Science fiction and Popular Science magazine has given us the idea that one day there will be Virtual Worlds where we can escape real life and immerse ourselves in an imaginary land built on 3D graphics. As early as the 1950’s, scientists and engineers wrote about a movie experience that would draw the user into the world presented on the screen (Tate, 1996). Many believed that by now, users would have VR simulators in their homes and escape anytime they wanted but we seem to be far off of what was predicted or imagined.
Virtual Reality is a broad term that most assume means wearing a heavy headset, putting on sensor gloves and moving around in an imaginary world. That is one form of Virtual Reality but there are far less complex examples that are more widely used today.
Virtual Reality is defined by SearchCIO (2008) as, “an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment.” By this definition, most first person consol video games could be considered Virtual Reality as well as the applications with the ability to interact with a 3d object on a computer over the Internet.
Some would argue that interacting with a three-dimensional shape or playing a video game on a television is not true VR because the users do not truly believe they are in a real environment. I argue that if the user enters a state of suspension of disbelief as audiences do in action movies or fantasy books, where for all intents and purposes the world is real then it is truly a virtual reality. Media College (n.d.) explains the suspension of disbelief as,“a semi-conscious decision in which you put aside your disbelief and accept the premise as being real for the duration of the story.”
The key to make Virtual Reality a true reality for users is have a sense of context of what is real and combined true reality with that of an alternate reality. One successful use that can be seen today is augmented reality. Augmented reality is combining digital or created content as a supplement or contributing to real life situations and objects. For example, using a smart phone video camera, an application can provide contextual information bubbles or additional photographs as you pass a monument or historical figure. This is already being seen in many iPhone and Android applications and with Google Goggles (Google Goggles, 2010)
But what platform is best to provide this virtual or augmented reality to the user through the Internet? Ideally, it would be accessible in every browser and not require an additional plug-in or download but that is difficult to do at the present time with the limitations of the most widely distributed browsers. Today, most have used Flash to provide 3D and virtual realities to users via he Internet. But with the conversion of VRML to X3D and its implementation into the WebKit browsers such as future versions of Safari and Google Chrome there will be a lot better implementation and uses of the virtual environment and combining it with existing realities.
X3D, is a three-dimensional framework language that can be transferred and rendered at runtime. This technology, a fast, smaller and a more flexible upgrade to it’s predecessor VRML which did work inside the World Wide Web but was not well adopted.
With X3D and the Web 3D Consortium working to get it implemented into every major browser in the near future, developers and publishers will have an easier and more interactive time delivering virtual worlds.
Today, publishers and media organizations should began thinking about how they could offer virtual worlds and augmented realities to their users so that when the browsers are deployed and adopted they can lead with great vitural content.
For example, it will not be enough to have a 2-D interactive graphic of a new baseball stadium but it the graphic will need to be able to be controlled and consumed in 3D space with realistic visuals and sounds that immerse the user. And when the user takes a X3D enabled smart device to the stadium they are presented with additional information, videos, images, etc. that supplement the real life experience.
This is just one possibility but think about locations as worlds and consider how you can deliver more than the present reality to those that are present and those that are not.
References:
Google Goggles (2010) Google Labs [Online] Available from: http://www.google.com/mobile/goggles/#landmark (Accessed 30 January 2010).
SearchCIO (2008) [Online] Available from: http://searchcio-midmarket.techtarget.com/sDefinition/0,,sid183_gci213303,00.html (Accessed 30 January 2010).
Suspension of Disbelief (n.d.) Media College [Online] Available from: http://www.mediacollege.com/glossary/s/suspension-of-disbelief.html (Accessed 30 January 2010).
Tate, S. (2006) Virtual Reality: A Historical Perspective [Online] Available from: http://ei.cs.vt.edu/~history/Tate.VR.html (Accessed 30 January 2010).
VRML (n.d.) Web3d Consortium [Online] Available from: http://www.web3d.org/x3d/specifications/vrml/VRML1.0/index.html
(Accessed 30 January 2010).
What is X3D? (n.d.) Web3d Consortium [Online] Available from: http://www.web3d.org/about/overview/ (Accessed 30 January 2010).













