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What Is The Connection Between Multimedia and Virtual Reality

Virtual reality (VR) can be considered a type of multimedia because it relies on various multimedia technologies and content to create immersive simulated environments. VR uses visual, audio, and sometimes physical simulations to immerse users in virtual worlds through specialized equipment like VR headsets. Multimedia such as videos, images and sounds are integrated into VR environments to enhance interactivity and realism. Emerging technologies are also combining multimedia and VR into seamless hybrid experiences.

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0% found this document useful (0 votes)
88 views

What Is The Connection Between Multimedia and Virtual Reality

Virtual reality (VR) can be considered a type of multimedia because it relies on various multimedia technologies and content to create immersive simulated environments. VR uses visual, audio, and sometimes physical simulations to immerse users in virtual worlds through specialized equipment like VR headsets. Multimedia such as videos, images and sounds are integrated into VR environments to enhance interactivity and realism. Emerging technologies are also combining multimedia and VR into seamless hybrid experiences.

Uploaded by

Liylet Mandefro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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What Is the

Connection between
Multimedia and
Virtual Reality?
Eugene P.
Last Modified Date: January 31, 2022
Virtual reality may be considered by some to be a
form of multimedia.
Multimedia and virtual reality (VR) are connected
because they have mutually overlapping technologies,
definitions and uses. Virtual reality can be looked at as a
type of multimedia, and multimedia can be viewed as an
essential component of a virtual reality system. When
creating a system that attempts to simulate visual, audio
and physical models of the real world within a computer
system, multimedia becomes a necessary element of the
experience. Emerging technologies such as augmented
reality are blurring the line between multimedia and
virtual reality by combining them into a seamless user
experience.
Multimedia is any information or content that
encompasses more than one type of expression. This
includes visuals mixed with sounds, or text mixed with
moving video. Virtual reality, while sometimes debated,
usually involves the modeling of a realistic representation
of some aspect of the real world with which a person can
interact. Virtual reality relies on many types of
technologies and programs to create a rendition of
the virtual world, so it is a form of multimedia.
To approximate different aspects of the world,
multimedia and virtual reality are used in tandem not
only to increase performance but also to allow content to
be added and updated and to provide for a dynamic
world. One example would be a virtual world in which
movie clips are played on monitors inside the simulation.
The movies being played are multimedia files that can be
changed or modified outside the virtual world.

Another example of how multimedia and virtual reality


are connected comes from the concept of telepresence.
This involves two or more people interacting with each
other inside of a virtual space. Each person participating
could have a digital representation and might be using
special interface devices such as VR goggles or a motion-
sensitive camera. Within the virtual space, multimedia
content — such as charts, videos or images along with
sound — could be added to the environment. This
integration allows a very flexible form of collaboration
with no restrictions on physical distance.
One large commercial field that connects multimedia and
virtual reality is the computer game industry. Many
games require a wide range of multimedia content to be
present inside a simulated environment. From the
ambient sounds of the game world to the animations used
to make characters appear more lifelike, all these
elements and more combine to become essential elements
in a virtual world. Special devices that track movements
allow players to interact with the virtual reality world,
even manipulating the multimedia elements that are
present.
The 3 Types of
Virtual Reality
BLOG

IMMERSION , VIRTUAL REALITY , VR

Virtual reality is a fully digital, computer-generated,


three-dimensional experiential environment. Unlike
traditional user interfaces that only allow users to view
a screen, VR allows the user to step inside an
experience, to be immersed in and interact with a 3D
world that can either simulate or differ completely
from the real world. (Related: augmented reality
medical training, VR medical training, AR + VR
medical education)
By simulating the senses as possible – such as
vision, hearing, and sometimes touch – a computer is
transformed into a gatekeeper to a new world. The
only limits to a VR experience are the availability of
content and computing power.
There are 3 primary categories of virtual reality
simulations used today:  non-immersive, semi-
immersive, and fully-immersive simulations. 
NON-IMMERSIVE VIRTUAL
REALITY
Non-immersive virtual experiences are often
overlooked as a virtual reality category because it’s
already so commonly used in everyday life. This
technology provides a computer-generated
environment, but allows the user to stay aware of and
keep control of their physical environment. Non-
immersive virtual reality systems rely on a computer
or video game console, display, and input devices like
keyboards, mice, and controller. A video game is a
great example of a non-immersive VR experience.
SEMI-IMMERSIVE VIRTUAL
REALITY
Semi-immersive virtual experiences provide users
with a partially virtual environment. It will still give
users the perception of being in a different reality
when they focus on the digital image, but also allows
users to remain connected to their physical
surroundings. Semi-immersive technology provides
realism through through 3D graphics, a term known
as vertical reality depth. More detailed graphics result
in a more immersive feeling. This category of VR is
used often for educational or training purposes and
relies on high-resolution displays, powerful
computers, projectors or hard simulators that partially
replicate design and functionality of functional real-
world mechanisms.
FULLY IMMERSIVE VIRTUAL
REALITY
Fully-immersive simulations give users the most
realistic simulation experience, complete with sight
and sound. To experience and interact with fully-
immersive virtual reality, the user needs the proper
VR glasses or a head mount display (HMD). VR
headsets provide high-resolution content with a wide
field of view. The display typically splits between the
user’s eyes, creating a stereoscopic 3D effect, and
combines with input tracking to establish an
immersive, believable experience. This type of VR
has been commonly adapted for gaming and other
entertainment purposes, but usage in other sectors,
namely education, is increasing now as well. The
possibilities for VR usage are endless.

What is virtual reality or VR? Definition and examples


Virtual reality or VR is a technology that creates a virtual
environment. People interact in those environments
using, for example, VR goggles or other mobile devices.
It is a computer-generated simulation of an environment or
3-dimensional image where people can interact in a
seemingly real or physical way. To interact, you need special
electronic equipment, such as a helmet with a screen inside
or goggles. To get the full effect of virtual reality, the user
wears gloves or a suit with special sensors.

Put simply; virtual reality is a type of computer technology


that makes you feel like you are somewhere else. Special
software produces images, sounds, and other sensations to
create this other place. Users, therefore, feel like they are
part of this other place. However, the whole thing is a
simulation.

We typically refer to the other place as the ‘environment.’


The environment could be a café, a mountain, the beach, or
a place where people are playing a game.

According to Kids.Kiddle.com: “Virtual reality (VR) is the name for


computer technology that makes a person feel like they are
somewhere else. It uses software to produce images, sounds and
other sensations to create a different place, so that a user feels
like he or she is really part of this other place.”

Video explanation

Virtual reality vs. augmented reality

Do not confuse the term with augmented reality. Although


the two terms are found in many texts together, their
meanings are quite different.

Augmented reality

Augmented reality or AR is technology that presents us with


virtual objects in our natural environment. A mobile phone,
for example, can give us additional information about things
in our field of vision.

If I look down a street and point my smartphone down that


street, my device’s screen may tell me that a building on the
left is Cafe Paris. It may also tell me that a door further down
on the right is the entrance to ACME Gym, etc.

Virtual reality

Virtual reality technology creates a virtual or pretend


environment. In other words, a simulation. I can go inside
that environment and do things in there. For example, I can
talk to other people, play games, or just go for a walk and
enjoy the view. I can do anything I like in that environment,
as long as the software has made it possible.

Virtual reality in multimedia


Multimedia and virtual reality (VR) are connected because
they have mutually overlapping technologies, definitions
and uses. ... When creating a system that attempts to
simulate visual, audio and physical models of the real world
within a computer system, multimedia becomes a necessary
element of the experience.
What is the role of virtual reality in multimedia?
virtual reality (VR), the use of computer modeling and
simulation that enables a person to interact with an
artificial three-dimensional (3-D) visual or other sensory
environment. ... In a typical VR format, a user wearing a
helmet with a stereoscopic screen views animated images of
a simulated environment.
What is virtual reality?
Virtual Reality, or VR, is the use of computer technology to create a
simulated environment which can be explored in 360 degrees. Unlike
traditional interfaces, VR places the user inside the virtual
environment to give an immersive experience. 
To allow this feeling of presence, a VR headset is used, such as the
ones available for borrow at OISE Library. Other notable examples of
VR headsets include Oculus Rift, Samsung Gear VR,
HTC Vive, Google Daydream View, or Google Cardboard. These
headsets remove vision of the real world and provide video to each
eye allowing for depth of vision. This technology is then supported by
head and body tracking to connect the virtual world to what the user
is seeing. Stay tuned, you can soon borrow VR equipment from the
OISE Library!

Virtual Reality, Augmented Reality, Mixed Reality,


and 360-Degree
 
While the term virtual reality may be used to describe different types
of immersive experiences or altered reality experiences, it is not the
same as augmented reality.
1. Virtual Reality

 uses VR headsets or closed head-mounted displays (HMDS)


to completely insulate and transpose the user to an
alternative world

2. Augmented Reality

 adds or supplements to our existing reality with digital objects


and digital object overlays
 enhances our presence by 'augmenting' reality 

3. Mixed or Merged Reality


 uses holographic lens to converge VR and AR where virtual
objects interact with real-world objects

4. 360-Degree 

 creates 360-degree panorama photos or videos


 uses 360-degree cameras to stitch together multiple images 

Note: In its simplest form, 360-degree is not VR. However, 360-


degree experiences are used in VR where users view 360-degree
content within a VR headset. VR utilizes sensors to track the user's
head movements to create an illusion that he/she is an
alternate world with no visibility of the real world. With 360-degree
content, users are not fully immersed because they can look up,
down, and around but not move forward. 

Virtual reality applications


From Wikipedia, the free encyclopedia

Jump to navigationJump to search

NASA astronaut and Expedition 59 Flight Engineer Christina Koch wears a


VR headset for the Vection study that is exploring how microgravity affects
an astronaut's motion, orientation and distance perception in 2019

Virtual reality applications are applications that make use


of virtual reality (VR), an immersive sensory experience that
digitally simulates a virtual environment. Applications have
been developed in a variety of domains, such as education,
architectural and urban design, digital marketing and
activism, engineering and robotics, entertainment, virtual
communities, fine arts, healthcare and clinical therapies,
heritage and archaeology, occupational safety, social
science and psychology.

Contents

Architecture and urban design[edit]


One of the first recorded uses of virtual reality
in architecture was in the late 1990s when the University of
North Carolina virtually modelled Sitterman Hall, home of its
computer science department.[1] Designers wore a headset
and used a hand controller to simulate moving around a
virtual space. With an Autodesk Revit model they could
"walk through" a schematic. VR enables architects to better
understand the details of a project such as the transition of
materials, sightlines, or visually displays of wall stress, wind
loads, solar heat gain, or other engineering factors. [2] By
2010, VR programs had been developed for urban
regeneration, planning and transportation projects. [3] Entire
cities were simulated in VR.[4]

Industrial design[edit]
Virtual reality and artificial intelligence are used by
automotive firms like Porsche and BMW to optimize their
production chain.[5] Software developers are building VR
solutions to skip redundant design workflow phases and
meet end-user expectations faster and more accurately. [6]
[unreliable source?]

Restorative nature experiences[edit]


An example of a nature-oriented virtual environment made with real-time
rendering engine Unity.

Studies on exposure to nature environments shows how it is


able to produce relaxation, recover attention capacity and
cognitive function, reduce stress and stimulate positive
mood.[7][8]
Immersive virtual reality technology is able to replicate
believable restorative nature experiences, either using 360
degree video footage or environments created from 3D real-
time rendering often developed using game engines (for
example Unreal Engine or Unity) This is useful for users who
are deprived from accessing certain areas, due to e.g.
physical restraints or complications, such as senior citizens
or nursing home residents.[9] Restorative virtual environments
are able replicate and mediate real world experiences using
video footage, replicate these using 3D rendering or can be
based loosely on real world environment using real-time 3D
rendering.[9]

Healthcare and Medical[edit]

Immersive VR environment, used to motivate senior citizens to exercise


regularly, by driving along the path and exploring the nature surroundings

VR began to appear in rehabilitation in the 2000s.


For Parkinson's disease, evidence of its benefits compared
to other rehabilitation methods is lacking.[10] A 2018 review on
the effectiveness of VR mirror therapy and robotics found no
benefit.[11] Virtual reality exposure therapy (VRET) is a form
of exposure therapy for treating anxiety disorders such
as post traumatic stress disorder (PTSD) and phobias.
Studies have indicated that combining VRET with behavioral
therapy, patients experience a reduction of symptoms.[12][13] In
some cases, patients no longer met the DSM-V criteria for
PTSD.[14]
Virtual Reality is also tested in the field of behavioral
activation therapy. BA therapy encourages patient to change
their mood by scheduling positive activities into the day-to-
day life.[15] Due to a lack of access to trained providers,
physical constraints or financial reasons, many patients are
not able to attend BA therapy.[15] Researchers are trying to
overcome these challenges by providing BA via Virtual
Reality. The idea of the concept is to enable especially
elderly adults to participate in engaging activities that they
wouldn't be able to attend without VR. Possibly, the so called
"BA-inspired VR protocols" will mitigate the lower mood, life
satisfaction, and likelihood of depressions.[15]
Furthermore researchers are using VR to study how people
with social anxiety learn and make decisions. Aim is to
improve interventions of anxiety disorders.[15]
Immersive VR can motivate exercise with challenged
sedentary users, such as for rehabilitation centers or senior
citizen homes, increasing quality of life and independence
through increased physical activity (see right image). [9]
[16]
 Immersive VR has also been shown useful for acute pain
management, on the theory that it may distract people,
reducing their experience of pain.[17][18][19][20]
Some companies and researchers are adapting VR for
fitness, either motivating physical therapy or exercise, e.g.
by contextualizing e.g. biking through VR-based experiences
(see right image),[9] or by using gamification concepts to
encourage exercise.[21][22]
Virtual Reality Medical Simulation Training[edit]
With the rise of COVID-19 in 2020, opportunities for clinical
training and education were greatly reduced due to the lack
of availability of clinical educators and the need to establish
social distancing by avoiding in-person interaction. [23]

Digital marketing[edit]
Virtual reality presents an opportunity and an alternative
channel for digital marketing. International Data
Corporation expected spending to increase
for augmented and virtual reality, forecasting a compound
annual growth rate of 198% in 2015–2020. Revenues were
expected to rise to $143.3 billion in 2020.[24][25] Global
spending on digital advertisements was forecast to increase
to $335.5 billion by 2020.[26][27] A 2015 study found that 75% of
companies on Forbes' World's Most Valuable Brands list had
developed a VR or AR experience.[28] Although VR is not
widespread among consumers compared to other forms
of digital media,[29] many companies have invested in VR.
Some companies adopted VR to enhance workplace
collaboration.[30]
VR can present high definition, three-dimensional interactive
imaging.[31] Its marketing benefits were observed by Suh and
Lee through via laboratory experiments: with a VR interface,
participants' product knowledge and product attitude
noticeably increased. VR marketing can engage consumers'
emotions.[32] Both studies indicate an increased desire to
purchase products marketed through VR; however, these
benefits showed minimal return on investment (ROI).[28] Suh
and Lee found that products that are primarily experienced
through hearing and vision (but not others) benefit more from
VR marketing.[31]
Ads that appear during a VR experience (interruption
marketing[27]) may be considered invasive.[29] Consumers want
to decide whether to accept an ad.[33] Organizations can for
example require the user to download a mobile app before
experiencing their VR campaign.[34]
Non-profit organizations have used VR to bring potential
supporters closer to distant social, political and
environmental issues in immersive ways not possible with
traditional media. Panoramic views of the conflict in
Syria[34] and face-to-face encounters with CGI tigers in
Nepal[35] are some examples.
Retailers use VR to show how a product will fit in consumers'
homes.[36] Consumers looking at digital photos of the products
can virtually spin the product to view it from the side or back.
Architectural design firms allow clients to tour virtual models
of proposed buildings. Architects can use VR to experience
their developing designs.[37] VR models can replace scale
models. Developers and owners can create VR models of
existing structures.
Education and training[edit]

A photo of a student using the NICE project, an educational VR system from


the 1990s.

VR is used to help learners develop skills without the real-


world consequences of failing, especially useful in realms
with life-or-death implications. The specific device used to
provide the VR experience, whether it be through a mobile
phone or desktop computer, does not appear to impact on
any educational benefit.[38]
In recent case studies the VR training approach not only
proofs better understanding, but also higher satisfaction
amongst students. The number of errors can be reduced and
the completion time for specific tasks can be shortened. [39]
An increasing number of companies rely on virtual reality
when it comes to onboarding of employees.[40] VR onboarding
is cheaper and more efficient compared to conventional
training, as no demo equipment is required. [41]
Mining Industry[edit]
Many mining accidents can be attributed to inadequate or
insufficient training.[42] With Virtual Reality training, one may
simulate the exposure to a real working environment, without
the associated risk.[42]
Flight and vehicular applications[edit]
Flight simulators are a form of VR training. They can range
from a fully enclosed module to computer monitors providing
the pilot's point of view.[43] Driving simulations can train tank
drivers on the basics before allowing them to operate the
real vehicle.[44] Similar principles are applied in truck driving
simulators for specialized vehicles such as fire trucks. As
these drivers often have limited opportunity for real-world
experience, VR training provides additional training time. [45]
Medicine[edit]
VR technology has many useful applications in the medical
field.[46] Through VR, novice surgeons have the ability to
practice complex surgeries without stepping into the
operating room.[47] Physicians who experience VR simulations
improved their dexterity and performance in the operating
room significantly more than control groups.[48][49][50][51] VR can
produce a three-dimensional representation of a particular
patient's anatomy that allows surgeons to map out the
surgery ahead of time.[52] Trainees may use real instruments
and video equipment to practice in simulated surgeries.
[53]
 Through the revolution of computational analysis abilities,
fully immersive VR models are currently available in
neurosurgery training. Ventriculostomy catheters
insertion, endoscopic and endovascular simulations are
used in neurosurgical residency training centers across the
world. Experts see VR training as an essential part of the
curriculum of future training of neurosurgeons. [53]
Military[edit]

U.S. Marines from 2nd Battalion, 8th Marine Regiment walk through a


scenario during a Future Immersive Training Environment (FITE) joint
capability technology demonstration at Camp Lejeune in 2010.

In 1982 Thomas A. Furness III presented the United States


Air Force with a working model of his virtual flight simulator,
the Visually Coupled Airborne Systems Simulator (VCASS).
[citation needed]
 The second phase of his project, which he called the
"Super Cockpit", added high-resolution (for the time)
graphics and a responsive display.[54] The United Kingdom
has been using VR in military training since the 1980s. [55] The
United States military announced the Dismounted Soldier
Training System in 2012.[56] It was cited as the first fully
immersive military VR training system.[57]
Virtual training environments have been claimed to increase
realism while minimizing cost,[58][59][60] e.g., by saving
ammunition.[58] In 2016, researchers at the U.S. Army
Research Laboratory reported that instructor feedback is
necessary for virtual training. Virtual training has been used
for combined arms training and instructing soldiers to learn
when to shoot.[61]
Military programs such as Battle Command Knowledge
Systems (BCKS) and Advanced Soldier Sensor Information
and Technology (ASSIST) were intended to assist the
development of virtual technology.[58] Described goals of the
ASSIST initiative were to develop software and wearable
sensors for soldiers to improve battlefield awareness and
data collection.[62] Researchers stated that these programs
would allow the soldier to update their virtual environment as
conditions change.[58] Virtual Battlespace 3 (VBS3, successor
to the earlier versions named VBS1 and VBS2) is a widely
used military training solution adapted from a commercial off
the shelf product.[63] Live, Virtual, Constructive – Integrated
Architecture (LVC-IA) is a U.S. military technology that
allows for multiple training systems to work together to
create an integrated training environment. Reported primary
uses of the LVC-IA were live training, virtual training, and
constructive training. In 2014, the LVC-IA version 1.3
included VBS3.[64]
Space[edit]
NASA has used VR technology for decades.[65] Most notable
is their use of immersive VR to train astronauts before
flights. VR simulations include exposure to zero-gravity work
environments, training on how to spacewalk [66][67] and tool
usage using low-cost tool mock-ups.[68]
High School and College Education[edit]
3d printed glasses created through VR

Immersive Virtual Reality is used in the High school


classroom as a tool to help students learn and be immersed
in their subject matter.[69] Immersive Virtual Reality has been
used to teach students interactive history
lessons[70] and STEM subjects such as physics.[71] In some
cases, Virtual Reality laboratories have been set in up in
schools to provide students with immersive Virtual Reality
experiences focused on specific curriculum outcomes and
subject matter.[71] Through Virtual Reality mediums such
as Google Cardboard, foreign languages have also been
taught in the classroom by teachers.[69] These few examples,
showcase some of the applications of Virtual Reality and
Immersive Virtual Reality in the secondary classroom. Virtual
Reality is also being applied at the collegiate level to help
enhance student education in core subjects such as science
and history.[72] This link leads to an article on a school trial of
Virtual reality.VR in Education The following image
showcases an item created through the use of an Oculus
Rift and a 3D printer.

Engineering and robotics[edit]


In the mid-to-late 1990s 3D computer-aided design (CAD)
data took over when video projectors, 3D tracking and
computer technology enabled its use in virtual reality
environments. Active shutter glasses and multi-surface
projection units appeared. Virtual reality has been used in
automotive, aerospace, and ground transportation original
equipment manufacturers. Virtual reality aids prototyping,
assembly, service and performance use-cases. This enables
engineers from different disciplines to experience their
design. Engineers can view the bridge, building or other
structure from any angle.[73] Simulations allow engineers to
test their structure's resistance to winds, weight, and other
elements.[74]
Virtual reality can control robots
in telepresence and telerobotic systems.[75][76] VR has been
used in experiments that investigate how robots can be
applied as an intuitive human user interface.[18] Another
example is remotely-controlled robots in dangerous
environments.[18]
Entertainment[edit]
Video games[edit]

A man plays a virtual reality video game at Tokyo Game Show 2018

Early commercial virtual reality headsets were released for


gaming during the early-mid 1990s. These included
the Virtual Boy, iGlasses, Cybermaxx and VFX1 Headgear.
Since 2010, commercial headsets for VR gaming include
the Oculus Rift, HTC Vive and PlayStation VR.
[77]
 The Samsung Gear VR is an example of a phone-based
device.[78]
Other modern examples of VR for gaming include the Wii
Remote, the Kinect, and the PlayStation Move/PlayStation
Eye, all of which track and send player motions to the game.
Many devices complement VR with controllers or haptic
feedback.[79] VR-specific and VR versions of popular video
games have been released.
Cinema[edit]
Films produced for VR permit the audience to view scenes in
360 degrees. This can involve the use of VR cameras to
produce interactive films and series.[80][81] Pornography makers
use VR, usually for POV-style porn.[82][83]
The 2016 World Chess Championship match
between Magnus Carlsen and Sergey Karjakin was
promoted as "the first in any sport to be broadcast in 360-
degree virtual reality."[84] However, a VR telecast
featuring Oklahoma hosting Ohio State, preceded it on
September 17, 2016.[85][86] The telecasts (which used roughly
180 degrees of rotation, not the 360 required for full VR)
were made available through paid smartphone apps and
head-mounted displays.
Music[edit]
VR can allow individuals to virtually attend concerts. [87][88] VR
concerts can be enhanced using feedback from the user's
heartbeat and brainwaves.[89] Virtual reality can be used for
other forms of music, such as music videos[90] and music
visualization or visual music applications.[91][92]
Family entertainment centers[edit]
In 2015 roller coasters and theme parks began to
incorporate VR to match visual effects with haptic feedback.
The Void is a theme park in Pleasant Grove, Utah that offers
VR attractions that stimulate multiple senses.[93] In March
2018, a VR water slide was launched using a waterproof
headset.[94]

Virtual communities[edit]
Large virtual communities have formed around social virtual
worlds that can be accessed with VR technologies. Popular
examples include VRChat, Rec Room, and AltspaceVR, but
also social virtual worlds that were originally developed
without support for VR, for example Roblox.

Fine arts[edit]

"World Skin, A Photo Safari in the Land of War" - Maurice Benayoun, Jean-


Baptiste Barrière, Virtual Reality Installation (1997)
David Em was the first fine artist to create navigable virtual
worlds, in the 1970s.[95] His early work was done on
mainframes at Information International, Inc., Jet Propulsion
Laboratory, and California Institute of Technology. Jeffrey
Shaw with Legible City in 1988 and Matt Mullican with Five
into One in 1991, were among the first to exhibit elaborate
VR artworks.
Virtopia was the first VR artwork to premiere at a film
festival. Created by artist/researcher Jacquelyn Ford
Morie with researcher Mike Goslin, it debuted at the
1992 Florida Film Festival. A more developed version of the
project appeared at the 1993 Florida Film Festival. [96][97] Other
artists to explore the early artistic potential of VR through the
1990s include Jeffrey Shaw, Ulrike Gabriel, Char
Davies, Maurice Benayoun, Knowbotic Research, Rebecca
Allen and Perry Hoberman.[98]
The first Canadian virtual reality film festival was the FIVARS
Festival of International Virtual & Augmented Reality Stories,
founded in 2015 by Keram Malicki-Sánchez.[99] In 2016, the
first Polish VR program, The Abakanowicz Art Room was
realized – it documented the art office of Magdalena
Abakanowicz, made by Jarosław Pijarowski and Paweł
Komorowski.[100] Some museums have begun making some of
their content virtual reality accessible including the British
Museum[101] and the Guggenheim.[102]
Great Paintings VR[103] is a fully immersive virtual reality
museum on Steam. It provides more than 1000 famous
paintings from different museums of all over the world. [104]

Heritage and archaeology[edit]


Virtual reality enables heritage sites to be recreated. [105] The
sites may be have restricted or no access for the public,
[106]
 such as caves, damaged/destroyed structures, or
sensitive environments that are closed to allow them to
recover from overuse.[107]
The first use of VR in a heritage application was in 1994
when a museum visitor interpretation provided an interactive
"walk-through" of a 3D reconstruction of Dudley Castle in
England as it was in 1550. This consisted of a computer
controlled laserdisc-based system designed by engineer
Colin Johnson. The system was featured in a conference
held by the British Museum in November 1994.[108]
Occupational safety[edit]
VR simulates real workplaces for occupational safety and
health (OSH) purposes. Within work scenarios, for example,
some parts of a machine move of their own accord while
others can be moved by human operators. Perspective,
angle of view, and acoustic and haptic properties change
according to where the operator is standing and how he or
she moves relative to the environment.
VR can be used for OSH purposes to:

 Review and improve the usability of products and processes


during design and development.
 Safely test potentially hazardous products, processes and
safety concepts.[109][better source needed]
 Identify cause-effect relationships following accidents on and
involving products. This saves material, personnel, time and
financial outlay associated with in-situ testing.[110][better source needed]

Social science and psychology[edit]


Virtual reality offers social scientists and psychologists a
cost-effective tool to study and replicate interactions in a
controlled environment. It allows an individual to embody an
avatar. "Embodying" another being presents a different
experience from simply imagining that you are someone
else.[111] Researchers have used immersion to investigate
how digital stimuli can alter human perception, emotion and
physiological states, and how can change social interactions,
in addition to studying how digital interaction can enact
social change in the physical world.
Altering perception, emotion and physiological
states[edit]
Studies have considered how the form we take in virtual
reality can affect our perception and actions. One study
suggested that embodying the body of a child can cause
objects to be perceived as much larger otherwise. [112] Another
study found that white individuals who embodied the form of
a dark-skinned avatar performed a drumming task with a
more varied style than otherwise.[113]
Research exploring perception, emotions and physiological
responses within VR suggest that virtual environments can
alter how a person responds to stimuli. For example, a
virtual park coupled affects subjects' anxiety levels.
 Similarly, simulated driving through dark areas in a virtual
[114]

tunnel can induce fear.[115] Social interaction with virtual


characters has been shown to produce physiological
responses such as changes in heart rate and galvanic skin
responses.[116]
Research suggests that a strong presence can facilitate an
emotional response, and this emotional response can further
increase the feeling of presence.[114] Similarly, breaks in the
presence (or a loss in the sense of presence) can cause
physiological changes.[116][clarification needed]
Understanding biases and stereotypes[edit]
Researchers have utilized embodied VR perspective-taking
to evaluate whether changing a person's self-representation
may help in reducing bias against particular social groups.
However, the nature of any relationship between
embodiment and bias is not yet defined. Individuals who
embodied old people demonstrated a significant reduction
in negative stereotyping when compared with individuals
embodying young people.[117] Similarly, light-skinned
individuals placed in dark-bodied avatars showed a
reduction in their implicit racial bias. [118] However, other
research has shown individuals taking the form of a black
avatar had higher levels of implicit racial bias favoring whites
after leaving the virtual environment. [111]
Investigating basal mental abilities like Spatial
Cognition[edit]
One of the most general abilities in order to perform in
everyday life is Spatial Cognition, which involves orientation,
navigation etc. Especially in the field of its investigation,
Virtual Reality became an invaluable tool, since it allows to
test the performance of subjects in an environment which is
highly-immersive and controllable at the same time.
Furthermore, the newest head-mounted displays allow also
the implementation of eye-tracking, which provides precious
insight in cognitive processes, for example in terms of
attention.[119]
Fostering the human griefing process[edit]
Starting in the early 2020s, virtual reality has also been
discussed as a technological setting that may support
people's griefing process, based on digital recreations of
deceased individuals. In 2021, this practice received
particular media attention following a South Korean TV
documentary, which invited a griefing mother to interact with
a virtual replica of her deceased daughter.[120] Subsequently,
scientists have debated several potential implications of
such endeavours, including its potential to facilitate adaptive
mourning behavior, but also many ethical challenges
involved. [121] [122]

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