15. VIRTUAL
REALITIES
Hilary
McLellan
McLellan Wyatt Digital
15.1 INTRODUCTION
Virtual realities are a set
of newly emerging educational technologies, less than a decade old (Hamit, 1993;
Aukstalnis, & Blatner, 1992; Helsel, 1992a; Helsel, 1992b; Helsel, 1992c;
Middleton, 1992; Pimentel & Teixiera, 1992; Helsel & Roth, 1991; Rheingold,
1991). Virtual reality (VR) can be defined as a class of computer-controlled multisensory
communication technologies that allow more intuitive interactions with data and
involve human senses in new ways. Virtual reality can also be defined as an environment
created by the computer in which the user feels present (Jacobson, 1993a). This
technology was devised to enable people to deal with information more easily.
VR provides a different way to see and experience information, one that is dynamic
and immediate. It is also a tool for model-building and problem solving. VR is
potentially a tool for experiential learning. The virtual world is interactive;
it responds to the user's actions. Virtual reality evokes a feeling of immersion,
a perceptual and psychological sense of being in the digital environment presented
to the senses. The sense of presence or immersion is a critical feature distinguishing
virtual reality from other types of computer applications.
Virtual reality is a new
type of computer tool that adds vast power to scientific visualization. Buxton
(1992, P.27) explains that:
Scientific visualization
involves the graphic rendering of complex data in a way that helps make pertinent
aspects and relationships within the data more salient to the viewer. The
idea is to tailor the visual presentation to take better advantage of the
human ability to recognize patterns and see structures.
However, as Erickson (1993)
explains, the word "visualization" is really too narrow when considering
virtual reality. "Perceptualization" is probably more appropriate. With
virtual reality, sound and touch, as well as visual appearance, may be used effectively
to represent data. Perceptualization involving the sense of touch may include
both tactile feedback (passive touch, feeling surfaces and textures) and haptic
feedback (active touch, where there is a sense of force feedback, pressure, or
resistance) (Brooks, 1988; Hon, 1991; Dowding, 1991; Minsky, 1991; Dowding, 1992;
Marcus, 1994). The key to visualization is in representing information in ways
that can engage any of our sensory systems and thus draw on our extensive experience
in organizing and interpreting sensory input (Erickson, 1993).
The term "Virtual
Reality" was coined by Jaron Lanier one of the developers of the first
immersive interface devices (Hall, 1990). "Virtual" often denotes
the computer-generated counterpart of a physical object: a "virtual room,"
a "virtual glove," a "virtual chair." Other terms such as
"virtual worlds," "virtual environments," and "cyberspace"
are used as global terms to identify this technology. For example, David Zelter
of the MIT Media Lab suggests that the term "virtual environments"
is more appropriate than "virtual reality" since virtual reality,
like artificial intelligence, is ultimately unattainable (Wheeler, 1991). But
"virtual reality" remains the most commonly used generic term (although
many researchers in the field vehemently dislike this term).
Virtual reality provides
a degree of interactivity that goes beyond what can be found in traditional
multimedia programs. Even a sophisticated multimedia program, such as the Palenque
DVI program, which features simulated spatial exploration of an ancient Mayan
pyramid, is limited to predetermined paths. With a virtual world you can go
anywhere and explore any point of view.
Virtual reality emerged
as a distinctive area of computer interfaces and applications only during the
1980s. Any assessment of this technology must keep in mind that it is at a very
early stage of development --- to date there is very little research, especially
concerning the educational implications of this technology. However, some exciting
applications have been developed. Furthermore, researchers are beginning to
collect valuable information about the usefulness of virtual reality for particular
applications, including education and training. And a great deal of theory-building
has already been initiated concerning this emerging technology and its potentials
in education and training.