The future of research in computer games and virtual worlds
This simple and low-cost device allows the VR users to interact with virtual objects and related environments in a naturalistic way. When technology is able to be transparent, users can experience increased sense of being in the virtual environments the so-called sense of presence. Other forms of interactions are possible and have been developing continuously. For example, tactile and haptic device able to provide a continuous feedback to the users, intensifying their experience also by adding components, such as the feeling of touch and the physical weight of virtual objects, by using force feedback.
Another technology available at low cost that facilitates interaction is the motion tracking system, such as Microsoft Kinect, for example. This tracking allows a great degree of interaction and improves the overall virtual experience. A final emerging approach is the use of digital technologies to simulate not only the external world but also the internal bodily signals Azevedo et al.
For example, Riva et al. This approach allowed the development of an interoceptive stimulator that is both able to assess interoceptive time perception in clinical patients Di Lernia et al. In this scenario, it is clear that the future of VR and AR research is not just in clinical applications, although the implications for the patients are huge. The continuous development of VR and AR technologies is the result of research in computer science, engineering, and allied sciences.
First, all clinical research on VR and AR includes also technological developments, and new technological discoveries are being published in clinical or technological journals but with clinical samples as main subject. It is clear that researchers in psychology, neuroscience, medicine, and behavioral sciences in general have been investigating whether the technological developments of VR and AR are effective for users, indicating that clinical behavioral research has been incorporating large parts of computer science and engineering.
A second aspect to consider is the industrial development. In fact, once a new technology is envisioned and created it goes for a patent application. Once the patent is sent for registration the new technology may be made available for the market, and eventually for journal submission and publication.
Moreover, most VR and AR research that that proposes the development of a technology moves directly from the presenting prototype to receiving the patent and introducing it to the market without publishing the findings in scientific paper.
Hence, it is clear that if a new technology has been developed for industrial market or consumer, but not for clinical purpose, the research conducted to develop such technology may never be published in a scientific paper. Although our manuscript considered published researches, we have to acknowledge the existence of several researches that have not been published at all.
Generally, the most important articles in journals published in these databases are also included in the Web of Knowledge database; hence, we are convinced that our study considered the top-level publications in computer science or engineering. Accordingly, we believe that this limitation can be overcome by considering the large number of articles referenced in our research.
Considering all these aspects, it is clear that clinical applications, behavioral aspects, and technological developments in VR and AR research are parts of a more complex situation compared to the old platforms used before the huge diffusion of HMD and solutions. We think that this work might provide a clearer vision for stakeholders, providing evidence of the current research frontiers and the challenges that are expected in the future, highlighting all the connections and implications of the research in several fields, such as clinical, behavioral, industrial, entertainment, educational, and many others.
PC and GR conceived the idea. PC made data extraction and the computational analyses and wrote the first draft of the article. IG revised the introduction adding important information for the article.
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
The reviewer GC declared a shared affiliation, with no collaboration, with the authors PC and GR to the handling Editor at the time of the review. National Center for Biotechnology Information , U. Front Psychol. Published online Nov 6. Author information Article notes Copyright and License information Disclaimer.
This article was submitted to Human-Media Interaction, a section of the journal Frontiers in Psychology. Received Dec 14; Accepted Oct The use, distribution or reproduction in other forums is permitted, provided the original author s and the copyright owner s are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
This article has been cited by other articles in PMC. Associated Data Supplementary Materials. ZIP K. Keywords: virtual reality, augmented reality, quantitative psychology, measurement, psychometrics, scientometrics, computational psychometrics, mathematical psychology.
Introduction In the last 5 years, virtual reality VR and augmented reality AR have attracted the interest of investors and the general public, especially after Mark Zuckerberg bought Oculus for two billion dollars Luckerson, ; Castelvecchi, Virtual Reality Concepts and Features The concept of VR could be traced at the mid of when Ivan Sutherland in a pivotal manuscript attempted to describe VR as a window through which a user perceives the virtual world as if looked, felt, sounded real and in which the user could act realistically Sutherland, They provide a stereo image of a three dimensional 3D scene viewed on a monitor using a perspective projection coupled to the head position of the observer Ware et al.
Furthermore, higher immersive systems, than the other two systems, can give the possibility to add several sensory outputs allowing that the interaction and actions were perceived as real Loomis et al. From Virtual to Augmented Reality Looking chronologically on VR and AR developments, we can trace the first 3D immersive simulator in , when Morton Heilig created Sensorama, a simulated experience of a motorcycle running through Brooklyn characterized by several sensory impressions, such as audio, olfactory, and haptic stimuli, including also wind to provide a realist experience Heilig, Virtual Reality Technologies Technologically, the devices used in the virtual environments play an important role in the creation of successful virtual experiences.
Augmented Reality Concept Milgram and Kishino , conceptualized the Virtual-Reality Continuum that takes into consideration four systems: real environment, augmented reality AR , augmented virtuality, and virtual environment. Augmented Reality Technologies Technologically, the AR systems, however various, present three common components, such as a geospatial datum for the virtual object, like a visual marker, a surface to project virtual elements to the user, and an adequate processing power for graphics, animation, and merging of images, like a pc and a monitor Carmigniani et al.
Augmented Reality Applications Although AR is a more recent technology than VR, it has been investigated and used in several research areas such as architecture Lin and Hsu, , maintenance Schwald and De Laval, , entertainment Ozbek et al. Results The analysis of the literature on VR shows a complex panorama. Table 1 Category statistics from the WoS for the entire period and the last 5 years.
Open in a separate window. Network of institutions: the dimensions of the nodes represent centrality. Table 2 Cluster ID and silhouettes as identified with two algorithms Chen et al. Table 3 Cluster ID and references of burst article. Table 4 Cluster ID and silhouettes as identified with two algorithms Chen et al. Discussion Our findings have profound implications for two reasons.
Conflict of Interest Statement The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest. Advantages and challenges associated with augmented reality for education: a systematic review of the literature. An if—thEN theory of personality: significant others and the relational self. The calming effect of a new wearable device during the anticipation of public speech. Recent advances in augmented reality.
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Schumaker R. Berlin: Springer; , — Using augmented reality to treat phobias. IEEE Comput. A SWOT analysis of the field of virtual reality rehabilitation and therapy. Presence 14 — Which type of citation analysis generates the most accurate taxonomy of scientific and technical knowledge? Bursty and hierarchical structure in streams. Data Min. Rosedale added that virtual worlds are appealing for the future for humanity because they have the potential to bring a more balanced offense and defense, whereas the real world moves people closer to a larger radius of damage Lanier concluded the panel predicting that in 25 years the technology will be so good there will be no IBM or manufacturing jobs and that buying and selling goods in the virtual world will save civilization.
Virtual worlds won't save civilization, given human nature seems to replicate itself in digital worlds. It could potentially be more like "The Matrix," if you the machines get too smart, but in the near term you can count on virtual worlds becoming an economic force in business and entertainment.
It's not hard to imagine the intersection from Facebook and Second Life, for example, where, as Rosedale predicts, people will spend more time in virtual worlds than on the 'standard' Web. Some of us will continue to hang on to the analog world Developers are in short supply. Here are the skills and programming languages employers need.
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