Environmental Engineering Reference
In-Depth Information
observer must see slightly different images of the scene under regard in each eye. In the real
world this occurs because the two eyes are placed slightly apart in the head, and so each eye
views the scene from a slightly different position. Multi-user issues have been reported as
one of the main advantages of these systems and designers must consider the handover of
control between users as this technology develops.
Virtual environments applications continue to grow. Developers are coming out with new
technologies that can simulate effects such as wind, vibration and lightning to enrich the
virtual environment for a true model of reality. Virtual environments are being successfully
used for applications such as driving and flight simulators and we are now witnessing some
entertainment environment like the simulated Viruga Mountains in Rwanda to explore a
tribe of Mountain Gorillas.
4. Some barriers and issues in virtual environment applications
Despite all the strides in virtual environment applications, research still shows
inconsistencies in the reports on research efforts in virtual environments. One main
contention is whether skills gained in virtual environments transfer to real-world
conditions. This argument has come to the forefront in the widely use of virtual
environment for therapeutic applications. For example, efforts to promote functional
recovery through therapeutic interventions like neurofacilitation techniques, progressive
strengthening, biofeedback and electrical simulation, after the occurrence of stroke, have
yielded inconsistent results (Duncan, 1997; Feys et al., 1998; Merians et al., 2002; Richards &
Pohl, 1999). O'Sullivan and Schmitz (1994) argued that these inconsistencies stemmed from
inadequate training and skills in performing these procedures in order to ensure the validity
and reliability of the tests. Wilson, Foreman and Tlauka (1996) reported that internal
representations resulting from exploration of simulated space transferred to the real
environment. Kozak et al. (1993), Deutsch, Latonio, Burdea and Boian (2001), argued that
although subjects trained on a motor task in a virtual environment demonstrated the ability
to improve performance in that environment, the learning did not always transfer to the
real-world task. Jack et al. (2001) attributed this problem to the current paucity of
investigation into the use of VR for motor skill training. These inconsistencies indicate that
research in motor task training and transfer of that task to the real-world environment is
neither fully understood nor entirely conclusive (Jack et al., 2001). These conflicting findings
need to be more carefully explored in order to ascertain the usefulness of VR as an
enhancement to traditional therapy. Fox and Fried-Oken (1996) also observed that many
questions relating to the generalization of new learning to the natural environment
remained largely unanswered.
Recent studies have shown that virtual reality technology can be used to provide this
treatment approach based on its capability to create an integrated, interactive, motivating
environment in which practice intensity and feedback can be manipulated to effect
functional recovery or improvements in patients following stroke (Liepert et al., 2000;
Merians et al., 2002; Taub, Uswatte & Pidikiti, 1999;).
5. A virtual environment case study
The author conducted a case study to justify his own belief on this inconclusive subject. The
research undertaken also aims to justify or not research efforts in virtual environments
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