Environmental Engineering Reference
In-Depth Information
In another view, some researchers like Strickland, Hodges, North and Weghorst (1997)
describe virtual environments as computer presence and feel of another place with tracking of
what the person does in this imaginary scene. They argued that when the headsets are used to
remove the real background of the user, the mind is fooled and the senses are made to accept
as reality this new imaginary environment. Some simulations of virtual environments add
more sensory information to depict the imaginary world as close to reality as possible and
advanced haptic systems are now being coupled with tactile information (force feedback) to
create systems for medical and gaming applications. Advances in telecommunications have
enabled remote communication environments which now provide virtual presence of users
with the concepts of telepresence and telexistence (Liang et al., 2006; Szigeti et al., 2009). The
example above demonstrates the use of virtual environment in parachute training. The system
provides a parachute simulation where students learn how to control flight movements
through a series of computer-generated scenarios.
2. Applications of virtual environments
The use of virtual environments in real life applications has grown tremendously in the last
decade. A growing number of educators and researchers are reported to have found virtual
environments useful for teaching and research, despite its challenging technical
requirements. Many of the properties of virtual environments are viewed to be conducive
for good learning as they tend to be interactive, engaging, and provide safe places for
students to learn by doing and experimentation. There is also ample provision of scaffolding
and immediate feedback to measure if learning has actually taken place. The report reveals
that over 74 universities and colleges already have a presence (virtual campuses) within
Second Life, an online virtual world created by Linden Lab, where a host of client programs
(Viewers) enable Users (Residents) to interact with one another through avatars. The
Residents can explore the virtual world, meet other Residents, socialize, participate in
individual or group activities, trade virtual property and services with each other. Second Life,
taunted as the Internet's largest user-created 3D virtual world community, has been used for
distance learning, museum-style exhibits, corporate training, broadcasting information, or
simply as an interactive supplement to traditional classroom environments. It is envisaged that
virtual classes and virtual classrooms will become more commonplace, as the number of
schools that hold online classes within Second Life continues to grow. As simulations and
designed experiences, , researchers believe that virtual worlds are useful for experiential,
exploratory learning and for teaching various content areas like business (e.g. virtual real
estate, intellectual property), economics, art design and architecture, science, among other
topics. It is also reported that Second Life already has over a million active users.
In the use for therapeutic applications, the field of motor rehabilitation, especially after a
stroke assault, is one of the fields that have benefitted significantly from virtual
environments applications. A number of virtual environment-based systems have been
developed along the theory underlying neuronal mechanism targeting recovery. It is
assumed that recovery could be facilitated by harnessing mechanisms underlying neuronal
reorganization. O'Sullivan and Schmitz (2001) argued that motor recovery evolves from a
complex set of neurological and mechanical processes that inform postures and that the
brain normally provides signal that help with balance, coordination and orientation
necessary for movements, especially walking. Molnar (2002) argued that stroke impairs
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