Virtual Reality Technology

Critical Essay

Source for critical essay:
VALENTE, L., CLUA, E., SILVA, A.R. & FEIJO, B. (2016) Live-action Virtual Reality Games. [Online] Cornell University Library. arXiv.org. Available from: https://arxiv.org/pdf/1601.01645v1.pdf. [Accessed: 20 November 2016]


Hüseyin Calikbasi
School of Creative Arts, Digital Media Arts, University of Hertfordshire, Hatfield, United Kingdom

In the last few years there has been a growing interest in video games in virtual reality. Current research papers of Valente et al. (2016) demonstrate an enhancement of this technology. I have selected their research as a source to discuss and provide new aspects regarding this latest technology.

According to Valente et al. (2016), the virtual reality technology used to be defined only for specific use cases, such as in research labs, high and VR systems and military applications due to the following factors. The entire virtual reality equipment such as head-mounted display devices, heavy helmets, many cables were required to establish and provide the virtual reality experience to users. Furthermore,  it needs to be taken into account that mobility was limited as well. Nowadays this technology is already available for society or will be soon. The mass market will be delivered soon by companies like Facebook, Samsung and HTC with their virtual reality equipment objects to establish this technology in the society.

Valente et al. (2016) emphasises the most important goals in virtual reality, such as to manipulate and stimulate the user’s senses in an artificial virtual environment (VE) through interactive experiences. Moreover, he has mentioned Sanchez-Vives & Slater (2005) to underline and to support his statement.
Furthermore, Valente et al. (2016) defined the current state with regards to games in this specific field as “Live-action Virtual Reality Games” which includes the combination of live-action, context-awareness, various of interactions, context-aware input devices embedded interactions, and finally embodied interactions. In addition, as shown in Fig. 1, the authors explain in general the mixed-reality environment as a new environment surrounded by digital as well as real and physical information (and in the real physical world). There might be different possible combinations of how the real world influences the digital environment. These results or outcomes are due to these mixed influences and combinations seen as a kind of ‘mixed-realities’. Therefore, the writers have mentioned Milgram et al. (1994) with ‘A class of displays on the reality-virtuality continuum’ to support their statement as well as their definition of ‘mixed-realities’. Valente et al. (2016) used the proposed illustration of Milgram et al. (1994) to explain and to support their definition of ‘mixed-realities’. This is an example and an evidence of how users may be manipulated and visually stimulated through virtual reality experiences.

 

Figure 1. Simplified reality-virtuality continuum, extracted [2]
Figure 1. Simplified reality-virtuality continuum, extracted from [2]

 

On the one hand, the statement above is valid because there is already advanced technology available, for example, augmented reality which adds to the physical real world digital objects. On the other hand, I think this statement is problematic in the usage because the authors are dealing with an enhancement of virtual technology and the basic virtual technology is still not provided yet to the society. It is obvious that this technology needs to be proved first in acceptance and usage in the society. Due to this fact further enhancements of virtual reality technology are not very much reliable. More research into the usability is still necessary before obtaining a definitive answer to the rising of enhancements of virtual reality technology.

The authors state that the physical real structure as input can also be seen as a part of the “Live-action Virtual Reality Games” needs to be taken into account. This is related to the physical environment, if the gamer starts the virtual reality game, for instance, in a room, then the virtual reality application with its software detects and tracks the entire environment. Afterwards the entire architectural elements and interior equipment will be used as the foundation for creating a virtual 3D environment with the virtual reality applications. Furthermore, they contributed to this section after the virtual world was created with the sources of physical real objects and  the mapping function as well. This is related to the structure and the surface of these objects in the virtual world, and they can vary from object to object.

In conclusion, it is evident that this study has also shown problems in tracking and detecting objects with the virtual reality application, too. On the other hand, the method is an effective way to improve the invisible bridges between the physical and digital world. Moreover, this is really interesting because even the same objects in the real world can look differently in the virtual digital world. It is obvious that the virtual reality technology guides the senses of users and also might manipulate them. It remains to prove that this physical real structure as input can work without tracking issues. Clearly, further research will be needed to validate the usage of this technology.

Moreover, the writers (2016) predict and discuss how “Live-action Virtual Reality Games” technology may output information through wearable, mobile and environment devices. In contrast, the real world is  approaching the digital world. Thus, these devices may contribute their part to this with digital media information outputs such as creating “real-world effects” like smells, smoke and vibrations. In addition, there are again many possibilities how these single wearables may connect to each other and even  to other gamers as well. Furthermore, these objects are able to create real world effects and may react to their environment. In this paper, particular attention is paid to the few possibilities for environment devices such as simple output devices, mechanical or electrical devices equipped with actuators and smart intelligent objects.


However, I think in this section the usability of these environment devices are not considered. This might be problematic in that these devices are definitely an improvement. Nevertheless, what needs to be taken into account is that the consideration of the environment within the “real-world effects” are taking place. Clearly, further research is necessary to prove the usability of these devices as well. In addition, this prediction is not supported by other sources, despite the explanation of smart objects. I am not convinced with the proposed method because I have doubts in its practical usage.


From the research that has been conducted, it can be concluded that firstly, the vision of “Live-action Virtual Reality Games” predicts many improvements regarding to actually virtual reality games; secondly, based on the mentioned techniques, it can be summarised that the research into “Live-action Virtual Reality Games” has been very successful. Nevertheless, I am concerned that the authors have not mentioned possible negative side effects of virtual reality experience. Despite of this I am interested in this new technology because it predicts a totally new user experience and might have a huge impact on the society.

[ 1076 Words & 6923 Characters ]

Hüseyin Calikbasi
Digital Media Arts
University of Hertfordshire
15073148

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