Since the 1960s the term Virtual Reality (VR) has been used to describe a wealth of very different technologies, both software and hardware, such as the Sensorama Simulator, online virtual worlds (e.g. Second Life), massive multiplayer online role playing games (MMORPGs, such as World of Warcraft), surgery simulators, rooms where all walls are covered in displays (Cave Automatic Virtual Environments, CAVE), as well as a wealth of different Head-Mounted Displays (HMDs). For decades it has been discussed if VR has the potential to revolutionize education. The argument is that VR can be used for simulation-based education, where students and learners can practice new skills in a simulated environment that enables correction, repetition and non-dangerous failure and at the same time offers access to interaction with expensive or far-away environments. Despite the high hopes, these ideas have been based on speculation more than praxis, and outside of dedicated training simulators for surgeons, pilots, and military personnel the VR technology has not been on a level where it could be applied in education and training at large. This, however, changed in 2013 when the first developer versions of a HMD from the company Oculus Rift introduced a new generation of consumer-priced VR technology. During the next couple of years a myriad of competitors launched their own HMDs, making this new technology accessible to the wider public and for research and education purposes as well. QUESTION 1.3 Using object-oriented databases as the primary data source, VR applications have a variety of advantages, but requires the development of new techniques concerning data modeling, data handling and data transfer from a Virtual Reality system’s point of view. Based on data that is stored in a virtual reality system being similar to content stored in a database to be retrieved later depending on the use, critically evaluate and provide a discussion on the legal obligation of owners with regard to database content in a VR system.
Since the 1960s the term Virtual Reality (VR) has been used to describe a wealth of very different technologies, both software and hardware, such as the Sensorama Simulator, online virtual worlds (e.g. Second Life), massive multiplayer online role playing games (MMORPGs, such as World of Warcraft), surgery simulators, rooms where all walls are covered in displays (Cave Automatic Virtual Environments, CAVE), as well as a wealth of different Head-Mounted Displays (HMDs).
For decades it has been discussed if VR has the potential to revolutionize education. The argument is that VR can be used for simulation-based education, where students and learners can practice new skills in a simulated environment that enables correction, repetition and non-dangerous failure and at the same time offers access to interaction with expensive or far-away environments. Despite the high hopes, these ideas have been based on speculation more than praxis, and outside of dedicated training simulators for surgeons, pilots, and military personnel the VR technology has not been on a level where it could be applied in education and training at large.
This, however, changed in 2013 when the first developer versions of a HMD from the company Oculus Rift introduced a new generation of consumer-priced VR technology. During the next couple of years a myriad of competitors launched their own HMDs, making this new technology accessible to the wider public and for research and education purposes as well.
QUESTION 1.3
Using object-oriented databases as the primary data source, VR applications have a variety of advantages, but requires the development of new techniques concerning data modeling, data handling and data transfer from a Virtual Reality system’s point of view. Based on data that is stored in a virtual reality system being similar to content stored in a
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VR systems refer to Virtual Reality systems or environments. These systems encompass both the hardware and software components that enable users to immerse themselves in a computer-generated, interactive, and three-dimensional virtual world. VR systems typically include Head-Mounted Displays (HMDs), sensors, input devices, and powerful computing hardware.
VR systems are designed to create a sense of presence, allowing users to feel like they are physically present within the virtual environment. These systems track users' movements and adjust the visual and auditory feedback accordingly, providing a highly immersive experience. VR systems find applications in various fields, including gaming, education, training, simulations, healthcare, and entertainment.
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