Bachelorarbeit

Total Page:16

File Type:pdf, Size:1020Kb

Bachelorarbeit Bachelorarbeit Rúben Miguel Carvalho Mano The benefits of Virtual Reality in Education Fakultät Technik und Informatik Faculty of Computer Science and Engineering Department Informatik Department Computer Science Rúben Miguel Carvalho Mano The benefits of Virtual Reality in Education Bachelorarbeit eingereicht im Rahmen der Bachelorprüfung im Studiengang Bachelor of Science Technische Informatik am Department Informatik der Fakultät Technik und Informatik der Hochschule für Angewandte Wissenschaften Hamburg Betreuender Prüfer: Prof. Dr. Kai von Luck Zweitgutachter: Prof. Dr. Philipp Jenke Eingereicht am: 12 Januar 2019 Rúben Miguel Carvalho Mano The benefits of Virtual Reality in Education Keywords Virtual Reality, Virtual, Reality, Education, Benefits, Case Study Kurzzusammenfassung In dieser Arbeit geht es um eine Fallstudie, die die Vorteile von Virtual Reality in der Lehre erläutern soll. Nachdem ein Überblick über das Thema Virtual Reality geschaffen und eine Beschreibung und ein Vergleich verschiedener „Head-Mounted Displays“ gegeben wurde, konnte ein für die Studie passendes Modell ausgewählt werden. Dies war wichtig, da sonst im großen Feld der Virtual Reality der Leser schnell den Überblick verlieren kann. Die Bedeutung von Virtual Reality in der Lehre ist stetig wachsend. Dies liegt an den Lernmöglichkeiten, die diese sichere und vorteilhafte Technik mit sich bringt. Ein Spiel wurde entwickelt und von verschiedenen Personen unterschiedlichen Alters und Tätigkeitsfelder getestet. Rückschlüsse aus ihren Erfahrungen lassen folgern, dass Virtual Reality ein Feld ist, dass sich noch weiter zu entwickeln hat und es ethische und deontische Probleme hat, die man sorgfältig analysieren muss. Jedoch werden mit dem technischen Fortschritt die Resultate, die aus dieser Studie hervorgehen, es ermöglichen noch tiefer zu forschen und die Ergebnisse in der realen Welt anzuwenden. Abstract This thesis describes a case study conducted with the aim of perceiving the benefits of Virtual Reality in education. As Virtual Reality is a large and extensive field a decision was made in order to contextualize the reader. An overview of the field of virtual reality as well as a description and comparison of Head-Mounted Displays was made and thus enabled the choice of the most appropriate one for this study. Virtual reality is increasingly present in education which provides safe, advantageous and conducive environment for students to improve their learning strategies. A game was developed and tested by a group of people from different backgrounds and ages. Conclusions from their experience allowed to realize that Virtual Reality is a field that still has much to develop even though there are many ethical and deontological issues that need a careful analysis. However, with the advancement of the technology, the results that came from this study allow a deeper research in order to apply future results and findings in the real world. iii Contents List of Figures vi Acknowledgement ix 1 Introduction1 1.1 Problem Definition...............................1 1.2 Motivation....................................1 1.3 Aim of Study..................................2 1.4 Structure....................................2 2 Virtual Reality3 2.1 Fifteen Minutes of Fame............................3 2.2 The long journey until the break.......................4 2.2.1 The Link Flight Trainer........................5 2.2.2 Sensorama and Telesphere Mask...................5 2.2.3 Headsight................................7 2.2.4 The Ultimate Display.........................7 2.2.5 The Sword of Damocles........................8 2.2.6 Super-Cockpit.............................9 2.2.7 A name was born............................9 2.2.8 Nintendo Virtual Boy.........................9 2.2.9 The Long Long Nose.......................... 10 2.3 The break.................................... 11 2.4 The Digital Revolution............................. 13 2.4.1 Before 2000............................... 13 2.4.2 After 2000................................ 14 2.4.3 Oculus Rift............................... 14 2.4.4 Project Morpheus........................... 15 2.4.5 Google Cardboard........................... 16 iv Contents 2.4.6 Samsung Gear VR and Oculus Go.................. 17 2.4.7 HTC Vive................................ 17 2.4.8 Google Daydream........................... 18 2.5 What to choose?................................ 18 3 Virtual Reality in a Learning Environment 20 3.1 Virtual Reality in Schools........................... 20 3.2 Virtual Reality in ’Edutainment’....................... 21 3.3 Virtual reality in Practical Applications................... 22 3.3.1 Simulations of means of Transport.................. 22 3.3.2 Sciences’ Simulations.......................... 23 3.3.3 Military simulations.......................... 24 3.4 Collect the evidence.............................. 24 4 Challenges in Virtual Reality 26 4.1 Health and Cybersickness........................... 26 4.2 Missing Realistic Visual-Haptic Interaction.................. 28 4.3 Inadequate Self-Representation........................ 28 4.4 Isolated Social User Experience........................ 29 4.5 Every cloud has a silver lining......................... 29 5 A Case Study 30 5.1 Participants................................... 30 5.2 Material..................................... 31 5.3 Design of the Game.............................. 31 5.3.1 Fruit Level............................... 31 5.3.2 Room Level............................... 32 5.3.3 Memory Level.............................. 33 5.3.4 Farm Level............................... 34 5.3.5 Maze Level............................... 35 5.4 Experiment................................... 36 5.5 Results...................................... 37 5.5.1 Simulator Sickness Questionnaire................... 37 5.5.2 Experience Questionnaire....................... 39 5.6 Discussion.................................... 41 6 Conclusion 43 v Contents 7 Future Research 46 A Simulator Sickness Questionnaire Results 51 vi List of Figures 2.1 ’Virtuality Continuum’ from Paul Milgram..................3 2.2 The Link Flight Trainer............................5 2.3 Sensorama....................................6 2.4 Telesphere Mask................................7 2.5 Ivan Sutherland’s ’Sword of Damocles’ (copyright by Harvard University)8 2.6 Nintendo Virtual Boy Graphics........................ 10 2.7 Nintendo Virtual Boy............................. 10 2.8 Oculus Rift - Development Kit 2....................... 15 2.9 Project Morpheus................................ 15 2.10 Google Cardboard............................... 16 2.11 HTC Vive.................................... 18 5.1 Fruit Scene................................... 32 5.2 Room Scene................................... 33 5.3 Memory Scene................................. 34 5.4 Farm Scene................................... 35 5.5 Maze Scene................................... 35 5.6 The Experience................................. 36 5.7 Age SSQ score................................. 37 5.8 Gender SSQ score................................ 38 5.9 Areas of Application.............................. 40 vii Acknowledgement This thesis is the culmination of an academic cycle. The area of virtual reality has always aroused my interest and this thesis allowed me to brought everything swept under the carpet out into the light of day and discover a world that still has much to flourish. I would like to thank Prof. Dr. Kai von Luck for helping me during this long process in which despite the distance was always present and advised me in the best way whenever I needed. I would also like to praise my colleagues from the European Computer Science Bache- lor, from Instituto Superior de Engenharia de Coimbra (ISEC) / Coimbra Engineering Academy who accompanied me during the years we studied together. It would not have been possible to make my stay in Hamburg a valid, challenging and pleasant experience without the support and inexhaustible energy of my good friends Gustavo Andrade, Miguel Dias and Olímpio Machachane. I also leave here a word of appreciation and congratulations for the successful completion of their studies. A special thanks to my friend Mariana Montes who always believed in me, who advised me timely and patiently and despite the difficulties always helped me overcome some vicissitude that made me discredit myself. Finally, I would like to thank my whole family, especially my parents, Ligia and Pedro. They provided the necessary conditions throughout my existence so that it was possible to reach this point. I know that I leave you proud and I hope to continue doing that. I am deeply grateful that you are taking part in this journey. A big thank to you to all! viii List of Figures Esta tese é o culminar de um ciclo académico. A área da realidade virtual sempre me despertou interesse e esta tese permitiu-me levantar a ponta do véu e descobrir um mundo que ainda tem muito para florescer. Gostaria de agradecer ao Prof. Dr. Kai von Luck por me ter ajudado durante este prolongado processo em que apesar da distância esteve sempre presente e aconselhou-me da melhor maneira sempre que necessitei. Gostaria também de brindar os meus colegas do curso europeu, do Instituto Superior de Engenharia de Coimbra que me acompanharam durante os anos em que estudamos juntos. Não teria sido possível tornar a minha estadia em Hamburgo uma válida, desafiante e agradável experiência sem o suporte e energia inexaurível dos meus bons amigos Gustavo Andrade,
Recommended publications
  • The Impact of Co-Located Play on Social Presence and Game Experience in a VR Game
    The Impact of Co-Located Play on Social Presence and Game Experience in a VR Game Marcello A. Gómez Maureira LIACS, Leiden University Niels Bohrweg 1, Leiden, The Netherlands [email protected] Fons Verbeek LIACS, Leiden University Niels Bohrweg 1, Leiden, The Netherlands [email protected] ABSTRACT This exploratory case study looks at the scenario of virtual reality (VR) gaming in a so- cial setting. We raise the question whether game experience and social presence (measured through a questionnaire) are impacted by physically separating players versus co-located play. We asked 34 participants to play a two-player VR game using head mounted displays in which they shared a virtual environment. We compared two conditions: 1) playing in the same physical space, allowing direct communication between players and 2) playing in separated rooms, with communication via intercom. Our results indicate no differences between the two testing conditions. Based on this, we conclude that current VR technology can facilitate a multi-user game experience, played from separate locations, that is experi- enced as if it were played co-located. We see the outcome of the study as an encouragement for designers to involve social elements in online, multi-user VR games. Keywords virtual reality games, social gaming, multiplayer gaming, head mounted displays, player incorporation INTRODUCTION Digital games have spearheaded a wide range of technological advances, frequently fo- cusing on advancing visual aesthetics and novel interfaces as a way to immerse people in experiences that designers have crafted for them. One of the most recent trends in digital game technology is the use of virtual reality (VR) devices.
    [Show full text]
  • Vuzix Corporation Annual Report 2021
    Vuzix Corporation Annual Report 2021 Form 10-K (NASDAQ:VUZI) Published: March 15th, 2021 PDF generated by stocklight.com UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-K ☑ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended December 31, 2020 ☐ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 Commission file number: 001-35955 Vuzix Corporation ( Exact name of registrant as specified in its charter ) Delaware 04-3392453 (State of incorporation) (I.R.S. employer identification no.) 25 Hendrix Road West Henrietta, New York 14586 (Address of principal executive office) (Zip code) (585) 359-5900 (Registrant’s telephone number including area code) Securities registered pursuant to Section 12(b) of the Act: Title of each class: Trading Symbol(s) Name of each exchange on which registered Common Stock, par value $0.001 VUZI Nasdaq Capital Market Securities registered pursuant to Section 12(g) of the Act: None. Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes ◻ No þ Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Exchange Act. Yes ◻ No þ Indicate by check mark whether the registrant: (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days.
    [Show full text]
  • Virtual Reality Headsets
    VIRTUAL REALITY HEADSETS LILY CHIANG VR HISTORY • Many companies (Virtuality, Sega, Atari, Sony) jumped on the VR hype in the 1990s; but commercialization flopped because both hardware and software failed to deliver on the promised VR vision. • Any use of the VR devices in the 2000s was limited to the military, aviation, and medical industry for simulation and training. • VR hype resurged after Oculus successful KickStarter campaign; subsequently acquired by Facebook for $2.4 bn. • Investments rushed into the VR industry as major tech firms such as Google, Samsung, and Microsoft and prominent VC firms bet big on the VR revolution. LIST OF VIRTUAL REALITY HEADSET FIRMS Company Name Entered Exited Disposition Company Name Entered Exited Disposition Company Name Entered Exited Disposition LEEP Optics 1979 1998 Bankrupt Meta Altergaze 2014 Ongoing VPL Research 1984 1990 Bankrupt SpaceGlasses 2012 Ongoing Archos VR 2014 Ongoing Division Group Sulon Cortex 2012 Ongoing AirVr 2014 Ongoing LTD 1989 1999 Acquired Epson Moverio Sega VR 1991 1994 Bankrupt BT-200 2012 Ongoing 360Specs 2014 Ongoing Virtuality 1991 1997 Acquired i2i iPal 2012 Ongoing Microsoft VictorMaxx 1992 1998 Bankrupt Star VR 2013 Ongoing Hololens Systems 2015 Ongoing Durovis Dive 2013 Ongoing Razr OSVR 2015 Ongoing Atari Jaguar VR 1993 1996 Discontinued Vrizzmo 2013 Ongoing Virtual I-O 1993 1997 Bankrupt Cmoar 2015 Ongoing CastAR 2013 Ongoing eMagin 1993 Ongoing Dior Eyes VR 2015 Ongoing VRAse 2013 Ongoing Virtual Boy 1994 1995 Discontinued Yay3d VR 2013 Ongoing Impression Pi
    [Show full text]
  • Getting Real with the Library
    Getting Real with the Library Samuel Putnam, Sara Gonzalez Marston Science Library University of Florida Outline What is Augmented Reality (AR) & Virtual Reality (VR)? What can you do with AR/VR? How to Create AR/VR AR/VR in the Library Find Resources What is Augmented and Virtual Reality? Paul Milgram ; Haruo Takemura ; Akira Utsumi ; Fumio Kishino; Augmented reality: a class of displays on the reality- virtuality continuum. Proc. SPIE 2351, Telemanipulator and Telepresence Technologies, 282 (December 21, 1995) What is Virtual Reality? A computer-generated simulation of a lifelike environment that can be interacted with in a seemingly real or physical way by a person, esp. by means of responsive hardware such as a visor with screen or gloves with sensors. "virtual reality, n". OED Online 2017. Web. 16 May 2017. Head mounted display, U.S. Patent Number 8,605,008 VR in the 90s By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, Attribution, https://commons.wikimedia.org/w/index.php?curid=32899409 By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, Attribution, Attribution, https://commons.wikimedia.org/w/index.php?curid=32525338 https://commons.wikimedia.org/w/index.php?curid=32525505 1 2 3 VR with a Phone 1. Google Daydream View 2. Google Cardboard 3. Samsung Gear VR Oculus Rift ● Popular VR system: headset, hand controllers, headset tracker ($598) ● Headset has speakers -> immersive environment ● Requires a powerful PC for full VR OSVR Headset ● Open Source ● “Plug in, Play Everything” ● Discounts for Developers and Academics ● Requires a powerful PC for full VR Augmented Reality The use of technology which allows the perception of the physical world to be enhanced or modified by computer-generated stimuli perceived with the aid of special equipment.
    [Show full text]
  • Virtual and Augmented Reality
    Virtual and Augmented Reality Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin This book first published 2020 Cambridge Scholars Publishing Lady Stephenson Library, Newcastle upon Tyne, NE6 2PA, UK British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Copyright © 2020 by Zeynep Tacgin All rights for this book reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner. ISBN (10): 1-5275-4813-9 ISBN (13): 978-1-5275-4813-8 TABLE OF CONTENTS List of Illustrations ................................................................................... x List of Tables ......................................................................................... xiv Preface ..................................................................................................... xv What is this book about? .................................................... xv What is this book not about? ............................................ xvi Who is this book for? ........................................................ xvii How is this book used? .................................................. xviii The specific contribution of this book ............................. xix Acknowledgements ...........................................................
    [Show full text]
  • The Virtual and the Real
    The Virtual and the Real David J. Chalmers How real is virtual reality? The most common view is that virtual reality is a sort of fictional or illusory reality, and that what goes in in virtual reality is not truly real. In Neuromancer, William Gibson famously said that cyberspace (meaning virtual reality) is a “consensual hallucination”. It is common for people discussing virtual worlds to contrast virtual objects with real objects, as if virtual objects are not truly real. I will defend the opposite view: virtual reality is a sort of genuine reality, virtual objects are real objects, and what goes on in virtual reality is truly real. We can get at the issue via a number of questions. (1) Are virtual objects, such as the avatars and tools found in a typical virtual world, real or fictional? (2) Do virtual events, such as a trek through a virtual world, really take place? (3) When we perceive virtual worlds by having immer- sive experiences of a world surrounding us, are our experiences illusory? (4) Are experiences in a virtual world as valuable as experiences in a nonvirtual world? Here we can distinguish two broad packages of views. A package that we can call virtual realism (loosely inspired by Michael Heim’s 1998 book of the same name) holds:1 (1) Virtual objects really exist. (2) Events in virtual reality really take place. (3) Experiences in virtual reality are non-illusory. 0Forthcoming in Disputatio. Thanks to audiences at Arizona, the Australasian Association of Philosophy, Brooklyn Library, Glasgow, Harvard, Hay-on-Wye, La Guardia College, NYU, Skidmore, Stanford, and Sun Valley, and espe- cially at the Petrus Hispanus Lectures at the University of Lisbon.
    [Show full text]
  • Video Games: 3Duis for the Masses Joseph J
    Video Games: 3DUIs for the Masses Joseph J. LaViola Jr. Ivan Poupyrev Welcome, Introduction, & Roadmap 3DUIs 101 3DUIs 201 User Studies and 3DUIs Guidelines for Developing 3DUIs Video Games: 3DUIs for the Masses The Wii Remote and You 3DUI and the Physical Environment Beyond Visual: Shape, Haptics and Actuation in 3DUI Conclusion CHI 2009 Course Notes - LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 163 !3DUI and Video Games – Why? ! Video games ! multi-billion dollar industry: $18.8 billion in 2007 ! major driving force in home entertainment: average gamer today is 33 years old ! advanced 3D graphics in HOME rather then universities or movies studios ! Driving force in technological innovation ! graphics algorithms and hardware, sound, AI, etc. ! technological transfer to healthcare, biomedical research defence, education (example: Folding@Home) ! Recent innovations in 3D user interfaces ! graphics is not enough anymore ! complex spatial, 3D user interfaces are coming to home (example: Nintendo Wii) ! Why 3D user interfaces for games? ! natural motion and gestures ! reduce complexity ! more immersive and engaging ! Research in 3D UI for games is exiting ! will transfer 3DUI to other practical applications, e.g. education and medicine LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 164 - Video game industry $10.5 billions in US in 2005, $25.4 billions worldwide; -Not for kids anymore: average player is 33 years old, the most frequent game buyer is 40 years old; -Technological transfer and strong impact on other areas of technology: The poster on this slide (www.allposters.com) demonstrates a very common misconception. In fact its completely opposite, the rapid innovation in games software and hardware allows for economical and practical applications of 3D computers graphics in healthcare, biomedical research, education and other critical areas.
    [Show full text]
  • Introduction to Immersive Realities for Educators
    Introduction to Immersive Realities for Educators Contents 1. Introduction 2. Resources & Examples 3. Recommendations 4. Getting Started 5. VR Applications 6. Recording in VR 7. Using Wander 8. VR Champions 9. FAQs 10. References Introduction How VR In Education Will Change How We Learn And Teach The ever-evolving nature of technology continues to influence teaching and learning. One area where advances have impacted educational settings is immersive technology. Virtual reality (VR) immersive technologies “support the creation of synthetic, highly interactive three dimensional (3D) spatial environments that represent real or non-real situations” (Mikropoulos and Natsis, 2010, p. 769). The usage of virtual reality can be traced to the 1960s when cinematographer and inventor Morton Heiling developed the Sensorama, a machine in which individuals watched a film while experiencing a variety of multi-sensory effects, such as wind and various smells related to the scenery. In the 1980’s VR moved into professional education and training. The integration of VR in higher education became apparent in the 1990’s, and continues to be explored within colleges and universities in the 21st century. Why does it all mean? VR, AR, MR and What Does Immersion Actually Mean? Terms such as "Virtual Reality"(VR), "Augmented Reality" (AR), "Mixed Reality" (MR), and "Immersive Content" are becoming increasingly common in education and are more user-friendly and affordable than ever. Like any other technology, IR is used to introduce, support, or reinforce course learning objectives not unlike a text, film, or field trip to a museum. The major difference is that learning can be much more immersive, interactive and engaging.
    [Show full text]
  • Pure-Storage-2.Pdf
    If the words “virtual reality” conjure up memories of that Forte VFX1 headset ranked high on your Christmas wish list circa 1995, it’s time to enter the new age of VR. Sure, virtual reality gained a solid reputation for transporting tech-savvy ’90s kids to galaxies far, far away. But these days, VR is sleek, sophisticated, and shockingly lifelike. Before kids lined up to play Legend Quest on the local arcade’s Virtuality system, VR was making waves in the sci-fi world. Writers like Stanley G. Weinbaum started dreaming up ways to transcend time and space via technology before the 1950s, and the first augmented reality head-mounted display system wasn’t developed until the late ‘60s. VR became popular thanks to companies like Atari and VPL Research in the mid-‘80s, and the gaming industry indulged in the ‘90s before the internet revolutionized the way we interface with technology. That’s when others in the medical, military and travel industries recognized the merits of VR and adopted it for training purposes. Now, thanks to platforms like Google Street View, VR has made a triumphant return to the consumer spectrum. Enter Oculus Rift: the most crazy-advanced VR innovation you never knew you needed in your life. We didn’t know we needed it either until it came time for us to brainstorm ways to showcase our products and technology to customers in parts of the world beyond the Bay Area. Rift is so jarringly real, it may start to feel like the “virtual” descriptor is obsolete— as far as the senses are concerned, this really is reality.
    [Show full text]
  • Virtual Reality Design: How Upcoming Head-Mounted Displays Change Design Paradigms of Virtual Reality Worlds
    MediaTropes eJournal Vol VI, No 1 (2016): 52–85 ISSN 1913-6005 VIRTUAL REALITY DESIGN: HOW UPCOMING HEAD-MOUNTED DISPLAYS CHANGE DESIGN PARADIGMS OF VIRTUAL REALITY WORLDS CHRISTIAN STEIN “The matrix has its roots in primitive arcade games. […] Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts. […] A graphic representation of data abstracted from banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding.” — William Gibson, Neuromancer (1984) 1. Introduction When William Gibson describes the matrix in his canonical cyber-punk novel Neuromancer, it is a computer-generated parallel universe populated and designed by people all over the world. While it would be an exaggeration to say this is about to become a reality, with current-generation virtual reality systems an important step toward immersive digital worlds has already taken place. This article focuses on current developments in virtual reality (VR) with head-mounted displays (HMDs) and their unique digital experiences. After decades of experimentation with VR beginning in the late 1980s, hardware, software, and consumer mindsets are finally ready for the immersive VR experiences its early visionaries dreamed of. As far back as 1962, Morton Heilig developed the first true VR experience with Sensorama, where users could ride a “motorcycle” coupled with a three-dimensional picture; it even www.mediatropes.com MediaTropes Vol VI, No 1 (2016) Christian Stein / 53 included wind, various smells, and engine vibrations. Many followed in Heilig’s footsteps, perhaps most famously Ivan Sutherland with his 1968 VR system The Sword of Damocles.1 These developments did not simply constitute the next step in display technology or gamer hardware, but rather a major break in conceptualizations of space, speed, sight, immersion, and even body.
    [Show full text]
  • Creating Virtual Environments for Phobia Treatment
    Open Comput. Sci. 2016; 6:138–147 Review Article Open Access Dana Horváthová* and Vladimír Siládi Creating virtual environments for phobia treatment DOI 10.1515/comp-2016-0012 ysis of following resources as considerable success has Received Apr 30, 2016; accepted Jul 30, 2016 been achieved by using VR for distraction from pain or for panic disorder and agoraphobia [1]. In recent years, Abstract: In this paper, we try to present the problems of Virtual Reality Exposure Therapy (VRET) has become an the modern approach to treating various phobias. Virtual interesting alternative for the treatment of anxiety disor- environments created by virtual reality (VR) tools can help ders and several phobias [2–5]. Also Virtual Reality Cogni- to make the treatment of certain types of phobias more ef- tive Behavior Therapy (VRCBT) is an effective technology ficient. Attention to this form of phobia treatment with the with promising results [6, 7]. Treating simple phobias with help of VR is on the rise in the world, so we are also moni- VR techniques, clinical outcomes, cost effectiveness and toring its development, as well. Our paper introduces the possible side effects of this treatment are described in[8]. necessary hardware and software that has been piloted in VR therapy enables the patient to experience a realistic our department, but also methods of creating virtual en- yet carefully controlled exposure to an anxiety-provoking vironments, models and application designed for medical scenario in the therapist’s own office. While VR environ- therapies of patients. In our work we have searched for and ments were initially quite costly and demanded powerful tested the following methods for creating virtual environ- computers, lately their price has decreased, making this ments: A) modelling using computer graphics, B) mode- form of treatment an intriguing option for therapists [9].
    [Show full text]
  • History of Virtual Reality Trends & Milestones Visually Coupled
    Trends & Milestones Displays (head-mounted) • video only, CG overlay, CG only, mixed video • CRT vs. LCD History of Virtual Reality Tracking • magnetic, mechanical, ultrasonic, optical • local vs. wide area Haptics • vibration, 2D fields, 6D fields • Large vs. small working volume and forces Systems, Applications (thanks, Greg Welch) • Aerospace, surveillance • Scientific, research • Entertainment, telepresence, etc. Visually Coupled Systems Sensorama (1956) Morton Heilig Aerospace and Defense Requirements • cinematographer/director of documentaries • Cost-effective and safe training Motorcycle simulator - all senses • Put heads-up-display (HUD) in pilot’s view • visual (city scenes) Other Applications • sound (engine, city sounds) • Off-boresight weapons aiming • vibration (engine) • Steerable night vision aids • smell (exhaust, food) (not a big commercial success) Heilig’s HMD (1960) “Simulation Mask” • 3D photographic slides • WFOV optics with focus control • Stereo sound • Smell Virtual Reality Technology, Burdea & Coiffet 1 Philco Headsight TV Surveillance System (1961) Comeau & Bryan Components From Heilig’s • Remote closed-circuit TV 1960 patent • HMD Custom magnetic tracking Head-sight camera linkage Suggested HMD resolution matching • match display to eye’s resolution Virtual Reality Technology, Burdea & Coiffet Ivan Sutherland and The Ultimate Display (1965) • Suggested HMD as a a window into a virtual world • Inspired many of the great achievers in interactive computer graphics Sutherland’s HMD 2 UNC Haptic Systems (1967-1980’s)
    [Show full text]