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Shared Virtual Space Technologies

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Submitted By ninaambitious
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Introduction
The aim of this paper is focusing on discussion of some relevant topics from ISYS100 course which enables students to learn more about the impacts of information technology on our lives and society.
The development and improvement of new technology are continuously to change and improve our lives and some areas of industries in various ways such as education, communication and entertainment.

In this paper I explore three types of advanced Virtual Reality, Augmented Reality and Tele-immersion technologies compare some distinguish characteristics between them as well as some of the ramification of these technologies on current and future life.

Virtual Reality
This topic was a sub-topic discussed in week 5 of the ISYS100 course which briefly introduced what Virtual Reality is about and how people perceive this new trend and concepts of inventing and sharing a virtual space in the future.

The term of "virtual reality" is described as new interactive software programs which allow the user to immerse into a 3D surreal environment that is generated by a computer. The sight and sound from the three-dimensional monitor stimulates senses of reality; even the users are able to feel and touch the objects (Human Factors and Ergonomics Society 2006). The ultimate immersed experience is when the users are allowed to move around, touch things, and talk in this virtual environment.

Virtual Reality (VR)
−Virtual
−Interactive
−Immersive

Familiarity with Virtual Reality
Most ordinary people may consider themselves to be acquainted with virtual reality experience through television and movies such as Star Trek: The Next Generation, The X-Files, Minority Report and The Matrix (Koltko-Rivera 2005), whereas for online cybers, virtual reality engaging them through gaming activities such as Second Life which has number of visitors up to 13 million and regular gamers per week of 450,000, and World of Warcraft which has 10 million participators with a 20 hour spent hours per week, on average (Dell 2008).

Ramifications
The result of Behm-Morawitz’s (2012) study shows that people who are over-limit in engaging with their cyber representations can impact their person’s physical health and well-being, and their perceptions and interactions have on society may be changed (Koltko-Rivera 2005). As people are exposed to violence in video games, they become desensitized to aggression in real life, and disinhibited in regard to acting out aggressive impulses in real life. Moreover the confusion between reality and virtual reality may potentially lead to unrealistic expectation in sexual desires and reducing ability of coping with real-life responsibilities of adulthood within a family. According to Koltko-Rivera (2005), a strongly disordered expectation of sexual desires in the real world is a consequence of a repeated immersion in virtual reality sexual scenarios that acting with violent or sadistic impulses during sexual encounters. To allow themselves to the extremity of this immersion might make people less willing, or even less capable, of dealing with the frustrations involved in participating in real-world marriages and family units because the immersion in such a virtual world might allow one to escape from the tasks of adult life rather than attend to them.

However, there are some positive effects of virtual reality used as a training tool particularly in the field of surgery, which allows surgical students to practice the medical treatments in a 3D virtual environment. This concept has changed the conventional way of teaching, resulting in a more effective way of learning and training in medical schools for the next generation of surgeons, such as a robotic surgery. Similarly, Plante, Aldridgea, Bogdena & Hanelin (2003)also point out that the study of the benefits of combining virtual reality with exercise can result in enhancing the level of joy, physical energy, and decreases exhaustion. Therefore to combine exercise with virtual reality may potentially be a factor that assists in improving some of the positive psychological effects of exercise compared with either of these factors alone.

Augmented Reality
According to the University of Southern California (2010), Augmented Reality (AR) is a type of virtual reality which referred to a computer- generated that produces an additional environment to enhance the real-world environment and the real sensory experienced where the participant can see and interact without distinguishing the difference between the real and augmented world.

Augmented reality vs. Virtual reality
To compare the ‘sense of reality’ experienced by augmented reality and virtual reality participants, Wu (2011) implies that in virtual reality, the participant fully realises the unrealism that they are experiencing with the brain perceiving as if it is a true experience in a virtual world whereas augmented reality, delivers a intermingling of real-world and virtual world experiences which the participant can sense more of reality.
Wu (2011) clearly explains the difference between them that:
Augmented reality is different from virtual reality. Virtual reality: what you see is virtual. You only see the virtual thing. But augmented reality -- you're still seeing the real world. It just augments some virtual information on top of the real world. So, it gives you actual information but didn't replace the real world you're experiencing.

Augmented-Reality technology
The importance of adopting augmented reality to improve a productivity and efficiency level in some area of industries has become a phenomenon such as in a military training, entertainment, engineering design, manufacturing, and informative or educational industries. Many useful applications of augmented reality have been discovered including for future military training. Livingston et al. (2002) suggest that a greater level of military training expected to occur within urban environments due to the use of a 3-dimentional augmented environment. Further, a significant positive impact on online shopping experience, Drellmar (2013) states that an online customer can experience less risk of unsatisfied goods and products purchased from online stores when combines online shopping with augmented–reality technology which will allow customers to interact with the goods and product in a virtual scene. For instance, overlaying desired furniture in a space of the house, and trying on clothes, watches, earrings and glasses. Consequently, augmented reality results in providing mutual benefits for customer and business; the business can reduce a number of returns purchased items simultaneously increasing customers’ satisfactions, and generate more revenue from promoting impulsion buying. Moreover, the study in the benefits of augmented reality in advertising of Li, Daugherty, & Biocca (cited in Zhu et al. 2008) show that incorporating augmented reality with advertising may shift in brand loyalty due to of the use simulating 3-D product visualization results in an increased willingness to learn more about products and brand.

On the other hand, David Drascic and Paul Milgram (1996) argue that the mixture of real and virtual world systems are constrained its capability of accurately displaying and controlled all relevant depth of experience, thus, perceptual biases can interfere with task performance.

Tele-immersion
According to the University of California (2010), the tele-immersion is an advance technology that combines 3 dimensional computer vision, collaborative virtual reality and networking, which allows multiple-remote participants to interact and communicate with each other in real-time through a shared virtual environment. The participants’ physical appearance as well as movements are duplicated and transformed into an interactive form of a cloud or mesh in 3 dimensional and 360 degree-view appeared to the both ends of participants such as an example experimented by Kaku (2008) dancing with his dancing partner who was real and physically remote 400 miles from his dancing site, all this took place in a virtual world.
Moreover, tele-immersion technology also provides benefits for other various industries, for instance, 3D CAD design (e.g. cars, properties), entertainment (e.g. movies and games), remote learning and training, and coordination of activities (e.g. dancing and rehabilitation).

Tele-immersion vs. Virtual Reality
Although tele-immersion and virtual reality technology may have similar concepts of incorporating a 3 dimensional environment together with participants, they are different as Halan (2003) explains that:
Virtual reality allows you to move in a computer-generated 3-D environment, but tele-immersion, for now, can only create a 3-D environment that you can see -- you can't interact in it. The next step is to merge tele-immersion and virtual reality to allow users to alter the scenes that they see.

Future applications
The merging of tele-immersion and virtual reality technologies will extent the capability of interacting and sense of reality between users in a virtual world, which neither technology individually allow participants to experience. According to University of California (2010), expected future computing speed will be thousands of times faster than the current speed resulting in successfully generate holographic environments as if a real-time which participants will be able to manipulate, touch and feel holographic environment such as projections and objects as if they are real, and will also be able to physically interact to each other such as shake hands, hugging and kissing without using virtual reality gears to make a realistic environment.
• Videoconference
Conducting meeting within one virtual room in a holographic environment; no longer a physical presence is required. Thus, business travel will become practically unnecessary Bonsor(2002). As a result, travelling to meet in person may become needless for our future lives such as such as for family reunion and education. Bonsor(2002)states that

Instead of traveling hundreds of miles to visit your relatives for the holidays, you'll simply call them up and join them in a shared holographic room. Eventually, you will even be able to hug other people using this technology.

• Change the way of communication
Mobile phones and webcams is expected to become out-dated devices used as a tool for communication due to more immersive connection offered from a tele-immersion; a computer will receive a verbal command from the caller to make a call which, once the call is connected, the receiver’s image will be displayed in front of the caller in a form of holographic person Bonsor(2002).
• Entertainment : Video game
Gamers will be fully immersed in the game in a holographic environment such as fighting monsters or scoring touchdowns, as a result will be longer of joysticks or control panel usages Bonsor(2002).
• Workplace in 2025 will be wherever you want it
Tele-immersion technology will shift a possibility of a working-wherever-workers-want-it concept to be true; holographic teleconferencing will discharge many restrictions of a current work patterns such as working with people who have never actually met and communicated with before, and workers are able to work multiple careers in many difference locations. As a result of this vicissitude, workforces are predicted to become dispersed and potentially will be evolved by 2025 (Heraghty 2012).

Conclusion
A technology of immerging real world with virtual world changes our lives and expectations in many industries. Merging virtual reality with a real world environment which known as augmented reality, has been a main stream of technology developed among these three types of virtual-reality technology family (Virtual reality, Augmented reality and Tele-immersion). Many industries will embrace these new technologies to gain a competitive advantage by offering extra benefits to theirs customers while those competitors do not offer.
From teleconferences in the business world to tele-immersion technology which will change what is possible with today and future’s communications. No longer restricted to the mere video, mobile phone or voice call as in in the future people will be able to interact to each other through theirs holographic images in a real-time at anywhere in a virtual environment.
The integration of real and virtual technologies supports real‐time realistic interaction between humans in online virtual & immersive environments. In this way, the ambitious ideas outlined above will come within reach of the next generation of Internet users.

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