and Creativity: Virtual reality technology is used by artists, designers, and creatives
to explore new forms of expression and create immersive artworks, virtual installations,
and interactive experiences. VR art applications enable users to paint, sculpt, and
manipulate virtual objects in three-dimensional space, blurring the boundaries
between traditional art forms and digital media.
Advantages
● Although the disadvantages of VR are numerous, so are the advantages. Many
different fields can use VR as a way to train students without actually putting anyone
in harm's way. This includes the fields of medicine, law enforcement, architecture and
aviation. VR also helps those that can't get out of the house experience a much fuller
life. These patients can explore the world through virtual environments like Second
Life, a VR community on the Internet, exploring virtual cities as well as more fanciful
environments like J.R.R. Tolkien's Middle Earth. VR also helps patients recover from
stroke and other injuries. Doctors are using VR to help reteach muscle movement such
as walking and grabbing as well as smaller physical movements such as pointing. The
doctors use the malleable computerized environments to increase or decrease the
motion needed to grab or move an object. This also helps record exactly how quickly a
patient is learning and recovering.
Disadvantages
● The disadvantages of VR are numerous. The hardware needed to create a fully
immersed VR experience is still cost prohibitive. The total cost of the machinery to
create a VR system is still the same price as a new car, around $20,000. The
technology for such an experience is still new and experimental. VR is becoming much
more commonplace but programmers are still grappling with how to interact with
virtual environments. The idea of escapism is common place among those that use VR
environments and people often live in the virtual world instead of dealing with the real
one. This happens even in the low quality and fairly hard to use VR environments that
are online right now. One worry is that as VR environments become much higher
quality and immersive, they will become attractive to those wishing to escape real life.
Another concern is VR training. Training with a VR environment does not have the same
consequences as training and working in the real world. This means that even if
someone does well with simulated tasks in a VR environment, that person might not do
well in the real world.

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Virtual Riality in simulation gaming and idk.pptx

  • 2. Team Members Ali Hassan Muqtada Hatem Mustafa Majid Labib Hussein Hadeel Alaa
  • 4.
  • 5. What is VR ? Virtual Reality (VR) is a computer-generated simulation of an immersive, three-dimensional environment that users can interact with through specialized hardware, typically headsets or glasses VR technology immerses users in a digital environment that simulates real-world experiences. By combining computer-generated imagery, sound effects, and often haptic feedback, VR creates a convincing illusion of presence within the simulated
  • 7. The slide title goes here! Do you know what helps you make your point clear? Lists like this one: ● They’re simple ● You can organize your ideas clearly ● You’ll never forget to buy milk! And the most important thing: the audience won’t miss the point of your presentation
  • 8. ● 1. Early Concepts (19th Century to 1960s): • The concept of VR traces back to the 19th century with stereoscopic viewers and panoramic paintings, which aimed to provide viewers with immersive visual experiences. • In the 1950s and 1960s, pioneers like Morton Heilig explored the idea of creating immersive cinematic experiences with inventions like the Sensorama, a multi-sensory theater experience.
  • 9. ● 2. Emergence of VR Technology (1970s to 1990s): • The term "virtual reality" was coined by Jaron Lanier in the 1980s. Lanier founded VPL Research, one of the first companies to develop and commercialize VR technology. • In 1989, the first consumer VR headset, the "EyePhone" (later renamed Virtual Reality Visor), was released by VPL Research. • The 1990s saw significant advancements in VR hardware and software, with companies like Sega and Nintendo releasing VR gaming peripherals. However, these early attempts at consumer VR were often limited by technological constraints and high costs.
  • 10. In this photograph from June 7 1989, two people demonstrate the EyePhone system which uses special goggles and a DataGlove which allows them to see and move objects around in a computer created environment. The EyePhone, developed by VPL Research, was on display at the Texpo Telecommunications Show held in San Francisco.
  • 11. 3. Rise and Fall (2000s to Early 2010s): • The early 2000s witnessed a decline in interest and investment in VR due to technical limitations and lack of compelling content. • Despite setbacks, VR continued to be explored in various industries, including military training, healthcare simulations, and academic research. • Palmer Luckey's Oculus Rift Kickstarter campaign in 2012 marked a turning point, reigniting interest in VR and
  • 12. 4. Modern VR Renaissance (Mid-2010s to Present): •The release of the Oculus Rift Development Kit 1 (DK1) in 2013 and subsequent consumer versions sparked renewed excitement and investment in VR. •Other major players, such as HTC with the Vive and Sony with the PlayStation VR, entered the market, offering high-quality VR experiences to consumers. •Advancements in display technology, graphics processing, and motion tracking have greatly enhanced the realism and immersion of VR experiences. •VR applications have expanded beyond gaming to include education, healthcare, architecture, virtual tourism, and social interaction.
  • 13. Oculus Rift Development Kit 1 (DK1) HTC Vive Playstation VR
  • 15. Meta Quest Pro As of my last update in January 2022, there isn't specific information available about a product or service called "Meta Quest Pro." However, based on context, it's possible that you're referring to a product or service related to Meta, the parent company of Facebook, which was previously known as Facebook Reality Labs. Here are some potential interpretations and explanations
  • 16. Apple Vision Pro Mixed Reality Headset: It's a standalone mixed reality headset, meaning it can blend digital elements with the real world you see around you. Release Date: Announced in June 2023, it was just released in the US on February 2, 2024,
  • 17.
  • 19. Types of Virtual Reality ● Enhanced Reality ● Desktop Virtual Reality ● Telepresence ● Immersive Virtual Reality ● QTVR
  • 20. Enhanced Reality ● Enhanced Reality (ER) is an emerging technology that blends the physical world with digital information in real-time, offering users an enriched perception of their surroundings. Also known as Mixed Reality (MR) or Augmented Reality (AR), Enhanced Reality goes beyond traditional AR by seamlessly integrating virtual elements into the user's environment, often in a more interactive and immersive manner.
  • 21. How Enhanced Reality Works ● Sensing Environment: Enhanced Reality systems utilize various sensors such as cameras, depth sensors, GPS, and inertial measurement units (IMUs) to perceive the physical world and track the user's movements accurately. ● Processing: The data collected from sensors are processed in real-time by powerful computing devices like smartphones, tablets, or dedicated headsets. Advanced algorithms are employed to understand the user's context and spatially map virtual objects onto the physical environment. ● Overlaying Digital Content: Virtual elements, such as 3D models, text, images, or animations, are superimposed onto the user's view of the real world. These digital overlays are precisely aligned with the physical environment, creating a cohesive and believable user experience.
  • 22. Desktop Virtual Reality ● Desktop Virtual Reality (VR) refers to a subset of virtual reality experiences that are designed to be utilized primarily with desktop computers or laptops, often without the need for specialized VR headsets. This form of VR typically relies on the existing hardware of a desktop system, combined with compatible software applications and sometimes additional peripherals like motion controllers or tracking devices. Desktop VR experiences offer a more accessible and affordable entry point into virtual environments compared to high-end VR setups that require dedicated headsets and sensors.
  • 23. Components of Desktop Virtual Reality ● Desktop or Laptop Computer: The core component of desktop VR is a standard desktop computer or laptop. These systems serve as the computing platform for running VR applications and rendering virtual environments. While high-performance hardware can provide a smoother and more immersive experience, many VR applications are designed to run on mid-range or even lower-end systems. ● VR Software: Desktop VR experiences rely on specialized software applications that generate and render virtual environments. These applications can range from video games and simulations to productivity tools and educational content. Some popular VR software platforms for desktop computers include SteamVR, Oculus Rift, and Windows Mixed Reality. ● Head-Mounted Displays (Optional): While desktop VR experiences can be enjoyed without dedicated VR headsets
  • 24. Telepresence ● Telepresence refers to a technology that allows a person to feel as if they are present, or "telepresent," at a location other than their physical one. It aims to provide a sense of being physically present in a remote environment by using a combination of audio, video, and other sensory inputs. Telepresence systems are often used in situations where physical presence is either impractical or impossible, such as remote meetings, virtual tours, or telemedicine.
  • 25. Components of Telepresence ● Audiovisual Equipment: The core components of a telepresence system include cameras, microphones, speakers, and displays. High-definition cameras capture live video of the remote environment, while microphones capture audio. Displays present a live feed of the remote environment, allowing participants to see and hear what is happening in real-time. ● Network Infrastructure: Telepresence systems rely on network infrastructure, such as the internet or dedicated communication networks, to transmit audio and video data between locations. High-speed and reliable network connections are essential for maintaining the quality and responsiveness of the telepresence experience. ● Control Interfaces: Users interact with telepresence systems through control interfaces, such as touchscreen panels, keyboards, or remote controls. These interfaces allow users to initiate calls, adjust audiovisual settings, and control camera movements remotely.
  • 26. Immersive Virtual Reality ● Immersive Virtual Reality (VR) refers to a form of virtual reality technology that aims to fully immerse users in realistic and interactive virtual environments, often using specialized VR headsets and motion tracking systems. Unlike traditional forms of media consumption, immersive VR transports users to digital worlds where they can explore, interact, and experience sensory feedback as if they were physically present in the virtual environment. This level of immersion is achieved through a combination of advanced hardware, software, and sensory input devices.
  • 27. Components of Immersive Virtual Reality ● VR Headsets: Immersive VR experiences typically rely on specialized VR headsets equipped with high-resolution displays, lenses, and motion sensors. These headsets immerse users in virtual environments by rendering stereoscopic 3D images that create a sense of depth and presence. VR headsets may also feature integrated audio systems, eye-tracking technology, and adjustable straps for comfort. ● Motion Tracking Systems: To enhance immersion, immersive VR systems utilize motion tracking technology to monitor the user's movements and translate them into the virtual environment in real-time. This allows users to walk, gesture, and interact with objects as they would in the physical world. Motion tracking systems may employ external sensors, cameras, or inside-out tracking sensors embedded in the VR headset.
  • 28. QTVR ● QuickTime Virtual Reality (QTVR) is a type of virtual reality technology developed by Apple Inc. in the mid-1990s. QTVR enables users to create and view interactive panoramic images and 360-degree virtual tours using the QuickTime multimedia framework. It was one of the earliest methods for delivering immersive virtual reality experiences on personal computers.
  • 29. Components of QTVR ● Panoramic Images: QTVR allows users to create panoramic images by stitching together multiple photographs or rendering images from 3D modeling software. Panoramic images capture a 360-degree view of a scene, providing users with the ability to look in any direction within the virtual environment. ● Viewer Software: QTVR content is viewed using specialized viewer software that is compatible with the QuickTime multimedia framework. The viewer software enables users to interact with panoramic images by panning, tilting, and zooming to explore different perspectives of the virtual environment. ● Interactivity: QTVR supports interactive features such as hotspots, which are clickable areas within the panoramic image that trigger actions or display additional information when selected by the user. Hotspots can be used to navigate between different panoramic views, access multimedia content, or provide contextual information about objects within the virtual environment.
  • 31. ● Entertainment and Gaming: This category includes immersive gaming experiences, virtual reality arcades, and interactive entertainment content designed for virtual reality platforms. VR games range from action-packed adventures to immersive simulations, providing users with engaging and immersive entertainment experiences. ● Education and Training: Virtual reality is increasingly being used in education and training to create immersive learning experiences, simulations, and virtual laboratories. VR-based educational content covers diverse subjects, including science, history, art, and vocational skills, and is used in schools, universities, and professional training programs.
  • 32. ● Healthcare and Therapy: Virtual reality has applications in healthcare for medical training, patient education, and therapeutic interventions. VR simulations enable medical professionals to practice surgical procedures, diagnose medical conditions, and conduct virtual surgeries in a safe and controlled environment. VR therapy programs are used to treat phobias, anxiety disorders, and post-traumatic stress disorder (PTSD). ● Architecture and Design: Virtual reality technology is used in architecture and design industries for architectural visualization, interior design, and virtual prototyping. VR enables architects, designers, and clients to visualize buildings, explore spaces, and provide feedback on design concepts in a realistic and immersive manner. ● Tourism and Cultural Heritage: Virtual reality applications in tourism and cultural heritage include virtual tours, interactive exhibits, and digital recreations of historical sites, museums, and cultural landmarks. VR tourism enables users to explore destinations, discover landmarks, and experience immersive travel experiences without leaving their homes.
  • 33. ● Remote Collaboration and Communication: Virtual reality technology enables remote collaboration and communication in virtual environments, allowing users to meet, interact, and work together regardless of their physical location. VR-based collaboration platforms offer features such as avatars, spatial audio, and shared whiteboards, enabling remote teams to collaborate effectively across distances. ● Training and Simulation: Virtual reality is used for training and simulation in various industries, including aviation, military, and manufacturing. VR simulations provide realistic scenarios, hands-on practice, and feedback mechanisms that enhance learning outcomes and improve performance in real-world tasks. ● Art and Creativity: Virtual reality technology is used by artists, designers, and creatives to explore new forms of expression and create immersive artworks, virtual installations, and interactive experiences. VR art applications enable users to paint, sculpt, and manipulate virtual objects in three-dimensional space, blurring the boundaries between traditional art forms and digital media.
  • 34. Advantages ● Although the disadvantages of VR are numerous, so are the advantages. Many different fields can use VR as a way to train students without actually putting anyone in harm's way. This includes the fields of medicine, law enforcement, architecture and aviation. VR also helps those that can't get out of the house experience a much fuller life. These patients can explore the world through virtual environments like Second Life, a VR community on the Internet, exploring virtual cities as well as more fanciful environments like J.R.R. Tolkien's Middle Earth. VR also helps patients recover from stroke and other injuries. Doctors are using VR to help reteach muscle movement such as walking and grabbing as well as smaller physical movements such as pointing. The doctors use the malleable computerized environments to increase or decrease the motion needed to grab or move an object. This also helps record exactly how quickly a patient is learning and recovering.
  • 35. Disadvantages ● The disadvantages of VR are numerous. The hardware needed to create a fully immersed VR experience is still cost prohibitive. The total cost of the machinery to create a VR system is still the same price as a new car, around $20,000. The technology for such an experience is still new and experimental. VR is becoming much more commonplace but programmers are still grappling with how to interact with virtual environments. The idea of escapism is common place among those that use VR environments and people often live in the virtual world instead of dealing with the real one. This happens even in the low quality and fairly hard to use VR environments that are online right now. One worry is that as VR environments become much higher quality and immersive, they will become attractive to those wishing to escape real life. Another concern is VR training. Training with a VR environment does not have the same consequences as training and working in the real world. This means that even if someone does well with simulated tasks in a VR environment, that person might not do well in the real world.