{"id":173078,"date":"2016-07-25T15:51:39","date_gmt":"2016-07-25T19:51:39","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/immersion-virtual-reality-wikipedia-the-free-encyclopedia\/"},"modified":"2016-07-25T15:51:39","modified_gmt":"2016-07-25T19:51:39","slug":"immersion-virtual-reality-wikipedia-the-free-encyclopedia","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/immersion-virtual-reality-wikipedia-the-free-encyclopedia\/","title":{"rendered":"Immersion (virtual reality) &#8211; Wikipedia, the free encyclopedia"},"content":{"rendered":"<p><p>    Immersion into virtual reality is a 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.  <\/p>\n<p>    The name is a metaphoric use of the experience of submersion applied to representation,    fiction or simulation. Immersion can also be defined as the    state of consciousness where a \"visitor\" (Maurice    Benayoun) or \"immersant\" (Char Davies)'s awareness of physical    self is transformed by being surrounded in an artificial    environment; used for describing partial or complete suspension of disbelief, enabling    action or reaction to stimulations encountered in a virtual or    artistic environment. The degree to which the virtual or    artistic environment faithfully reproduces reality determines    the degree of suspension of disbelief. The greater the    suspension of disbelief, the greater the degree of presence    achieved.  <\/p>\n<p>    According to Ernest W. Adams,    author and consultant on game design,[1]    immersion can be separated into three main categories:  <\/p>\n<p>    Staffan Bjrk and Jussi Holopainen, in Patterns In Game    Design,[2] divide    immersion into similar categories, but call them    sensory-motoric immersion, cognitive immersion    and emotional immersion, respectively. In addition to    these, they add a new category:  <\/p>\n<p>    Presence, a term derived from the shortening of the original    \"telepresence,\" is a phenomenon enabling people to interact    with and feel connected to the world outside their physical    bodies via technology. It is defined as a person's    subjective sensation of being there in a scene depicted    by a medium, usually virtual in nature (Barfield et al.,    1995).[full    citation needed] Most designers focus on    the technology used to create a high-fidelity virtual    environment; however, the human factors involved in achieving a    state of presence must be taken into account as well. It is the    subjective perception, although generated by and\/or filtered    through human-made technology, that ultimately determines the    successful attainment of presence (Thornson, Goldiez, & Le,    2009).[full    citation needed]  <\/p>\n<p>    Virtual reality glasses can produce a visceral feeling of being    in a simulated world, a form of spatial immersion called    Presence. According to Oculus VR, the technology requirements to    achieve this visceral reaction are low-latency and precise    tracking of movements.[4][5][6]  <\/p>\n<p>    Michael    Abrash gave a talk on VR at Steam Dev Days in 2014.[7] According to the VR    research team at Valve, all of the following are needed    to establish presence.  <\/p>\n<p>    Immersive virtual reality is a hypothetical future    technology that exists today as virtual reality art projects, for    the most part.[8] It consists of immersion in an    artificial    environment where the user feels just as immersed as they    usually feel in consensus reality.  <\/p>\n<p>    The most considered method would be to induce the sensations    that made up the virtual reality in the nervous    system directly. In functionalism\/conventional    biology we interact    with consensus reality through the nervous    system. Thus we receive all input from all the senses as    nerve impulses. It gives your neurons a feeling of heightened    sensation. It would involve the user receiving inputs as    artificially stimulated nerve impulses, the system would receive the CNS    outputs (natural nerve impulses) and process them allowing the    user to interact with the virtual reality. Natural impulses    between the body and central nervous system would    need to be prevented. This could be done by blocking out    natural impulses using nanorobots which attach themselves to    the brain wiring, whilst receiving the digital impulses of    which describe the virtual world, which could then be sent into    the wiring of the brain. A feedback system between the user and the    computer which stores the information would also be needed.    Considering how much information would be required for such a    system, it is likely that it would be based on hypothetical    forms of computer technology.  <\/p>\n<p>    A comprehensive understanding of which nerve impulses    correspond to which sensations, and which motor impulses    correspond to which muscle contractions will be required. This    will allow the correct sensations in the user, and actions in    the virtual reality to occur. The Blue    Brain Project is the current, most promising research with    the idea of understanding how the brain works by building very    large scale computer models.  <\/p>\n<p>    The nervous system would obviously need to be manipulated.    Whilst non-invasive devices using radiation have been    postulated, invasive cybernetic implants are likely to become    available sooner and be more accurate. Manipulation could occur    at any stage of the nervous system  the spinal cord is likely    to be simplest; as all nerves pass through here, this could be    the only site of manipulation. Molecular Nanotechnology is    likely to provide the degree of precision required and could    allow the implant to be built inside the body rather than be    inserted by an operation.  <\/p>\n<p>    A very powerful computer would be necessary for processing    virtual reality complex enough to be nearly indistinguishable    from consensus reality and interacting with central nervous    system fast enough.  <\/p>\n<p>    An immersive digital environment is an artificial, interactive, computer-created scene or \"world\" within which a user can    immerse themselves.[9]  <\/p>\n<p>    Immersive digital environments could be thought of as    synonymous with virtual reality, but without the    implication that actual \"reality\" is being simulated. An    immersive digital environment could be a model of reality, but it could also    be a complete fantasy user interface or abstraction, as    long as the user of the environment is immersed within it. The    definition of immersion is wide and variable, but here it is    assumed to mean simply that the user feels like they are part    of the simulated \"universe\". The success with which an immersive    digital environment can actually immerse the user is    dependent on many factors such as believable 3D    computer graphics, surround sound, interactive user-input and    other factors such as simplicity, functionality and potential    for enjoyment. New technologies are currently under development    which claim to bring realistic environmental effects to the    players' environment  effects like wind, seat vibration and    ambient lighting.  <\/p>\n<p>    To create a sense of full immersion, the 5 senses (sight,    sound, touch, smell, taste) must perceive the digital    environment to be physically real. Immersive technology can    perceptually fool the senses through:  <\/p>\n<p>    Once the senses reach a sufficient belief that the digital    environment is real (it is interaction and involvement which    can never be real), the user must then be able to interact with    the environment in a natural, intuitive manner. Various    immersive technologies such    as gestural controls, motion tracking, and computer vision    respond to the user's actions and movements. Brain control    interfaces (BCI) respond to the user's brainwave activity.  <\/p>\n<p>    Training and rehearsal simulations run the gamut from part task    procedural training (often buttonology, for example: which    button do you push to deploy a refueling boom) through    situational simulation (such as crisis response or convoy    driver training) to full motion simulations which train pilots    or soldiers and law enforcement in scenarios that are too    dangerous to train in actual equipment using live ordinance.  <\/p>\n<p>    Computer games from simple arcade to    massively multiplayer    online game and training programs such as flight    and driving simulators. Entertainment    environments such as motion simulators that immerse the    riders\/players in a virtual digital environment enhanced by    motion, visual and aural cues. Reality simulators, such as one    of the Virunga Mountains in Rwanda that takes you on a    trip through the jungle to meet a tribe of mountain    gorillas.[10] Or training versions such as one    which simulates taking a ride through human arteries and the    heart to witness the    buildup of plaque and thus    learn about cholesterol and health.[11]  <\/p>\n<p>    In parallel with scientist, artists like Knowbotic    Research, Donna    Cox, Rebecca Allen, Robbie Cooper,    Maurice Benayoun, Char Davies, and    Jeffrey    Shaw use the potential of immersive virtual reality to    create physiologic or symbolic experiences and situations.  <\/p>\n<p>    Other examples of immersion technology include physical    environment \/ immersive space with surrounding digital    projections and sound such as the CAVE, and the    use of virtual reality headsets for    viewing movies, with head-tracking and computer control of the    image presented, so that the viewer appears to be inside the    scene. The next generation is VIRTSIM, which achieves total    immersion through motion capture and wireless head mounted    displays for teams of up to thirteen immersants enabling    natural movement through space and interaction in both the    virtual and physical space simultaneously.  <\/p>\n<p>    New fields of studies linked to the immersive virtual reality    emerges every day. Researchers see a great potential in virtual    reality tests serving as complementary interview methods in    psychiatric care.[12] Immersive    virtual reality have in studies also been used as an    educational tool in which the visualization of psychotic states    have been used to get increased understanding of patients with    similar symptoms.[13] New    treatment methods are available for schizophrenia[14] and other newly developed    research areas where immersive virtual reality is expected to    achieve melioration is in education of surgical    procedures,[15] rehabilitation program from    injuries and surgeries[16] and    reduction of phantom limb pain.[17]  <\/p>\n<p>    Simulation sickness, or simulator    sickness, is a condition where a person exhibits symptoms    similar to motion sickness caused by playing    computer\/simulation\/video games (Oculus Rift is working to    solve simulator sickness).[18]  <\/p>\n<p>    Motion    sickness due to virtual reality is very similar to    simulation sickness and motion sickness due to films. In    virtual reality, however, the effect is made more acute as all    external reference points are blocked from vision, the    simulated images are three-dimensional and in some cases stereo    sound that may also give a sense of motion. Studies have shown    that exposure to rotational motions in a virtual environment    can cause significant increases in nausea and other symptoms of    motion sickness.[19]  <\/p>\n<p>    Other behavioural changes such as stress, addiction, isolation and mood    changes are also discussed to be side-effects caused by    immersive virtual reality.[20]  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read the rest here:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/en.wikipedia.org\/wiki\/Immersion_(virtual_reality)\" title=\"Immersion (virtual reality) - Wikipedia, the free encyclopedia\">Immersion (virtual reality) - Wikipedia, the free encyclopedia<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Immersion into virtual reality is a perception of being physically present in a non-physical world.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/immersion-virtual-reality-wikipedia-the-free-encyclopedia\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":8,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-173078","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/173078"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/8"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=173078"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/173078\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=173078"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=173078"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=173078"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}