Virtual environment

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A virtual environment is a networked application that allows a user to interact with both the computing environment and the work of other users. Email, chat, and web-based document sharing applications are all examples of virtual environments. Simply put, it is a networked common operating space. Once the fidelity of the virtual environment is such that it "creates a psychological state in which the individual perceives himself or herself as existing within the virtual environment" [1] then the virtual environment (VE) has progressed into the realm of immersive virtual environments (IVEs).

Contents

Types of Virtual Environments

Collaborative Virtual Environments (CVEs): These environments support real-time interaction between multiple users, often represented by avatars. Popular platforms include Second Life, Slack, and Zoom, which are used for collaboration in education and remote work. [2] CVEs foster teamwork by simulating shared spaces for communication and resource sharing.

Immersive Virtual Environments (IVEs): IVEs use VR headsets and motion tracking to create highly realistic environments. IVEs are applied in fields such as healthcare for surgical training, in the military for simulation-based training, and in psychotherapy to treat anxiety disorders through virtual exposure therapy. Gaming and entertainment industries also heavily employ IVEs for fully immersive experiences.

Augmented Virtual Environments (AVEs): AVEs combine virtual reality (VR) with augmented reality (AR) elements, where users can see and interact with virtual objects superimposed on the real world. [3] Devices such as Microsoft HoloLens and Google Glass are examples of AVEs, offering applications in industrial training, remote assistance, and collaborative design.

Applications of Virtual Environments

Education: VEs are revolutionizing education through virtual classrooms and labs, allowing remote students to engage in interactive learning experiences. Platforms like Google Classroom, and Blackboard provide tools for resource sharing, assessments, and live interactions .

Virtual Meetings and Remote Work: VEs have transformed business operations, especially with the increased demand for remote work. Tools such as Zoom, Microsoft Teams, and Cisco Webex enable virtual meetings, allowing real-time collaboration across geographical boundaries. These platforms incorporate features like screen sharing and document collaboration.

Training Simulations: VEs are critical in fields that require practical training in controlled environments. For example, flight simulators allow pilots to practice flight maneuvers in a safe virtual space, while medical professionals use virtual surgical simulators to improve their skills .

Technological Components

3D Graphics: VEs rely on 3D graphics to create interactive, lifelike spaces. Engines like Unity and Unreal Engine are widely used to develop these environments, simulating physical attributes such as texture, depth, and lighting .

Networked Communication: Real-time communication and interaction between users depend on stable, high-speed networks. Peer-to-peer (P2P) and client-server architectures are commonly used to synchronize data between users in CVEs and IVEs .

Haptic Feedback: To enhance immersion, VEs often incorporate haptic feedback technology, which provides tactile responses to users interacting with virtual objects. This is particularly useful in IVEs where physical sensations can simulate real-world interactions.

Future of Virtual Environments

The next generation of virtual environments will likely see advancements in AI-driven avatars, full-body motion tracking, and enhanced haptic feedback. These innovations will further blur the line between physical and virtual spaces, offering more realistic and immersive experiences. VEs are expected to continue impacting fields such as healthcare, education, and entertainment, with widespread adoption of VR and AR technologies. [4]

Related Research Articles

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

<span class="mw-page-title-main">Haptic technology</span> Any form of interaction involving touch

Haptic technology is technology that can create an experience of touch by applying forces, vibrations, or motions to the user. These technologies can be used to create virtual objects in a computer simulation, to control virtual objects, and to enhance remote control of machines and devices (telerobotics). Haptic devices may incorporate tactile sensors that measure forces exerted by the user on the interface. The word haptic, from the Greek: ἁπτικός (haptikos), means "tactile, pertaining to the sense of touch". Simple haptic devices are common in the form of game controllers, joysticks, and steering wheels.

<span class="mw-page-title-main">Virtual world</span> Large-scale, interactive computer-simulated environment

A virtual world is a computer-simulated environment which may be populated by many simultaneous users who can create a personal avatar and independently explore the virtual world, participate in its activities, and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds.

<span class="mw-page-title-main">Mixed reality</span> Merging of real and virtual worlds to produce new environments

Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time.

<span class="mw-page-title-main">Omnidirectional treadmill</span> Treadmill which can convey objects in two dimensions

An omnidirectional treadmill (ODT) is a mechanical device, similar to a typical treadmill, that allows a person to perform locomotive motion in any direction, allowing for 360 degrees of movement. The ability to move in any direction is how these treadmills differ from their basic counterparts.

Virtual reality in telerehabilitation is a method used first in the training of musculoskeletal patients using asynchronous patient data uploading, and an internet video link. Subsequently, therapists using virtual reality-based telerehabilitation prescribe exercise routines via the web which are then accessed and executed by patients through a web browser. Therapists then monitor the patient's progress via the web and modify the therapy asynchronously without real-time interaction or training.

Transformed social interaction (TSI) is a research paradigm and theoretical framework related to social interaction in virtual environments.

<span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

In virtual reality (VR), immersion is the perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

A projection augmented model is an element sometimes employed in virtual reality systems. It consists of a physical three-dimensional model onto which a computer image is projected to create a realistic looking object. Importantly, the physical model is the same geometric shape as the object that the PA model depicts.

In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.

An instructional simulation, also called an educational simulation, is a simulation of some type of reality but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation. Instructional simulations are typically goal oriented and focus learners on specific facts, concepts, or applications of the system or environment. Today, most universities make lifelong learning possible by offering a virtual learning environment (VLE). Not only can users access learning at different times in their lives, but they can also immerse themselves in learning without physically moving to a learning facility, or interact face to face with an instructor in real time. Such VLEs vary widely in interactivity and scope. For example, there are virtual classes, virtual labs, virtual programs, virtual library, virtual training, etc. Researchers have classified VLE in 4 types:

Vortex Studio is a simulation software platform developed by CM Labs Simulations. It features a real-time physics engine that simulates rigid body dynamics, collision detection, contact determination, and dynamic reactions. It also contains model import and preparation tools, an image generator, and networking tools for distributed simulation which is accessed through a desktop editor via a GUI. Vortex adds accurate physical motion and interactions to objects in visual-simulation applications for operator training, mission planning, product concept validation, heavy machinery and robotics design and testing, haptics devices, immersive and virtual reality (VR) environments.

Affective haptics is an area of research which focuses on the study and design of devices and systems that can elicit, enhance, or influence the emotional state of a human by means of sense of touch. The research field is originated with the Dzmitry Tsetserukou and Alena Neviarouskaya papers on affective haptics and real-time communication system with rich emotional and haptic channels. Driven by the motivation to enhance social interactivity and emotionally immersive experience of users of real-time messaging, virtual, augmented realities, the idea of reinforcing (intensifying) own feelings and reproducing (simulating) the emotions felt by the partner was proposed. Four basic haptic (tactile) channels governing our emotions can be distinguished:

  1. physiological changes
  2. physical stimulation
  3. social touch
  4. emotional haptic design.

The Virtual Human Interaction Lab (VHIL) at Stanford University. It was founded in 2003 by Jeremy Bailenson, associate professor of communication at Stanford University. The lab conducts research for the Communication Department.

<span class="mw-page-title-main">Astronaut training</span> Preparing astronauts for space missions

Astronaut training describes the complex process of preparing astronauts in regions around the world for their space missions before, during and after the flight, which includes medical tests, physical training, extra-vehicular activity (EVA) training, wilderness survival training, water survival training, robotics training, procedure training, rehabilitation process, as well as training on experiments they will accomplish during their stay in space.

zSpace (company) Technology firm based in San Jose, California

zSpace is a technology firm based in San Jose, California that combines elements of virtual and augmented reality in a computer. zSpace mostly provides AR/VR technology to the education market. It allows teachers and learners to interact with simulated objects in virtual environments.

A haptic suit is a wearable device that provides haptic feedback to the body.

Virtual reality (VR) is a computer application which allows users to experience immersive, three dimensional visual and audio simulations. According to Pinho (2004), virtual reality is characterized by immersion in the 3D world, interaction with virtual objects, and involvement in exploring the virtual environment. The feasibility of the virtual reality in education has been debated due to several obstacles such as affordability of VR software and hardware. The psychological effects of virtual reality are also a negative consideration. However, recent technological progress has made VR more viable and promise new learning models and styles for students. These facets of virtual reality have found applications within the primary education sphere in enhancing student learning, increasing engagement, and creating new opportunities for addressing learning preferences.

<span class="mw-page-title-main">Virtual reality applications</span> Overview of the various applications that make use of virtual reality

There are many applications of virtual reality. 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.

SenseGlove is a Dutch technology company that develops and manufactures wearable hand haptic products for use in virtual reality (VR), VR/AR training, research and other applications. The company is headquartered in Delft, Netherlands.

References

  1. (Blascovich, 2002, p. 129)
  2. (Schroeder, 2008)
  3. Fox, J., (2009)
  4. Huang, R., (2020)