Virtual Reality
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Though this might be far from a research report I felt the article helped show what the capabilities of VR are for the daily entertainment purposes as well as how VR can integrate into out daily routines such as checking emails and instant messages. The article contained slightly in-depth instruction on how to use a VR desktop for everyday computing as well as various reviews on apps and games available on two popular platforms Oculus rift and Vive.Covered a brief origin on VR and explained in depth how the development of a mobile maze app took place. The researchers first had to find a way to prevent the maze from becoming infinite as to not cause the user motion sickness. Using prim’s algorithm they where able to accomplish making a finite. The article provided diagrams on how prim’s algorithm worked and how they would provide further immersion for their participants through obstacles such as walls and animals. They provided in depth survey data and explained their results after testing. The game required a controller to move about the maze and a head mounted device to provide a way to look around the maze. The data they gathered will provide for a more immersive and realistic game experience for the future as they explain in the conclusion of their research.The integration of VR into the manufacturing process, or the Fourth Industrial Revolution as the article would describe industries steps towards virtual manufacturing.  There are several good points made throughout the article when considering having VR merge with day to day manufacturing industries from cost savings to the ability to predesign entire facilities to ensure satisfaction upon construction. The article mentioned Lockheed Martin’s investments toward making VR in the manufacturing work place a reality. The article brought into attention that VR is a strong possibility for the future considering large investments already in place to help fund virtual plants and operations.Chronic pain treated with VR seams to have a promising result with 100% of the participants involved in the study reporting some reduction in pain. The main focus seams to be on the “gate theory” which as the article describes as a distraction that keeps the mind from focusing on pain. Obstacles mentioned when treating patients with VR is that people with head injury’s or phobias of small spaces could not use more immersive headsets such as Oculus Rift. Researchers also made sure to note if any of the patients’ experienced nausea or headaches as often found from long periods of using VR. Article described and mentioned patient statistics noting that the median age was 50 and a range of 39 to 79 meaning that the to the people involved the technology they where experiencing was far beyond there time which could have added to he immersion. Overall the article provides good insight into the study and methods of treatment for chronic pain with a good description on participants and there limitations.
Essay About Capabilities Of Vr And Research Report
Essay, Pages 1 (502 words)
Latest Update: May 31, 2021
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