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Seminar Series: Technology Trends 2005

Virtual Reality Systems: Potential research

Manolya Kavlaki, Macquarie University

Virtual reality (VR) systems were introduced to the general public in 1989. Since then, VR has captured the public's imagination with being commercially available even before being academically understood. VR is the body of techniques that apply computation to the generation of experientially valid realities. VR hardware (including trackers, spatial sensors, biofeedback devices, audio and video displays) maps natural behaviour onto digital streams, whilst VR software provides tools for construction of, management of, and interaction with digital environments surrounding a user.

With these characteristics, VR provides the potential for completely customized, individualized learning, but it also carries the risk of changing our mental models making the borders between virtual and actual unclear. Research on VR systems requires a deep knowledge of human physiology, perception, and cognition, as well as computer engineering.

Regarding the interface design, a shift from the needs of symbol processors to the needs of humans is essential to be able to understand the cognitive and behavioral effects of transportable perspectives, programmable bodies, and exchangable body parts. Virtual Reality is a way for humans to visualize, manipulate and interact with computers and extremely complex data. The visualization part refers to the computer generating visual, auditory or other sensual outputs to the user of a world within the computer. This world may be a CAD model, a scientific simulation, or a view into a database. The user can interact with this virtual world, directly manipulating objects in it. Interaction with the virtual world is the major focus of a VR system.

The applications being developed for VR run a wide spectrum, from games to architectural and business planning. Some are similar to our own, like CAD or architectural modeling. Some provide ways of viewing from a very different perspective not possible with the real world, like scientific simulations and telepresence systems. Others are much different from anything we have ever directly experienced before, like navigating a large corporate information system.

In this seminar, I will mainly focus on VR technology, describing a wide range of VR systems, point to some active areas of research, outline our research efforts underway at Macquarie University, and discuss potentials and risks engendered by this technology. Dr Manolya Kavakli , Macquarie University

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