Name: Janet Vaughan
Course: Multimedia Literacy
Date: December 5, 2002
The Advantages and disadvantages of Virtual Reality in Entertainment
Today, multimedia trends are adding new dimensions to our daily lives. Virtual reality is one such trend. In virtual reality, computers are used to engross its users ‘into a simulated experience so authentic it seems real’ (Hofstetter 2001). Increasingly, virtual reality is being used for education and entertainment by museums and the entertainment industry. More and more flight and fighter pilot schools are also using virtual reality to enhance training. Intensive visual backgrounds, clear-cut audio, and physical motion sensation are used to create highly immersive environment and to boost realism. While there are definite advantages to a simulated experience, there are certainly disadvantages. The world of virtual reality will lose interests without room for more interactive participation except in a simulated form.
Virtual reality promises to take us to places we
could never have reached otherwise. This
experience is becoming common in museums around the world. With the aid of virtual reality,
computer-generated museum displays let visitors travel thousands of years
through space and time without leaving the building. A spectacular example can be seen at the new
This second-century forum was an expansive public
gathering place used by ancient Romans as a corporate building and most likely,
a venue for celebrating many different kinds of special occasions. The exhibit offers a panoramic view of Roman
markets, libraries, marble corridors, and a gigantic column of Trajan. This one-million-polygon 3-D simulation is
based on real archaeological data. It is
full of history and educational as it is eye-catching, in its vast
richness. Clearly, this is the closest
anyone will come to experiencing the great Imperial forum first-hand, since the
monument was destroyed in 850 AD. A
third of the forum is excavated, while the rest is buried under the Victor
Emmanuel monument and the streets of modern-day
For many people it is hard to imagine what it would be like to take part in an historic event or visit an ancient place. Through virtual reality, they can have a complete history lesson in an environment that is the closest to authentic. Giving a child the opportunity to walk through such a spectacular and historic place like the Forum of the Emperor of Trajan could leave a lasting impression. Likewise, children who are normally quiet or shy may be encouraged to speak out and ask simple questions like, who was Trajan. Or, why was this place built? etc. In these ways, virtual reality helps to stimulate educational discussions.
Another prime example of how virtual reality affects the entertainment world is seen in the steadfast development of virtual reality theme parks. For some engineers, safely dropping you ten stories in an elevator, or dangling you 120 stories in the air in a glass case, or taking you on a magic carpet ride is all in a day's work. Theme parks are using virtual reality to do everything from enhancing rides to creating deep desires for personal, home-based, virtual reality software products and equipment.
In 1998, Disney opened the first indoor, interactive
theme park called DisneyQuest, in
The experience includes background noise from
speakers embedded in the head-mounted display.
There is also 3-D imagery designed to make the experience more intensive
and realistic. “The 3-D imagery can be
very compelling. You get a sense of depth like you're looking out to a great
distance, while objects are flying right at you,” said the
Initially, you are divided into three groups of four
people, before the ride begins. Once again,
virtual reality allows the rider to see fellow teammates, all of whom appear as
Abu the Monkey, each in different colored vests. The goal is to explore the town of
Many other parks followed Disney’s lead, including
Universal Studios’ Islands of Adventure in
It is a ‘dark ride.’ This
is an entertainment industry term for a virtual reality attraction that sends
guests through an indoor setting (Levine 1999).
Onboard twelve-passenger vehicles, riders begin their journey as spider
man through the desolate streets of
It is hard to imagine that anybody will ever top The Amazing Adventures of Spider-Man ride, but already technologies are being developed that will incorporate many aspects of multimedia to not only give riders the experience of a lifetime, but to urge people to do and create bigger and greater things. Hopefully, these new technologies or developments are far in coming. While experiences like the sophisticated Amazing Adventures of Spider-Man are exhilarating, exciting, and new, it is worthwhile for the economy and people on a whole, to get and take time to appreciate this current experience before being bombarded with new, more exhilarating and exciting bigger and better technologies. Until then, Universal Studio’s Islands of Adventure can set the new standard for entertainment and how theme parks are built, at least, for a while.
The movies are a prime example of how virtual
reality has pushed entertainment along.
Today, most of the graphics and sounds used in television programming
are computer generated. Films like
“Titanic” and “
This same attention to detail and realism is
portrayed in the film’s superb sound design.
Every sound that was very likely part of that night, the giant, roaring
pistons pumping down in the engine room, the ripping metal hull when the ship
hits the iceberg, the creaking of the wood floors as water continue to flood
the compartments and hallways is dissonantly realistic and believable. The experience of the grandeur of the ship
and sounds are all digitally enhanced to bring about feelings of reality. You too feel as if you drown in the water
when the ship breaks apart.
As filmmakers try to capture the virtual reality experience on film, increasingly, a large number of movies are being created using computer-generated surroundings and experiences. Although, going to the movies produces a reaction rather than an interactaction with this form of simulation experience, it is surely a positive experience. These movies are captivating and at the same time educational. Moviegoers enjoy these films and engage themselves by picking out mistakes filmmakers could not conceal even with these advances in technology. On the other hand, filmmakers try to go beyond their talent to further decrease the margin of error.
The Internet also offers some of the most innovative
computer-generated ideas. One such
example is virtual reality object movie.
A virtual reality object movie is an image of an object, scenery, or structure
that is projected on a background that has multiple viewpoints linked
together. In this experience, a viewer
can take a virtual reality walk-through-tour of such
a location. The viewer clicks on an
object and is able to twist and turn the object around to an angle of 360° by
simply moving the computer mouse over the object. Certain keyboard keys like CTRL or ALT can
also be used to zoom the object in and out.
A virtual reality object movie is entertaining as it is
informative about the object being displayed.
It allows for a more detailed inspection of products before you
buy. Many
commercial businesses are taking advantage of this opportunity, especially in
advertising, as they seek to expand their market to include the vast Internet
population.
Another prime example of how the world is changing
is seen in the development of virtual reality gaming software, which simulates
real flight and war games, to name a few.
This type of technology is beneficial in many ways. For instance, soldiers can completely immerse
themselves in the experience of a real war situation to improve their skills and battle techniques. They are now able to explore areas that would
otherwise be inaccessible, and carry out tasks that would otherwise seem
impossible without putting themselves in harms way.
One of the earliest uses of simulators in a military environment was the
flight trainer, called Link Trainer, built in the late 1920’s and 1930’s. These trainers looked like sawed-off coffins
mounted on a pedestal, and were used to teach instrument flying. The darkness inside the trainer cockpit, the
realistic readings on the instrument panel, and the motion of the trainer on
the pedestal combined to produce a sensation similar to actually flying at
night. The Link trainers were effective
in teaching thousands of pilots the night flying skills they needed before and
during World War II (U.S. Congress, 1994).
To move beyond the field of instrument flying, engineers and software
developers launch the idea to use multiple monitors to simulate the
entire field of view from the airplane cockpit.
Today, virtual images are projected onto the inside surface of a domed room from which
airplane cockpit images are displayed.
The virtual images are transferred to real flight simulation software,
which is used by the military and other forms of flight schools to train pilots
in tactical maneuvers and instrument rating.
Flight simulator games like Microsoft
Flight Simulator 2000 offer a virtual experience of flying with 3-D
landscapes, the ability to switch between a large number of aircrafts and land
at more than 20,000 airports worldwide.
As in the 1920’s and 1930’s, virtual flight or war games protect
soldiers and pilots from potential fatal accidents that are a risk during real
physical war games, wars, or flights.
Another advantage is its effective use in cutting costs for
organizations like the military.
Civilians can also use simulation software to determine if a career
choice in these areas is for them before they take part in it.
The virtual war game, U.S.S. Harry S. Truman, is a striking reminder of the 1991
Persian Gulf War with
Since its inception, virtual reality promised to
revolutionize the way we think and perform even the simplest tasks. In reality, it has lived up to its
promises. However, like everything that
is revolutionary and potentially good, it can also be manipulated to do
harm. One such incident is seen in one
of the most despicable act in the history of the
The terrorists who attacked the
One of the goals of a virtual reality game is to diminish one’s perception of the outside world as much as possible. This is achieved in the special design and nature of the headset and monitor. Screens are located very close to the user’s eyes, yet the user has to focus on the screen as if it were far away. Obviously, constant play can eventually lead to vision problems due to excessive strain on the eye. Moreover, headsets are still designed as clunky toys. This makes it impossible to adjust the headsets for clear, comfortable vision. This discomfort and potential blindness associated with virtual reality games definitely takes away from the enjoyment of what is supposed to be a relaxing and carefree experience.
In the same way, some users of virtual reality games may experience problems of motion sickness, dizziness, and disorientation. This is due to the fact that most of the excitement and realness of the games involve motion, whether it is flying an airplane, racing down a passageway, or going through a maze. For many, the nausea and disorientation associated with virtual reality games may be severe enough to prevent them from playing these games.
A fourth disadvantage of virtual reality is seen in the field of education and training. Users of virtual reality environments have to accept a world that is pre-created. They cannot modify or interact with it beyond the scope of its design. Throughout the years, the field of education and training has pushed for students to become more involved creatively in the learning process. The more a person is engaged in constructing how something works, in understanding the material and organizing it for themselves, the more powerful the learning is (Bellman and Laudauer, 2000). In many ways, playing a virtual reality game is similar to watching television, while designing the software is similar to attending a class, or reading a textbook. In a virtual world, a participant simply reacts to the environment that is already created for them. There is nothing to do in an immersive virtual world than play with the technology; there is no room for interaction. In this way, it is more entertaining than it is educational. The virtual reality game user is absorbed in a world that is designed and prearranged to work depending on motion senses it receives or how you press a button. Even though the average virtual user may master these games, they have no idea about its inner workings or why it reacts the way it does.
Despite the realness of a virtual reality experience, in the back of the brain, the user knows it is not real. Although soldiers and military pilots show dramatic improvements in real events after practicing with virtual games, these results lack reliability. While using immersive simulation softwares, users know they will not die. Therefore, soldiers and pilots are inclined to be more aggressive and reckless in their endeavors to beat the enemies than if they were outside the virtual world.
In conclusion, virtual reality can be used for both educational and entertainment purposes. Intensive visual backgrounds, clear-cut audio, and physical motion sensation are playing a big part in diminishing the line between reality and the virtual world. On one hand, it can be used positively to depart knowledge and create great innovative technologies to positively transform the world. On the other hand, it can be used negatively, which can have a devastating impact on society. Inevitably, as computers gain more power more researchers will focus on making the interactions between humans and machines more efficient. However, researchers and developers in the field of virtual reality need to be careful not to create a society that lacks creativity and the ability to think for themselves. If virtual reality software is not designed with the capability for users to take a more interactive role, soon, it will lose interests. Without interactive capability and more comfortable virtual equipments, the simulated reality has too many disadvantages to outlive itself as a trend.
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