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Virtual Reality Brings About Real Change Andres Garcia (agarcia4@umd.edu) Majoring in Computer Science Science, Technology, and Society CPSP227 (Spring 2011)-Dr. Tomblin Introduction Introduction: Virtual reality started out as a fictional topic. It was first introduced in novels and short stories as an abstraction of today’s virtual reality involving electrical impulses and virtual individuals (later these would be called avatars). Then it went on to be in movies and TV shows. As software and hardware improved, people began to develop prototypes and inventions that applied virtual reality. Now virtual reality is being used in many fields, and it is being used for the good of humanity. According to the Virtual Reality Medical Center in San Diego, CA, “cybertherapy can be defined as the use of advanced technologies, such as the Internet or virtual reality, as an adjunct to traditional forms of therapy.” Cybertherapy is not well-known because it is still under research and it is still being developed. Figure 1. The Matrix Source: http://www.valdostamuseum.org/ The movie The Matrix discusses the idea that our current reality is actually a virtual world we are hooked up to. This movie gives viewers a false perspective of what virtual reality actually is. STS Framework: Social Construction According to Dictionary.com, a social construct is “a social mechanism, phenomenon, or category created and developed by society; a perception of an individual, group, or idea that is 'constructed' through cultural or social practice.” Social construction is the perfect STS framework for this topic because virtual reality and cybertherapy were created and shaped by society. STS Claim: Virtual reality has evolved from a fictional subject to a very useful field in medicine and science. The main reason for this evolution is the changes within society’s priorities, concerns, and interests. Figure 2. “Can Training in Second Life Teach Doctors to Save Real Lives?” Source: http://discovermagazine.com/ SecondLife is better known for its entertainment aspect, but scientists are trying to figure out different ways of using virtual reality to better train doctors and further develop cybertherapy. Figure 4. Virtual Reality Exposure Therapy. Source: http://www.technovelgy.com/ Soldiers are being treated for their post-traumatic stress disorder (PTSD) by using virtual worlds in which they (as well as they doctors involved) have control of their environments and can slowly but effectively recuperate. Fields at Work: Interpretive Flexibility: Virtual realty and cybertherapy have spread through the entertainment, medical, and simulation industries. This allows for people to use these technologies in different ways. Psychologists, computer scientists, and researchers (just to name a few) worked together to create the software and headwear necessary to treat psychological disorders. They set out to treat many disorders, such as post-traumatic stress disorder (anxiety developed from physical harm or threat), and phobias, such as agoraphobia (fear of open or public places) and arachnophobia (fear of spiders). The entertainment world set out to amaze consumers with the Xbox 360’s Kinect system. This system applies virtual reality in order for users to play virtual sports. The army and many other industries are starting to train their employees with virtual worlds in order to use time more efficiently. Conclusion: Society has shaped the way we view and use virtual reality. From entertainment to medical purposes, virtual reality and cybertherapy have evolved around society’s needs. People are thinking differently about virtual reality and they are starting to see its potential to better different aspects of life. Figure 3. Virtual Reality Pain Reduction. Source: www.hitl.washington.edu/ This is an example of how doctors are using cybertherapy in order to lessen the pain that burn victims feel when being treated. The patients become so immersed in these virtual environments that their minds focus on something other than the pain. Past vs. Future: Controversy: Controversy: Virtual reality has a big stigma due to its fictional origins. Many people still think that virtual reality is a technology of the past. These perspectives are based on science fiction novels, movies, and TV shows. Some people are asking: If this technology can trick the brain into thinking virtual worlds are real, then what is real? Are there any negative long-term effects on the human mind from this technology? Will some people like virtual worlds better than real life? Stabilization: Stabilization: Cybertherapy is still in its developing stages even though it has helped many people. Once more institutions believe in this type of virtual reality, it will be viewed by the public with greater respect and appreciation.
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