plsss help me in writing an essay on the topic 'Virtual Gmes are reality' in about 200 words and dont forget to include five latest examples related to this topic.... plsss help its urgent ..thumps up 4 sure..

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Although still in its, infancy, virtual reality will have a substantial effect on our future way of life. Virtual reality already has made astounding progress in the world of commercial design, and it is predicted to have a tremendous impact on everyday life as well. Virtual reality, when more available, will have various uses ranging from recreation to basic communication. The applications of virtual reality into different fields of occupations and research will have both positive and negative effects on our society. 

Virtual reality can be defined as a, "technology that enables users to enter computer generated worlds and interface with them three dimensionally through sight, sound, and touch" (Newquist 93). Virtual reality combines computer simulation and visualization into a single, coherent whole (Peterson 8). Researchers say it embodies an attempt to eliminate the traditional distinction between the user and the machine. Virtual reality is intended to provide a means of naturally and intelligently interacting with information (8). Virtual reality is contending to be the interface of the future, allowing ordinary users to use their senses to interact with complex data. 

Virtual reality is a new exploration in science and technology using advanced and complex mechanics. Virtual reality allows for users to go far beyond simply looking at a computer screen. Instead, the user puts on a special suit or gloves equipped with fiber-optic sensors. These fiber-optic sensors are able to interpret body positions. The user also wears special goggles that have video screens and audio attachments. This equipment allows for the user's complete immersion into a 3-D, computer generated, model of reality (Carr 37). The use of a two-way data transfer is what enables this interaction with an alternate reality to occur. Fiber-optic and electronic cables are attached to the virtual reality equipment in order to record the user's movements (Newquist 93). These cables then send this information, called motion data, to workstations which modifies the graphics in the model. The new information is then sent back to the users headset, displaying a graphic and audio world that is time with his or her movements. It is because of this cabling process that the action/reaction information is continually updated (93). 

In order to effectively create a 3-D environment for the user, virtual reality combines the elements of immersion and interactivity. Immersion is the user's contact with the virtual reality with as many senses as possible including; sight, hearing, and touch. The degree of an individual's immersion into an alternate world depends on how many senses are in contact with the virtual reality equipment. Interactivity includes the concept that the user can move around, touch things, and talk in this virtual environment (Carr 39). Together these factors make possible the effect of a completely realistic atmosphere. 

Virtual reality has reached far beyond the interest of only computer scientists and engineers. It has also peaked interest in many other fields including; communication and telecommunication industrialists, artists, the entertainment industry, the medical field, the military, and major businesses and industries. While once believed to excel in mainly forms of entertainment, namely high-tech video games, virtual reality is rapidly becoming an advanced means for communication. Virtual reality technology allows for users to observe and access information in a number of ways. It is this aspect that is increasingly appealing to large businesses and corporations. Virtual reality, once perfected, will have widespread use in these particular fields. 

Almost all advances in technology have an impact on society at large, and virtual reality is definitely one of them. Virtual reality will have major effects, both positive and negative, on our society in the future. While presently only in the beginning stages, virtual reality could changeour future way of life drastically. 

Some of the positive implications of virtual reality will be used in order to prevent mistake or practice trial and error. For example, in the medical field simulated surgery would serve in the training of new doctors and medical students. Experimentation with new procedures on simulated patients could become possible as well. In the military the use of flight simulators has been a practice for years. The use of virtual reality would provide even more advanced, realistic situations for military training in flight as well as in combat. Virtual reality in businesses and corporations would provide tremendous means of communication and equal access to data. For example, rather than search through file cabinets on a computer desktop, the user will be able to actually open the file drawers and flip through the files his or her self (Carr 40). 

There are also several drawbacks to this technological advance and its foretold widespread incorporation into our society. The present cost and the complications with the virtual reality equipment are two of the main negatives facing scientists. For example, the head set sometimes cannot keep up with the natural movements of the user's head. The issue of dehumanization in our society is a another negative aspect. It is essential to our existence that we maintain a humanistic mindset and not become overrun by a technology immersed world. Virtual reality, if as widespread as predicted, could result in a significant decrease in human interaction in the real world. It's advantageous for building stronger companies and so on; but what will our society turn into if everyone is walking around in goggles and gloves pretending they are somewhere that doesn't even exist? 

In addition, virtual reality defeats the traditional view that fantasy is unattainable. In a way fantasy and what we cannot obtain is intrinsic to our existence. People may begin to spend more and more time in their preferred "virtual or fantasy world" and less time in reality. One researcher says that if, "people eventually use virtual reality technology for the same amount of time that they spend watching TV and using computers, some users could end up spending more than twenty years inside virtual reality" (Biocca 14). If we begin to lose our hold on distinguishing between fantasy and reality, our entire world will become uncertain. While virtual reality is a colossal accomplishment in the science world, there must be some limitations on its incorporation into our society. 

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Virtual Reality
 

 

 

Virtual Reality (VR), also known as 'artificial reality', 'artificial worlds', 'virtual worlds', 'virtualities', is a fully-immersive, absorbing, interactive experience of an alternate reality through the use of a computer structure in which a person perceives a synthetic (i.e., simulated) environment by means of special human-computer interface equipment and interacts with simulated objects in that environment as if they were real. Several persons can see one another and interact in a shared synthetic environment.

VR can be considered as a visual form of cyberspace.

VR represents computer interface technology that is designed to leverage our natural human capabilities. Today's familiar interfaces - the keyboard, mouse, monitor, and GUI - force us to adapt to working within tight, unnatural, two-dimensional constraints. VR changes that. VR technologies let you interact with real-time 3D graphics in a more intuitive, natural manner. This approach enhances your ability to understand, analyze, create and communicate.

A VR system lets you experience data directly. For example, today's advanced interfaces let you look and move around inside a virtual model or environment, drive through it, lift items, hear things, feel things, and in other ways experience graphical objects and scenes much as you might experience objects and places in the physical world.

As a result, VR serves as a problem-solving tool that lets us accomplish what was previously impossible. It's also a communications medium, and, ultimately, an artistic tool/medium.

The concept of VR has become in many ways a repository for our culture's dreams of disembodiment, of escape from the limitations of the material body. VR may one day make possible the long list of physically impracticable dreams including: "experiencing an expansion of our physical and sensory powers; getting out of the body and seeing ourselves from the outside; adopting a new identity; apprehending immaterial objects... being able to modify the environment through either verbal commands or physical gestures; seeing creative thoughts instantly realized." While the actual technology has not yet been able to fulfill these desires, the dreamed of possibilities have clearly established a life of their own within our present cultural imagination.

We may not use the phrase "virtual reality" in ten years, but by then, everybody working with 3D graphics will do so with these intuitive interfaces.


"Used today in architecture, engineering and design, tomorrow in mass-market entertainment, surrogate travel, virtual surgery and cybersex, by the next century 'VR' will have transformed our lives.
-- Howard Rheingold (in Virtual Reality , 1991).

"Virtual Reality won't merely replace TV. It will eat it alive.
-- Arthur C.Clarke

"A VR is a computer world that tricks the senses or mind. A virtual glove might give you the feel of holding your hand in water or mud or honey. A VR cybersuit might make you feel as if you swam through water or mud or honey. VR grew out of cockpit simulators used to train pilots and may shape the home and office multimedia systems of the future. The idea of advanced VR systems as future substitutes for se x and dru gs and classroom training is the stock and trade of modern science fiction or 'cyberpunk' writing.
-- Bart Kosko (in Fuzzy Thinking , 1993)

"The whole thing with Virtual Reality is that you're breeding reality with other people. You're making shared cooperative dreams all the time.... Eventually, you make your imagination external and it blends with other people's. Then you make the world together as a form of communication.
-- Jaron Lanier (in "Scratching Your Eyes Back In: John Perry Barlow Interviews Jaron Lanier", Mondo 2000, Issue 2, 1990)

"This will represent the greatest event in human evolution. For the first time, mankind will be able to deny reality and substitute its own preferred version.
-- J.G.Ballard


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 Virtual Reality: The Future of Tomorrow Although some doubt the potential of virtual reality, the reality is our technologically dependent culture is making virtual reality a part of everyday life. Popular in video games, virtual reality allows the user to totally control a computerized character. Every action the user makes is imitated by the character and instantly displayed for the user. However, since the early 90’s, the use of virtual reality has developed and taken the spotlight past evolving video games. Virtual reality has already made its mark on fields such as aviation, medicine, and even meteorology. Where is this new technology heading in the future? According to the Millennium edition of the Wall Street Journal, “even conservative forecasts suggest education, entertainment, the workplace and the boundaries of human expression will be greatly transformed by virtual reality” (Cox 40). Increasingly advanced technology could put virtual reality in the driver’s seat of countless industries. In recent years virtual reality has already been involved in several technological areas. Even those who have little knowledge about the production of virtual reality are most likely aware of its use in video games. However, many people may not be aware of the numerous other areas where it has been applied. For example, astronaut trainees have recently used virtual reality to simulate a trip to space. Medical students have substituted a carcass for a fiberglass mould of a body and a headset when training to perform surgery. A popular online chat is developing into a society of interactive, animated users. Introducing virtual reality to the real world has already proven to be beneficial for every industry it encounters. Welcome to the new world of virtual technology, the advantages have only begun. Virtual reality (VR), as defined by The Newbury House Dictionary of American English, is experiencing events that seem like real life by putting on special eye glasses, hearing devices ad gloves attached to a computer. With the help of these hardware devices, the VR user’s actions totally control of the computer’s resulting actions. This control sets virtual reality apart from previously developed technologies. Because of the amazingly fast processing speed of the computer, VR accepts the user’s every move and displays the differences in the virtual environment. When electronic media originated, people were not only amazed, but also already easily influenced and persuaded by the entertainment. For example, on Oct. 30, 1938, Orson Welles’s radio enactment of “The War of the Worlds, had some people believing that a real alien invasion was occurring. In similarity, television and the movies of today have the ability to brainwash people immensely. Next came the computer generation with countless ways to drown people in the entertainment computers provide. Electronic games, along with the Internet, are probably the greatest contributors to keeping people indoors, and what some consider as lifeless. The greatest impersonator of the real world is virtual reality. Virtual reality can place the user anywhere doing anything imaginable. Want to take a mission to the moon? You can with virtual reality. Don’t believe it? With virtual reality, people are already on their way up. Perhaps the only aspect of virtual reality that isn’t on its way up is the price. Jaron Lanier is a computer scientist who established the term “virtual reality” in the early 1980’s. According to the Wall Street Journal, Lanier expressed that: …good virtual reality equipment remains very expensive and that the software tools required to create the virtual-reality environments remain crude and difficult to use. As with all types of information technology, the costs are dropping fast and the quality keeps improving. But for now, only a select few have experienced what will one day become a commonplace use of virtual reality. (Cox 40) Since the price of virtual reality continues to drop, perhaps the future will inhabit virtual reality in nearly every technological situation. Regardless, one thing is for sure: virtual reality is changing the way we see things. Those who view virtual reality as a benefit to our society, base their opinion on its success throughout numerous fields of study. However, the issue is not whether or not virtual reality works, but if it is truly beneficial. Not only could virtual reality become a great advantage when included in technological fields, but also when introduced into everyday life. Combining virtual reality with every day activity could prove to be the most beneficial technological advancement in time. As time advances so does our society’s knowledge in the field of medicine. Virtual reality can effectively simulate medical surgeries and emergencies, to productively train those studying the medical field. In former surgical training, trainees used the bodies of donated corpses to practice surgical techniques and precision. Recently, invasive surgery, brain surgery, and “telepresence surgery” have all been virtually recreated with advanced technology. Telepresence surgery uses a system, which allows a surgeon to operate on a patient at any location. According to the April 23, 1994 issue of the British Medical Journal, telepresence surgery could “…enable specialized surgeons to operate on patients [from] a distance” (McGovern 2). This would be a very beneficial addition to the surgical field. For example, a patient could request a specific surgeon to perform surgery on them from anywhere in the world. This would be necessary if the surgery was unusual and a surgeon specialist isn’t available nearby. The critical training of astronauts is also being adjusted. With virtual reality, astronaut trainees can experience the feel of space without the danger of the actual thing. Large vacuum domes, or closed areas without oxygen, were popular for understanding the feel of non-gravitational space. Although this practice is effective, the use of virtual reality has proven to be more beneficial while training for space. Jim Newman has accumulated 779 hours of space travel and 28 hours of space walking throughout his missions onboard the U.S. space shuttle. Newman associated with virtual reality by wearing a helmet, sensor gloves, and shoulder harnesses that measured and responded to his every move. “The odd, local gravitational effects of rotating in space, [Newman says], make it all but impossible to practice these maneuvers except by using virtual reality” (Cox 40). The virtual training precisely imitated the great fear of becoming disconnected from the tether while walking in space. In order to effectively train for space, the astronaut must be given the same environment that space provides. Virtual reality is a benefit to space training because any environment can be readily created and explored by the user. NASA in return is making VR more affordable and opening the equipment to large numbers of people. Most everyone would like to have a more accurate weather forecast, especially when dangerous weather is involved. Virtual reality allows scientists to get an inside look at dangerous weather and obtain a better understanding of the ingredients necessary to generate a storm. With this knowledge, scientists can educate forecasters allowing them to make better predictions on the occurrence of threatening storms. These accurate predictions will allow people to better prepare for threatening weather and remain safe from unexpected catastrophes. According to an article found in the Dec. 1997 issue of the magazine Earth, a video theater, used to display the virtual reality simulations, exists on the campus of the University of Illinois, Urbana-Champaign. This theater (“CAVE”) will increase the scientists understanding of a severe storm by virtually placing them in the middle of it. Inside the virtual simulation, the user stands in a dark room, surrounded on three sides by white fabric screens. Numerous video projectors, outside the cave, place images on the screens to be seen by the user. The special glasses worn by the user make these projections seem real to the human brain. From the middle of a virtual storm, the CAVE will allow scientist to alter the variables necessary to the storm. For example, Robert Wilhelmson, an atmospheric scientist at the University of Illinois, and graduate student Vijendra Jaswal have already used the CAVE to research “severe thunderstorms, a tornado-spawning supercell, and most recently a tropical squall line” (Pen*censored* 9). The CAVE is already proven to be beneficial to the field of meteorology. With virtual reality, scientists can readily interpret the factors a dangerous storm needs to forecasters. With more information on what causes dangerous weather, the world can become a shelter from the storm. Virtual reality obviously works, but it may not be truly beneficial. In fact, many people believe virtual reality is actually a detriment to our society. They don’t believe the predicted possibilities of virtual reality, and also resist using it. These people have good reason for their strong beliefs. Those who discuss virtual reality, usually only focus on its strong points; rarely proving that it is a benefit to our society. Associating virtual reality into every day activity could prove to be an overall disadvantage for everyone involved. Unfortunately, most of the hardware involved in virtual reality is still rather unprepared for its expectations. Years ago arcades were filled with simple, graphically lacking games, such as Pac-Man, or Frogger. However, today its becoming common for adolescence to be spoiled with new virtual reality games in tremendous arcade rooms. The problem is these simulations restrict the user to viewing the virtual reality from inside a helmet or a pair of goggles. The poorly synchronized movement produced by these devices often leaves users dizzy or nauseated. A person with an unbalanced equilibrium could have even more complications when experiencing virtual reality. This is an example of how virtual reality has proven to be detrimental for those who use it. Virtual reality has the capability of contributing to nearly every technological daily activity. In my opinion, the human race has already devoted much of their extracurricular activities to technology. Therefore, virtual reality has the potential to practically lock people indoors and brainwash them of actual reality. Interaction amongst humans, along with their social skills could diminish drastically. The Internet has already become a major factor in most every ones life. Chat rooms and instant messaging is currently extremely popular throughout the World Wide Web. In 1995 a new category of chat was introduced to the Internet. Worlds Chat combines three-dimensional graphics with online chatting. The chat allows the user to choose an animated body for themselves and interact with another user located anywhere in the world. Although this example doesn’t incorporate the typical VR helmet, it does demonstrate virtual reality. This example also shows that the Internet is becoming a great part of human interaction. Although this activity is entertaining it is an overall disadvantage to the society. The best way to learn something is to witness it first hand. Therefore, using virtual reality to learn difficult tasks is not the best way to learn them. For example, the astronaut trainees using virtual reality to train for space, don’t know the results of their mistakes. They may even being brainwashed into believing they can make mistakes. Therefore, using virtual reality to train is a detriment for some technological fields. I believe virtual reality will benefit our future in every field it encounters. This technology has already helped people learn so many things. For example, if someone from the state of Florida wants to learn how to ski, they can with virtual reality. They can strap on a helmet, step on to some active skis and experience reality far from any snow. If someone wants to learn how to golf without walking an entire course, virtual reality can emulate the game. I once experienced this instance of virtual reality. Golf games have been created where the user can swing and actual club and hit an actual ball into a screen in front of them. The screen is an emulation of any course in the world. After the ball hits the screen, it continues its path in the game. This game is extremely realistic, because the game reads the balls trajectory, power, direction and even spin when it is hit. I once played 18 holes at Augusta, one of the most premier courses in the world, and I didn’t even leave Ohio. These examples are just some of the possibilities virtual reality will bring to our future. Introducing virtual reality into the future will prove to be a benefit for our society. Several important issues involving virtual reality have previously been discussed. Surgery and surgical training are extremely crucial processes in which virtual reality has shown to be beneficial. Astronaut training is another critical procedure. Jim Newman, highly experienced in space, stated himself that without virtual reality it was “impossible” to train for certain events (Cox 40). Precise forecasts of the weather are not always easy. However, virtual reality has already been incorporated in the study of severe weather, giving forecasters more knowledge and the society more protection. The future is virtual reality, and its benefits will remain immeasurable. 

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Anxiety Therapy

 

For years now, virtual environments have been used to treat anxiety problems with exposure therapy. Psychologists treat phobias and post traumatic stress disorder by exposing the patient to the thing that causes them anxiety and letting the anxiety dissipate on its own. But this proves difficult if your stressor is a battlefield in Iraq.

Enter virtual reality. Military psychologists use simulated Iraq war situations to treat soldiers. Other therapeutic VR uses include treating a fear of flying, fear of elevators, and even a "virtual nicotine craving" simulator for smoking addiction.


 

VR Training Programs

 

Virtual reality environments have also been used for training simulators. The earliest examples were flight simulators (most of us probably remember "Microsoft Flight Simulator"), but VR training has expanded beyond just that. There are many modern military examples, including Iraqi cultural situations and battlefield simulators for soldiers. Other examples include counter-terrorism, paratrooping, welding, and mining training sims.


 

Multiplayer Online Gaming

 

One result of virtual-reality research is the existence of entirely separate virtual worlds, inhabited entirely by the avatars of real world users. These worlds are sometimes referred to as massively multiplayer online games, and the World of Warcraft is the largest virtual gaming world in use now, with 11.5 million subscribers.

Another example is Second Life. The world of Second Life can't really be classified as a game, since the goal seems really just to be to wander around and interact with people, much like the real world. There is even a Second Life Shakespeare Company that performs Shakespeare's works within Second Life.

(Image: The Second Life Globe Theater, from Pathfinder Linden)


 

The Nintendo Wii

 

Probably the most successful cousin of virtual reality on the market today is theNintento Wii. The Wii owes its motion capture and intuitive interaction concepts to the virtual reality technologies of the past. The controller is basically a simplified version of the "virtual reality glove." Both the Wiimote and the Wii Fit offer users another way of interacting with their virtual environment without having to wear any bulky equipment.

(Image: a new take on Wii tennis by Mesq)



7 Virtual Reality Technologies That Actually WorkMedical Procedures

Modern medicine has also found many uses for virtual reality. Doctors can interact with virtual systems to practice procedures or to do tiny surgical procedures on a larger scale. Surgeons have also started using virtual "twins" of their patients, to practice for surgery before doing the actual procedure.

(Image: the Karlsruhe Endoscopic Surgery Trainer)


 

Project Natal

 

The latest entry in the virtual reality inspired gaming world is Project Natal, a new piece of technology under development now for the Xbox. Project Natal proposes a new way of interacting with games, and indeed with computer systems in general. In their demo video, they propose a system that requires no keyboard and no controller, where a user's voice and motions serve as their method for interacting with the system.

The demo video is impressive, but the technology has not been completed and released yet. When it does get released, however, virtual reality will take another giant step towards total immersion and common home usage.


 

The Cave

 

The term "CAVE" refers to any virtual reality system that uses multiple walls with multiple projectors to immerse users in a virtual world. The first CAVE was built in 1992 as a method of showing of scientific visualizations. Now, many universities have their own CAVE systems. The CAVE is used for visualizing data, for demonstrating 3D environments, and for virtually testing component parts of newly developed engineering projects.

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major impact of this industry has been on employment generation
*upto 31st march 2005, the it industry employed 1 million persons.
* 30% were womens.
* this no. will be increased in few yrs.
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what is virtuality
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